mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-26 06:50:06 +00:00
hugely simplified managing player characters in login server
This commit is contained in:
parent
657306e0a1
commit
51a687c7db
@ -48,10 +48,6 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
|
||||
characterSelect(sock, data);
|
||||
break;
|
||||
}
|
||||
case P_CL2LS_REQ_SHARD_SELECT: {
|
||||
shardSelect(sock, data);
|
||||
break;
|
||||
}
|
||||
case P_CL2LS_REQ_SAVE_CHAR_TUTOR: {
|
||||
finishTutorial(sock, data);
|
||||
break;
|
||||
@ -135,17 +131,15 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
loginSessions[sock] = CNLoginData();
|
||||
loginSessions[sock].userID = findUser->AccountID;
|
||||
loginSessions[sock].slot = findUser->Selected;
|
||||
loginSessions[sock].lastHeartbeat = getTime();
|
||||
|
||||
std::vector<Player> characters = Database::getCharacters(loginSessions[sock].userID);
|
||||
int charCount = characters.size();
|
||||
std::vector<sP_LS2CL_REP_CHAR_INFO> characters = Database::getCharInfo(loginSessions[sock].userID);
|
||||
|
||||
INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
|
||||
memcpy(resp.szID, login->szID, sizeof(char16_t) * 33);
|
||||
|
||||
resp.iCharCount = charCount;
|
||||
resp.iSlotNum = loginSessions[sock].slot;
|
||||
resp.iCharCount = characters.size();
|
||||
resp.iSlotNum = findUser->Selected;
|
||||
resp.iPaymentFlag = 1;
|
||||
resp.iOpenBetaFlag = 0;
|
||||
resp.uiSvrTime = getTime();
|
||||
@ -157,54 +151,33 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
|
||||
sock->setEKey(CNSocketEncryption::createNewKey(resp.uiSvrTime, resp.iCharCount + 1, resp.iSlotNum + 1));
|
||||
sock->setFEKey(CNSocketEncryption::createNewKey((uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]), login->iClientVerC, 1));
|
||||
|
||||
// now send the characters :)
|
||||
std::vector<Player>::iterator it;
|
||||
for (it = characters.begin(); it != characters.end(); it++) {
|
||||
sP_LS2CL_REP_CHAR_INFO charInfo = sP_LS2CL_REP_CHAR_INFO();
|
||||
|
||||
charInfo.iSlot = (int8_t)it->slot;
|
||||
charInfo.iLevel = (int16_t)it->level;
|
||||
charInfo.sPC_Style = it->PCStyle;
|
||||
charInfo.sPC_Style2 = it->PCStyle2;
|
||||
|
||||
// position
|
||||
charInfo.iX = it->x;
|
||||
charInfo.iY = it->y;
|
||||
charInfo.iZ = it->z;
|
||||
|
||||
// save character in session (for char select)
|
||||
int UID = it->iID;
|
||||
loginSessions[sock].characters[UID] = Player(*it);
|
||||
loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
|
||||
|
||||
// Equip info
|
||||
for (int i = 0; i < AEQUIP_COUNT; i++) {
|
||||
charInfo.aEquip[i] = it->Equip[i];
|
||||
}
|
||||
|
||||
// set default to the first character
|
||||
if (it == characters.begin())
|
||||
loginSessions[sock].selectedChar = UID;
|
||||
|
||||
sock->sendPacket((void*)&charInfo, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO));
|
||||
}
|
||||
|
||||
DEBUGLOG(
|
||||
std::cout << "Login Server: Login success. Welcome " << userLogin << " [" << loginSessions[sock].userID << "]" << std::endl;
|
||||
)
|
||||
|
||||
if (resp.iCharCount == 0)
|
||||
return;
|
||||
|
||||
// now send the characters :)
|
||||
std::vector<sP_LS2CL_REP_CHAR_INFO>::iterator it;
|
||||
for (it = characters.begin(); it != characters.end(); it++)
|
||||
sock->sendPacket((void*)&*it, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO));
|
||||
|
||||
DEBUGLOG(
|
||||
std::cout << "Login Server: Loaded " << (int)resp.iCharCount << " characters" << std::endl;
|
||||
)
|
||||
}
|
||||
|
||||
void CNLoginServer::newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC) {
|
||||
loginSessions[sock] = CNLoginData();
|
||||
loginSessions[sock].userID = Database::addAccount(userLogin, userPassword);
|
||||
loginSessions[sock].slot = 1;
|
||||
loginSessions[sock].lastHeartbeat = getTime();
|
||||
|
||||
INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
|
||||
U8toU16(userLogin, resp.szID, sizeof(resp.szID));
|
||||
|
||||
resp.iCharCount = 0;
|
||||
resp.iSlotNum = loginSessions[sock].slot;
|
||||
resp.iSlotNum = 1;
|
||||
resp.iPaymentFlag = 1;
|
||||
resp.iOpenBetaFlag = 0;
|
||||
resp.uiSvrTime = getTime();
|
||||
@ -293,8 +266,7 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
sP_CL2LS_REQ_CHAR_CREATE* character = (sP_CL2LS_REQ_CHAR_CREATE*)data->buf;
|
||||
|
||||
if (!(Database::validateCharacter(character->PCStyle.iPC_UID, loginSessions[sock].userID) ||
|
||||
loginSessions[sock].characters.find(character->PCStyle.iPC_UID) == loginSessions[sock].characters.end())) {
|
||||
if (!Database::validateCharacter(character->PCStyle.iPC_UID, loginSessions[sock].userID)) {
|
||||
INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_FAIL, fail);
|
||||
fail.iErrorCode = 2;
|
||||
sock->sendPacket((void*)&fail, P_LS2CL_REP_SHARD_SELECT_FAIL, sizeof(sP_LS2CL_REP_SHARD_SELECT_FAIL));
|
||||
@ -331,10 +303,6 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
|
||||
resp.iLevel = player.level;
|
||||
resp.sOn_Item = character->sOn_Item;
|
||||
|
||||
// save player in session
|
||||
loginSessions[sock].characters[UID] = Player(player);
|
||||
loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
|
||||
|
||||
loginSessions[sock].lastHeartbeat = getTime();
|
||||
|
||||
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC));
|
||||
@ -352,19 +320,17 @@ void CNLoginServer::characterDelete(CNSocket* sock, CNPacketData* data) {
|
||||
resp.iSlotNum = operationResult;
|
||||
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_DELETE_SUCC, sizeof(sP_LS2CL_REP_CHAR_DELETE_SUCC));
|
||||
loginSessions[sock].lastHeartbeat = getTime();
|
||||
loginSessions[sock].characters.erase(del->iPC_UID);
|
||||
}
|
||||
|
||||
void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
|
||||
if (data->size != sizeof(sP_CL2LS_REQ_CHAR_SELECT))
|
||||
return;
|
||||
|
||||
// character selected
|
||||
sP_CL2LS_REQ_CHAR_SELECT* character = (sP_CL2LS_REQ_CHAR_SELECT*)data->buf;
|
||||
INITSTRUCT(sP_LS2CL_REP_CHAR_SELECT_SUCC, resp);
|
||||
sP_CL2LS_REQ_CHAR_SELECT* selection = (sP_CL2LS_REQ_CHAR_SELECT*)data->buf;
|
||||
// we're doing a small hack and immediately send SHARD_SELECT_SUCC
|
||||
INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_SUCC, resp);
|
||||
|
||||
if (!(Database::validateCharacter(character->iPC_UID, loginSessions[sock].userID) ||
|
||||
loginSessions[sock].characters.find(character->iPC_UID) == loginSessions[sock].characters.end())) {
|
||||
if (!Database::validateCharacter(selection->iPC_UID, loginSessions[sock].userID)) {
|
||||
INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_FAIL, fail);
|
||||
fail.iErrorCode = 2;
|
||||
sock->sendPacket((void*)&fail, P_LS2CL_REP_SHARD_SELECT_FAIL, sizeof(sP_LS2CL_REP_SHARD_SELECT_FAIL));
|
||||
@ -373,41 +339,26 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
DEBUGLOG(
|
||||
std::cout << "P_CL2LS_REQ_CHAR_SELECT:" << std::endl;
|
||||
std::cout << "\tPC_UID: " << character->iPC_UID << std::endl;
|
||||
std::cout << "\tPC_UID: " << selection->iPC_UID << std::endl;
|
||||
)
|
||||
|
||||
loginSessions[sock].lastHeartbeat = getTime();
|
||||
|
||||
loginSessions[sock].selectedChar = character->iPC_UID;
|
||||
Database::updateSelected(loginSessions[sock].userID, loginSessions[sock].characters[character->iPC_UID].slot);
|
||||
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_SELECT_SUCC, sizeof(sP_LS2CL_REP_CHAR_SELECT_SUCC));
|
||||
}
|
||||
|
||||
void CNLoginServer::shardSelect(CNSocket* sock, CNPacketData* data) {
|
||||
if (data->size != sizeof(sP_CL2LS_REQ_SHARD_SELECT))
|
||||
return;
|
||||
|
||||
// tell client to connect to the shard server
|
||||
sP_CL2LS_REQ_SHARD_SELECT* shard = (sP_CL2LS_REQ_SHARD_SELECT*)data->buf;
|
||||
INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_SUCC, resp);
|
||||
|
||||
DEBUGLOG(
|
||||
std::cout << "P_CL2LS_REQ_SHARD_SELECT:" << std::endl;
|
||||
std::cout << "\tShard: " << (int)shard->ShardNum << std::endl;
|
||||
)
|
||||
|
||||
const char* SHARD_IP = settings::SHARDSERVERIP.c_str();
|
||||
resp.iEnterSerialKey = rand();
|
||||
resp.g_FE_ServerPort = settings::SHARDPORT;
|
||||
|
||||
// copy IP to resp (this struct uses ASCII encoding so we don't have to goof around converting encodings)
|
||||
const char* SHARD_IP = settings::SHARDSERVERIP.c_str();
|
||||
memcpy(resp.g_FE_ServerIP, SHARD_IP, strlen(SHARD_IP));
|
||||
resp.g_FE_ServerIP[strlen(SHARD_IP)] = '\0';
|
||||
resp.g_FE_ServerPort = settings::SHARDPORT;
|
||||
|
||||
// pass player to CNSharedData
|
||||
CNSharedData::setPlayer(resp.iEnterSerialKey, loginSessions[sock].characters[loginSessions[sock].selectedChar]);
|
||||
Player passPlayer = Database::getPlayer(selection->iPC_UID);
|
||||
passPlayer.FEKey = sock->getFEKey();
|
||||
resp.iEnterSerialKey = passPlayer.iID;
|
||||
CNSharedData::setPlayer(resp.iEnterSerialKey, passPlayer);
|
||||
|
||||
sock->sendPacket((void*)&resp, P_LS2CL_REP_SHARD_SELECT_SUCC, sizeof(sP_LS2CL_REP_SHARD_SELECT_SUCC));
|
||||
|
||||
// update current slot in DB
|
||||
Database::updateSelected(loginSessions[sock].userID, passPlayer.slot);
|
||||
|
||||
}
|
||||
|
||||
void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
|
||||
@ -415,11 +366,6 @@ void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
|
||||
return;
|
||||
sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
|
||||
Database::finishTutorial(save->iPC_UID);
|
||||
// update character in session
|
||||
auto key = loginSessions[sock].characters[save->iPC_UID].FEKey;
|
||||
loginSessions[sock].characters[save->iPC_UID] = Player(Database::getPlayer(save->iPC_UID));
|
||||
loginSessions[sock].characters[save->iPC_UID].FEKey = key;
|
||||
|
||||
loginSessions[sock].lastHeartbeat = getTime();
|
||||
// no response here
|
||||
}
|
||||
|
@ -7,9 +7,7 @@
|
||||
#include <map>
|
||||
|
||||
struct CNLoginData {
|
||||
std::map<int64_t, Player> characters;
|
||||
int64_t selectedChar;
|
||||
int userID; int slot;
|
||||
int userID;
|
||||
time_t lastHeartbeat;
|
||||
};
|
||||
|
||||
@ -37,7 +35,6 @@ private:
|
||||
static void characterCreate(CNSocket* sock, CNPacketData* data);
|
||||
static void characterDelete(CNSocket* sock, CNPacketData* data);
|
||||
static void characterSelect(CNSocket* sock, CNPacketData* data);
|
||||
static void shardSelect(CNSocket* sock, CNPacketData* data);
|
||||
static void finishTutorial(CNSocket* sock, CNPacketData* data);
|
||||
static void changeName(CNSocket* sock, CNPacketData* data);
|
||||
static void duplicateExit(CNSocket* sock, CNPacketData* data);
|
||||
|
@ -364,6 +364,56 @@ std::vector <Player> Database::getCharacters(int UserID) {
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector <sP_LS2CL_REP_CHAR_INFO> Database::getCharInfo(int userID) {
|
||||
std::lock_guard<std::mutex> lock(dbCrit);
|
||||
|
||||
std::vector<DbPlayer>characters =
|
||||
db.get_all<DbPlayer>(where
|
||||
(c(&DbPlayer::AccountID) == userID));
|
||||
|
||||
std::vector<sP_LS2CL_REP_CHAR_INFO> result = std::vector<sP_LS2CL_REP_CHAR_INFO>();
|
||||
for (auto& character : characters) {
|
||||
sP_LS2CL_REP_CHAR_INFO toAdd = {};
|
||||
toAdd.iX = character.x_coordinates;
|
||||
toAdd.iY = character.y_coordinates;
|
||||
toAdd.iZ = character.z_coordinates;
|
||||
toAdd.iLevel = character.Level;
|
||||
toAdd.iSlot = character.slot;
|
||||
toAdd.sPC_Style.iBody = character.Body;
|
||||
toAdd.sPC_Style.iClass = character.Class;
|
||||
toAdd.sPC_Style.iEyeColor = character.EyeColor;
|
||||
toAdd.sPC_Style.iFaceStyle = character.FaceStyle;
|
||||
toAdd.sPC_Style.iGender = character.Gender;
|
||||
toAdd.sPC_Style.iHairColor = character.HairColor;
|
||||
toAdd.sPC_Style.iHairStyle = character.HairStyle;
|
||||
toAdd.sPC_Style.iHeight = character.Height;
|
||||
toAdd.sPC_Style.iNameCheck = character.NameCheck;
|
||||
toAdd.sPC_Style.iPC_UID = character.PlayerID;
|
||||
toAdd.sPC_Style.iSkinColor = character.SkinColor;
|
||||
U8toU16(character.FirstName, toAdd.sPC_Style.szFirstName, sizeof(toAdd.sPC_Style.szFirstName));
|
||||
U8toU16(character.LastName, toAdd.sPC_Style.szLastName, sizeof(toAdd.sPC_Style.szLastName));
|
||||
toAdd.sPC_Style2.iAppearanceFlag = character.AppearanceFlag;
|
||||
toAdd.sPC_Style2.iPayzoneFlag = character.PayZoneFlag;
|
||||
toAdd.sPC_Style2.iTutorialFlag = character.TutorialFlag;
|
||||
|
||||
//get equipment
|
||||
auto items = db.get_all<Inventory>(
|
||||
where(c(&Inventory::playerId) == character.PlayerID && c(&Inventory::slot) < AEQUIP_COUNT));
|
||||
|
||||
for (auto& item : items) {
|
||||
sItemBase addItem = {};
|
||||
addItem.iID = item.id;
|
||||
addItem.iType = item.Type;
|
||||
addItem.iOpt = item.Opt;
|
||||
addItem.iTimeLimit = item.TimeLimit;
|
||||
toAdd.aEquip[item.slot] = addItem;
|
||||
}
|
||||
|
||||
result.push_back(toAdd);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// XXX: This is never called?
|
||||
void Database::evaluateCustomName(int characterID, CustomName decision) {
|
||||
std::lock_guard<std::mutex> lock(dbCrit);
|
||||
|
@ -130,6 +130,7 @@ namespace Database {
|
||||
// returns slot number
|
||||
int deleteCharacter(int characterID, int userID);
|
||||
std::vector <Player> getCharacters(int userID);
|
||||
std::vector <sP_LS2CL_REP_CHAR_INFO> getCharInfo(int userID);
|
||||
// accepting/declining custom name
|
||||
enum class CustomName {
|
||||
APPROVE = 1,
|
||||
|
Loading…
Reference in New Issue
Block a user