mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 03:40:05 +00:00
Adjust login server logic to new DB
This commit is contained in:
parent
2bad1252d3
commit
960f2dd10c
@ -124,7 +124,7 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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Database::Account findUser = {};
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Database::findAccount(&findUser, userLogin);
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// if 0 was returned, account was not found
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// account was not found
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if (findUser.AccountID == 0)
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return newAccount(sock, userLogin, userPassword, login->iClientVerC);
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@ -144,7 +144,8 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].userID = findUser.AccountID;
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loginSessions[sock].lastHeartbeat = getTime();
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std::vector<sP_LS2CL_REP_CHAR_INFO> characters = Database::getCharInfo(loginSessions[sock].userID);
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std::vector<sP_LS2CL_REP_CHAR_INFO> characters;
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Database::getCharInfo(&characters, loginSessions[sock].userID);
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INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
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memcpy(resp.szID, login->szID, sizeof(login->szID));
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@ -180,8 +181,14 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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}
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void CNLoginServer::newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC) {
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int userID = Database::addAccount(userLogin, userPassword);
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// if query somehow failed
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if (userID == 0)
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return loginFail(LoginError::DATABASE_ERROR, userLogin, sock);
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loginSessions[sock] = CNLoginData();
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loginSessions[sock].userID = Database::addAccount(userLogin, userPassword); //TODO: Add logic if query fails
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loginSessions[sock].userID = userID;
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loginSessions[sock].lastHeartbeat = getTime();
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INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
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@ -245,8 +252,6 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
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errorCode = 4;
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} else if (!Database::isNameFree(U16toU8(save->szFirstName), U16toU8(save->szLastName))) {
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errorCode = 1;
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} else if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum)) {
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return invalidCharacter(sock);
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}
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if (errorCode != 0) {
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@ -261,9 +266,18 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
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return;
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}
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if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum))
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return invalidCharacter(sock);
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resp.iPC_UID = Database::createCharacter(save, loginSessions[sock].userID);
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// if query somehow failed
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if (resp.iPC_UID == 0) {
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std::cout << "[WARN] Login Server: Database failed to create new character!" << std::endl;
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return invalidCharacter(sock);
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}
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resp.iSlotNum = save->iSlotNum;
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resp.iGender = save->iGender;
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resp.iPC_UID = Database::createCharacter(save, loginSessions[sock].userID);
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memcpy(resp.szFirstName, save->szFirstName, sizeof(resp.szFirstName));
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memcpy(resp.szLastName, save->szLastName, sizeof(resp.szLastName));
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@ -321,11 +335,17 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
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sP_CL2LS_REQ_CHAR_CREATE* character = (sP_CL2LS_REQ_CHAR_CREATE*)data->buf;
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if (!(Database::validateCharacter(character->PCStyle.iPC_UID, loginSessions[sock].userID) && validateCharacterCreation(character)))
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if (!validateCharacterCreation(character))
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{
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std::cout << "[WARN] Login Server: invalid CHAR_CREATE packet!" << std::endl;
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return invalidCharacter(sock);
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Database::finishCharacter(character);
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}
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if (!Database::finishCharacter(character, loginSessions[sock].userID))
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{
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std::cout << "[WARN] Login Server: Database failed to finish character creation!" << std::endl;
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return invalidCharacter(sock);
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}
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Player player = {};
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Database::getPlayer(&player, character->PCStyle.iPC_UID);
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@ -333,7 +353,9 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
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resp.sPC_Style = player.PCStyle;
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resp.sPC_Style2 = player.PCStyle2;
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resp.iLevel = player.level;
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resp.sOn_Item = character->sOn_Item;
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resp.sOn_Item.iEquipUBID = player.Equip[1].iID;
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resp.sOn_Item.iEquipLBID = player.Equip[2].iID;
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resp.sOn_Item.iEquipFootID = player.Equip[3].iID;
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loginSessions[sock].lastHeartbeat = getTime();
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@ -366,10 +388,9 @@ void CNLoginServer::characterDelete(CNSocket* sock, CNPacketData* data) {
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sP_CL2LS_REQ_CHAR_DELETE* del = (sP_CL2LS_REQ_CHAR_DELETE*)data->buf;
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if (!Database::validateCharacter(del->iPC_UID, loginSessions[sock].userID))
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return invalidCharacter(sock);
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int removedSlot = Database::deleteCharacter(del->iPC_UID, loginSessions[sock].userID);
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if (removedSlot == 0)
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return invalidCharacter(sock);
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INITSTRUCT(sP_LS2CL_REP_CHAR_DELETE_SUCC, resp);
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resp.iSlotNum = removedSlot;
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@ -406,6 +427,10 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
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// pass player to CNSharedData
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Player passPlayer = {};
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Database::getPlayer(&passPlayer, selection->iPC_UID);
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// this should never happen but for extra safety
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if (passPlayer.iID == 0)
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return invalidCharacter(sock);
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passPlayer.FEKey = sock->getFEKey();
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resp.iEnterSerialKey = passPlayer.iID;
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CNSharedData::setPlayer(resp.iEnterSerialKey, passPlayer);
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@ -421,10 +446,9 @@ void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
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return;
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sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
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if (!Database::validateCharacter(save->iPC_UID, loginSessions[sock].userID))
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if (!Database::finishTutorial(save->iPC_UID, loginSessions[sock].userID))
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return invalidCharacter(sock);
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Database::finishTutorial(save->iPC_UID);
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loginSessions[sock].lastHeartbeat = getTime();
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// no response here
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@ -439,9 +463,6 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
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sP_CL2LS_REQ_CHANGE_CHAR_NAME* save = (sP_CL2LS_REQ_CHANGE_CHAR_NAME*)data->buf;
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if (!Database::validateCharacter(save->iPCUID, loginSessions[sock].userID))
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return invalidCharacter(sock);
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int errorCode = 0;
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if (!CNLoginServer::isCharacterNameGood(U16toU8(save->szFirstName), U16toU8(save->szLastName))) {
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errorCode = 4;
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@ -462,7 +483,8 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
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return;
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}
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Database::changeName(save, loginSessions[sock].userID);
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if (!Database::changeName(save, loginSessions[sock].userID))
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return invalidCharacter(sock);
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INITSTRUCT(sP_LS2CL_REP_CHANGE_CHAR_NAME_SUCC, resp);
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resp.iPC_UID = save->iPCUID;
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@ -218,6 +218,29 @@ int Database::getTableSize(std::string tableName) {
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return result;
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}
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void Database::findAccount(Account* account, std::string login) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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SELECT "AccountID", "Password", "Selected"
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FROM "Accounts"
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WHERE "Login" = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_text(stmt, 1, login.c_str(), -1, 0);
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int rc = sqlite3_step(stmt);
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if (rc == SQLITE_ROW)
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{
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account->AccountID = sqlite3_column_int(stmt, 0);
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account->Password = std::string(reinterpret_cast<const char*>(sqlite3_column_text(stmt, 1)));
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account->Selected = sqlite3_column_int(stmt, 2);
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}
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sqlite3_finalize(stmt);
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}
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int Database::addAccount(std::string login, std::string password) {
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std::lock_guard<std::mutex> lock(dbCrit);
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@ -235,7 +258,11 @@ int Database::addAccount(std::string login, std::string password) {
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int rc = sqlite3_step(stmt);
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sqlite3_finalize(stmt);
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return rc==SQLITE_DONE ? sqlite3_last_insert_rowid(db) : 0;
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if (rc != SQLITE_DONE) {
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std::cout << "[WARN] Database: failed to add new character" << std::endl;
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return 0;
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}
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return sqlite3_last_insert_rowid(db);
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}
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void Database::updateSelected(int accountId, int slot) {
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@ -263,29 +290,6 @@ void Database::updateSelected(int accountId, int slot) {
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sqlite3_finalize(stmt);
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}
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void Database::findAccount(Account* account, std::string login) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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SELECT "AccountID", "Password", "Selected"
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FROM "Accounts"
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WHERE "Login" = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_text(stmt, 1, login.c_str(), -1, 0);
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int rc = sqlite3_step(stmt);
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if (rc == SQLITE_ROW)
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{
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account->AccountID = sqlite3_column_int(stmt, 0);
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account->Password = std::string(reinterpret_cast<const char*>(sqlite3_column_text(stmt, 1)));
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account->Selected = sqlite3_column_int(stmt, 2);
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}
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sqlite3_finalize(stmt);
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}
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bool Database::validateCharacter(int characterID, int userID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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@ -333,7 +337,7 @@ bool Database::isSlotFree(int accountId, int slotNum) {
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std::lock_guard<std::mutex> lock(dbCrit);
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if (slotNum < 1 || slotNum > 4) {
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std::cout << "[WARN] Invalid slot number passed to isSlotFree()! " << std::endl;
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std::cout << "[WARN] Invalid slot number passed to isSlotFree()! "<<slotNum << std::endl;
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return false;
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}
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@ -418,24 +422,25 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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return playerId;
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}
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bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
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bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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SELECT "PlayerID"
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FROM "Players"
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WHERE "PlayerID" = ? AND "AppearanceFlag" = 0
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WHERE "PlayerID" = ? AND "AccountID" = ? AND "AppearanceFlag" = 0
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID);
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sqlite3_bind_int(stmt, 2, accountId);
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int rc = sqlite3_step(stmt);
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sqlite3_finalize(stmt);
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if ( rc != SQLITE_ROW)
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{
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std::cout << "[WARN] Player tried Character Creation on already existing character?!" << std::endl;
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{
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std::cout << "[WARN] Database: Invalid data submitted to finish character creation" << std::endl;
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return false;
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}
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@ -522,22 +527,23 @@ bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
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return true;
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}
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bool Database::finishTutorial(int playerID) {
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bool Database::finishTutorial(int playerID, int accountID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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SELECT "PlayerID"
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FROM "Players"
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WHERE "PlayerID" = ? AND "TutorialFlag" = 0
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WHERE "PlayerID" = ? AND "AccountID" = ? AND "TutorialFlag" = 0
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, playerID);
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sqlite3_bind_int(stmt, 2, accountID);
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if (sqlite3_step(stmt) != SQLITE_ROW)
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{
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std::cout << "[WARN] Player tried to finish tutorial on a character that already did?!" << std::endl;
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std::cout << "[WARN] Database: Invalid data submitted to finish tutorial" << std::endl;
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sqlite3_finalize(stmt);
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return false;
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}
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@ -655,8 +661,7 @@ int Database::deleteCharacter(int characterID, int userID) {
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return slot;
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}
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std::vector <sP_LS2CL_REP_CHAR_INFO> Database::getCharInfo(int userID) {
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std::vector<sP_LS2CL_REP_CHAR_INFO> result = std::vector<sP_LS2CL_REP_CHAR_INFO>();
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void Database::getCharInfo(std::vector <sP_LS2CL_REP_CHAR_INFO>* result, int userID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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@ -720,11 +725,9 @@ std::vector <sP_LS2CL_REP_CHAR_INFO> Database::getCharInfo(int userID) {
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}
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sqlite3_finalize(stmt2);
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result.push_back(toAdd);
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result->push_back(toAdd);
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}
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sqlite3_finalize(stmt);
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return result;
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}
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// XXX: This is never called?
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@ -752,15 +755,22 @@ bool Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId) {
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const char* sql = R"(
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UPDATE "Players"
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SET "Firstname" = ?,
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"LastName" = ?
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"LastName" = ?, "NameCheck" = ?
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WHERE "PlayerID" = ? AND "AccountID" = ?;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_text(stmt, 1, U16toU8(save->szFirstName).c_str(), -1, 0);
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sqlite3_bind_text(stmt, 2, U16toU8(save->szLastName).c_str(), -1, 0);
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sqlite3_bind_int(stmt, 3, save->iPCUID);
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sqlite3_bind_int(stmt, 4, accountId);
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std::string firstName = U16toU8(save->szFirstName);
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std::string lastName = U16toU8(save->szLastName);
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sqlite3_bind_text(stmt, 1, firstName.c_str(), -1, 0);
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sqlite3_bind_text(stmt, 2, lastName.c_str(), -1, 0);
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// if FNCode isn't 0, it's a wheel name
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int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0;
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sqlite3_bind_int(stmt, 3, nameCheck);
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sqlite3_bind_int(stmt, 4, save->iPCUID);
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sqlite3_bind_int(stmt, 5, accountId);
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int rc = sqlite3_step(stmt);
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sqlite3_finalize(stmt);
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@ -1148,7 +1158,6 @@ void Database::updatePlayer(Player *player) {
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sqlite3_finalize(stmt);
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}
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// note: do not use. explicitly add/remove records instead.
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void Database::updateBuddies(Player* player) {
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//db.begin_transaction();
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@ -1198,6 +1207,7 @@ void Database::removeExpiredVehicles(Player* player) {
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}
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}
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// buddies
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int Database::getNumBuddies(Player* player) {
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std::lock_guard<std::mutex> lock(dbCrit);
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@ -1217,7 +1227,6 @@ int Database::getNumBuddies(Player* player) {
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return result > 50 ? 50 : result;
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}
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// buddies
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void Database::addBuddyship(int playerA, int playerB) {
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std::lock_guard<std::mutex> lock(dbCrit);
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@ -12,27 +12,6 @@ namespace Database {
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std::string Password;
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int Selected;
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};
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struct Inventory {
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int playerId;
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int slot;
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int16_t Type;
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int16_t id;
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int32_t Opt;
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int32_t TimeLimit;
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};
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struct Nano {
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int playerId;
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int16_t iID;
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int16_t iSkillID;
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int16_t iStamina;
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};
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struct DbQuest {
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int PlayerId;
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int32_t TaskId;
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int RemainingNPCCount1;
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int RemainingNPCCount2;
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int RemainingNPCCount3;
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};
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struct Buddyship {
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int PlayerAId;
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int PlayerBId;
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@ -65,49 +44,44 @@ namespace Database {
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#pragma endregion DatabaseStructs
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// handles migrations
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void open();
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void createTables();
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int getTableSize(std::string tableName);
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// returns ID, 0 if something failed
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void findAccount(Account* account, std::string login);
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/// returns ID, 0 if something failed
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int addAccount(std::string login, std::string password);
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void updateSelected(int accountId, int playerId);
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void findAccount(Account* account, std::string login);
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bool validateCharacter(int characterID, int userID);
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bool isNameFree(std::string firstName, std::string lastName);
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bool isSlotFree(int accountId, int slotNum);
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// called after chosing name, returns ID
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/// returns ID, 0 if something failed
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int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID);
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// called after finishing creation
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bool finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character);
|
||||
// called after tutorial
|
||||
bool finishTutorial(int playerID);
|
||||
// returns slot number
|
||||
/// returns true if query succeeded
|
||||
bool finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId);
|
||||
/// returns true if query succeeded
|
||||
bool finishTutorial(int playerID, int accountID);
|
||||
/// returns slot number if query succeeded
|
||||
int deleteCharacter(int characterID, int userID);
|
||||
std::vector <sP_LS2CL_REP_CHAR_INFO> getCharInfo(int userID);
|
||||
// accepting/declining custom name
|
||||
void getCharInfo(std::vector <sP_LS2CL_REP_CHAR_INFO>* result, int userID);
|
||||
/// accepting/declining custom name
|
||||
enum class CustomName {
|
||||
APPROVE = 1,
|
||||
DISAPPROVE = 2
|
||||
};
|
||||
void evaluateCustomName(int characterID, CustomName decision);
|
||||
/// returns true if query succeeded
|
||||
bool changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId);
|
||||
|
||||
// getting players
|
||||
void getPlayer(Player* plr, int id);
|
||||
|
||||
void updatePlayer(Player *player);
|
||||
void updateInventory(Player *player);
|
||||
void updateNanos(Player *player);
|
||||
void updateQuests(Player* player);
|
||||
void updateBuddies(Player* player);
|
||||
|
||||
void removeExpiredVehicles(Player* player);
|
||||
|
||||
int getNumBuddies(Player* player);
|
||||
|
||||
|
||||
// buddies
|
||||
int getNumBuddies(Player* player);
|
||||
void addBuddyship(int playerA, int playerB);
|
||||
void removeBuddyship(int playerA, int playerB);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user