Adjust login server logic to new DB

This commit is contained in:
Kamil 2020-12-03 14:11:02 +01:00 committed by Gent S
parent 2bad1252d3
commit 960f2dd10c
3 changed files with 110 additions and 105 deletions

View File

@ -124,7 +124,7 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
Database::Account findUser = {};
Database::findAccount(&findUser, userLogin);
// if 0 was returned, account was not found
// account was not found
if (findUser.AccountID == 0)
return newAccount(sock, userLogin, userPassword, login->iClientVerC);
@ -144,7 +144,8 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].userID = findUser.AccountID;
loginSessions[sock].lastHeartbeat = getTime();
std::vector<sP_LS2CL_REP_CHAR_INFO> characters = Database::getCharInfo(loginSessions[sock].userID);
std::vector<sP_LS2CL_REP_CHAR_INFO> characters;
Database::getCharInfo(&characters, loginSessions[sock].userID);
INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
memcpy(resp.szID, login->szID, sizeof(login->szID));
@ -180,8 +181,14 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
}
void CNLoginServer::newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC) {
int userID = Database::addAccount(userLogin, userPassword);
// if query somehow failed
if (userID == 0)
return loginFail(LoginError::DATABASE_ERROR, userLogin, sock);
loginSessions[sock] = CNLoginData();
loginSessions[sock].userID = Database::addAccount(userLogin, userPassword); //TODO: Add logic if query fails
loginSessions[sock].userID = userID;
loginSessions[sock].lastHeartbeat = getTime();
INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
@ -245,8 +252,6 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
errorCode = 4;
} else if (!Database::isNameFree(U16toU8(save->szFirstName), U16toU8(save->szLastName))) {
errorCode = 1;
} else if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum)) {
return invalidCharacter(sock);
}
if (errorCode != 0) {
@ -261,9 +266,18 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
return;
}
if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum))
return invalidCharacter(sock);
resp.iPC_UID = Database::createCharacter(save, loginSessions[sock].userID);
// if query somehow failed
if (resp.iPC_UID == 0) {
std::cout << "[WARN] Login Server: Database failed to create new character!" << std::endl;
return invalidCharacter(sock);
}
resp.iSlotNum = save->iSlotNum;
resp.iGender = save->iGender;
resp.iPC_UID = Database::createCharacter(save, loginSessions[sock].userID);
memcpy(resp.szFirstName, save->szFirstName, sizeof(resp.szFirstName));
memcpy(resp.szLastName, save->szLastName, sizeof(resp.szLastName));
@ -321,11 +335,17 @@ 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) && validateCharacterCreation(character)))
if (!validateCharacterCreation(character))
{
std::cout << "[WARN] Login Server: invalid CHAR_CREATE packet!" << std::endl;
return invalidCharacter(sock);
Database::finishCharacter(character);
}
if (!Database::finishCharacter(character, loginSessions[sock].userID))
{
std::cout << "[WARN] Login Server: Database failed to finish character creation!" << std::endl;
return invalidCharacter(sock);
}
Player player = {};
Database::getPlayer(&player, character->PCStyle.iPC_UID);
@ -333,7 +353,9 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
resp.sPC_Style = player.PCStyle;
resp.sPC_Style2 = player.PCStyle2;
resp.iLevel = player.level;
resp.sOn_Item = character->sOn_Item;
resp.sOn_Item.iEquipUBID = player.Equip[1].iID;
resp.sOn_Item.iEquipLBID = player.Equip[2].iID;
resp.sOn_Item.iEquipFootID = player.Equip[3].iID;
loginSessions[sock].lastHeartbeat = getTime();
@ -366,10 +388,9 @@ void CNLoginServer::characterDelete(CNSocket* sock, CNPacketData* data) {
sP_CL2LS_REQ_CHAR_DELETE* del = (sP_CL2LS_REQ_CHAR_DELETE*)data->buf;
if (!Database::validateCharacter(del->iPC_UID, loginSessions[sock].userID))
return invalidCharacter(sock);
int removedSlot = Database::deleteCharacter(del->iPC_UID, loginSessions[sock].userID);
if (removedSlot == 0)
return invalidCharacter(sock);
INITSTRUCT(sP_LS2CL_REP_CHAR_DELETE_SUCC, resp);
resp.iSlotNum = removedSlot;
@ -406,6 +427,10 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
// pass player to CNSharedData
Player passPlayer = {};
Database::getPlayer(&passPlayer, selection->iPC_UID);
// this should never happen but for extra safety
if (passPlayer.iID == 0)
return invalidCharacter(sock);
passPlayer.FEKey = sock->getFEKey();
resp.iEnterSerialKey = passPlayer.iID;
CNSharedData::setPlayer(resp.iEnterSerialKey, passPlayer);
@ -421,10 +446,9 @@ void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
return;
sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
if (!Database::validateCharacter(save->iPC_UID, loginSessions[sock].userID))
if (!Database::finishTutorial(save->iPC_UID, loginSessions[sock].userID))
return invalidCharacter(sock);
Database::finishTutorial(save->iPC_UID);
loginSessions[sock].lastHeartbeat = getTime();
// no response here
@ -439,9 +463,6 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
sP_CL2LS_REQ_CHANGE_CHAR_NAME* save = (sP_CL2LS_REQ_CHANGE_CHAR_NAME*)data->buf;
if (!Database::validateCharacter(save->iPCUID, loginSessions[sock].userID))
return invalidCharacter(sock);
int errorCode = 0;
if (!CNLoginServer::isCharacterNameGood(U16toU8(save->szFirstName), U16toU8(save->szLastName))) {
errorCode = 4;
@ -462,7 +483,8 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
return;
}
Database::changeName(save, loginSessions[sock].userID);
if (!Database::changeName(save, loginSessions[sock].userID))
return invalidCharacter(sock);
INITSTRUCT(sP_LS2CL_REP_CHANGE_CHAR_NAME_SUCC, resp);
resp.iPC_UID = save->iPCUID;

View File

@ -218,6 +218,29 @@ int Database::getTableSize(std::string tableName) {
return result;
}
void Database::findAccount(Account* account, std::string login) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
SELECT "AccountID", "Password", "Selected"
FROM "Accounts"
WHERE "Login" = ?
LIMIT 1;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
sqlite3_bind_text(stmt, 1, login.c_str(), -1, 0);
int rc = sqlite3_step(stmt);
if (rc == SQLITE_ROW)
{
account->AccountID = sqlite3_column_int(stmt, 0);
account->Password = std::string(reinterpret_cast<const char*>(sqlite3_column_text(stmt, 1)));
account->Selected = sqlite3_column_int(stmt, 2);
}
sqlite3_finalize(stmt);
}
int Database::addAccount(std::string login, std::string password) {
std::lock_guard<std::mutex> lock(dbCrit);
@ -235,7 +258,11 @@ int Database::addAccount(std::string login, std::string password) {
int rc = sqlite3_step(stmt);
sqlite3_finalize(stmt);
return rc==SQLITE_DONE ? sqlite3_last_insert_rowid(db) : 0;
if (rc != SQLITE_DONE) {
std::cout << "[WARN] Database: failed to add new character" << std::endl;
return 0;
}
return sqlite3_last_insert_rowid(db);
}
void Database::updateSelected(int accountId, int slot) {
@ -263,29 +290,6 @@ void Database::updateSelected(int accountId, int slot) {
sqlite3_finalize(stmt);
}
void Database::findAccount(Account* account, std::string login) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
SELECT "AccountID", "Password", "Selected"
FROM "Accounts"
WHERE "Login" = ?
LIMIT 1;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
sqlite3_bind_text(stmt, 1, login.c_str(), -1, 0);
int rc = sqlite3_step(stmt);
if (rc == SQLITE_ROW)
{
account->AccountID = sqlite3_column_int(stmt, 0);
account->Password = std::string(reinterpret_cast<const char*>(sqlite3_column_text(stmt, 1)));
account->Selected = sqlite3_column_int(stmt, 2);
}
sqlite3_finalize(stmt);
}
bool Database::validateCharacter(int characterID, int userID) {
std::lock_guard<std::mutex> lock(dbCrit);
@ -333,7 +337,7 @@ bool Database::isSlotFree(int accountId, int slotNum) {
std::lock_guard<std::mutex> lock(dbCrit);
if (slotNum < 1 || slotNum > 4) {
std::cout << "[WARN] Invalid slot number passed to isSlotFree()! " << std::endl;
std::cout << "[WARN] Invalid slot number passed to isSlotFree()! "<<slotNum << std::endl;
return false;
}
@ -418,24 +422,25 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
return playerId;
}
bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
SELECT "PlayerID"
FROM "Players"
WHERE "PlayerID" = ? AND "AppearanceFlag" = 0
WHERE "PlayerID" = ? AND "AccountID" = ? AND "AppearanceFlag" = 0
LIMIT 1;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID);
sqlite3_bind_int(stmt, 2, accountId);
int rc = sqlite3_step(stmt);
sqlite3_finalize(stmt);
if ( rc != SQLITE_ROW)
{
std::cout << "[WARN] Player tried Character Creation on already existing character?!" << std::endl;
{
std::cout << "[WARN] Database: Invalid data submitted to finish character creation" << std::endl;
return false;
}
@ -522,22 +527,23 @@ bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
return true;
}
bool Database::finishTutorial(int playerID) {
bool Database::finishTutorial(int playerID, int accountID) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
SELECT "PlayerID"
FROM "Players"
WHERE "PlayerID" = ? AND "TutorialFlag" = 0
WHERE "PlayerID" = ? AND "AccountID" = ? AND "TutorialFlag" = 0
LIMIT 1;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
sqlite3_bind_int(stmt, 1, playerID);
sqlite3_bind_int(stmt, 2, accountID);
if (sqlite3_step(stmt) != SQLITE_ROW)
{
std::cout << "[WARN] Player tried to finish tutorial on a character that already did?!" << std::endl;
std::cout << "[WARN] Database: Invalid data submitted to finish tutorial" << std::endl;
sqlite3_finalize(stmt);
return false;
}
@ -655,8 +661,7 @@ int Database::deleteCharacter(int characterID, int userID) {
return slot;
}
std::vector <sP_LS2CL_REP_CHAR_INFO> Database::getCharInfo(int userID) {
std::vector<sP_LS2CL_REP_CHAR_INFO> result = std::vector<sP_LS2CL_REP_CHAR_INFO>();
void Database::getCharInfo(std::vector <sP_LS2CL_REP_CHAR_INFO>* result, int userID) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
@ -720,11 +725,9 @@ std::vector <sP_LS2CL_REP_CHAR_INFO> Database::getCharInfo(int userID) {
}
sqlite3_finalize(stmt2);
result.push_back(toAdd);
result->push_back(toAdd);
}
sqlite3_finalize(stmt);
return result;
}
// XXX: This is never called?
@ -752,15 +755,22 @@ bool Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId) {
const char* sql = R"(
UPDATE "Players"
SET "Firstname" = ?,
"LastName" = ?
"LastName" = ?, "NameCheck" = ?
WHERE "PlayerID" = ? AND "AccountID" = ?;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
sqlite3_bind_text(stmt, 1, U16toU8(save->szFirstName).c_str(), -1, 0);
sqlite3_bind_text(stmt, 2, U16toU8(save->szLastName).c_str(), -1, 0);
sqlite3_bind_int(stmt, 3, save->iPCUID);
sqlite3_bind_int(stmt, 4, accountId);
std::string firstName = U16toU8(save->szFirstName);
std::string lastName = U16toU8(save->szLastName);
sqlite3_bind_text(stmt, 1, firstName.c_str(), -1, 0);
sqlite3_bind_text(stmt, 2, lastName.c_str(), -1, 0);
// if FNCode isn't 0, it's a wheel name
int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0;
sqlite3_bind_int(stmt, 3, nameCheck);
sqlite3_bind_int(stmt, 4, save->iPCUID);
sqlite3_bind_int(stmt, 5, accountId);
int rc = sqlite3_step(stmt);
sqlite3_finalize(stmt);
@ -1148,7 +1158,6 @@ void Database::updatePlayer(Player *player) {
sqlite3_finalize(stmt);
}
// note: do not use. explicitly add/remove records instead.
void Database::updateBuddies(Player* player) {
//db.begin_transaction();
@ -1198,6 +1207,7 @@ void Database::removeExpiredVehicles(Player* player) {
}
}
// buddies
int Database::getNumBuddies(Player* player) {
std::lock_guard<std::mutex> lock(dbCrit);
@ -1217,7 +1227,6 @@ int Database::getNumBuddies(Player* player) {
return result > 50 ? 50 : result;
}
// buddies
void Database::addBuddyship(int playerA, int playerB) {
std::lock_guard<std::mutex> lock(dbCrit);

View File

@ -12,27 +12,6 @@ namespace Database {
std::string Password;
int Selected;
};
struct Inventory {
int playerId;
int slot;
int16_t Type;
int16_t id;
int32_t Opt;
int32_t TimeLimit;
};
struct Nano {
int playerId;
int16_t iID;
int16_t iSkillID;
int16_t iStamina;
};
struct DbQuest {
int PlayerId;
int32_t TaskId;
int RemainingNPCCount1;
int RemainingNPCCount2;
int RemainingNPCCount3;
};
struct Buddyship {
int PlayerAId;
int PlayerBId;
@ -65,49 +44,44 @@ namespace Database {
#pragma endregion DatabaseStructs
// handles migrations
void open();
void createTables();
int getTableSize(std::string tableName);
// returns ID, 0 if something failed
void findAccount(Account* account, std::string login);
/// returns ID, 0 if something failed
int addAccount(std::string login, std::string password);
void updateSelected(int accountId, int playerId);
void findAccount(Account* account, std::string login);
bool validateCharacter(int characterID, int userID);
bool isNameFree(std::string firstName, std::string lastName);
bool isSlotFree(int accountId, int slotNum);
// called after chosing name, returns ID
/// returns ID, 0 if something failed
int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID);
// called after finishing creation
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);