#include "CNProtocol.hpp" #include "CNStructs.hpp" #include "CNShardServer.hpp" #include "PlayerManager.hpp" #include "MobManager.hpp" #include "CNShared.hpp" #include "settings.hpp" #include "Database.hpp" #include #include #include std::map CNShardServer::ShardPackets; std::list CNShardServer::Timers; CNShardServer::CNShardServer(uint16_t p) { port = p; pHandler = &CNShardServer::handlePacket; REGISTER_SHARD_TIMER(keepAliveTimer, 4000); REGISTER_SHARD_TIMER(periodicSaveTimer, settings::DBSAVEINTERVAL*1000); init(); } void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) { printPacket(data, CL2FE); if (ShardPackets.find(data->type) != ShardPackets.end()) ShardPackets[data->type](sock, data); else if (settings::VERBOSITY > 0) std::cerr << "OpenFusion: SHARD UNIMPLM ERR. PacketType: " << Defines::p2str(CL2FE, data->type) << " (" << data->type << ")" << std::endl; PlayerManager::players[sock].lastHeartbeat = getTime(); } void CNShardServer::keepAliveTimer(CNServer* serv, time_t currTime) { for (auto& pair : PlayerManager::players) { if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > settings::TIMEOUT) { // if the client hasn't responded in 60 seconds, its a dead connection so throw it out pair.first->kill(); } else if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > settings::TIMEOUT/2) { // if the player hasn't responded in 30 seconds, send a live check INITSTRUCT(sP_FE2CL_REQ_LIVE_CHECK, data); pair.first->sendPacket((void*)&data, P_FE2CL_REQ_LIVE_CHECK, sizeof(sP_FE2CL_REQ_LIVE_CHECK)); } } } void CNShardServer::periodicSaveTimer(CNServer* serv, time_t currTime) { for (auto& pair : PlayerManager::players) { Database::updatePlayer(pair.second.plr); } } void CNShardServer::newConnection(CNSocket* cns) { cns->setActiveKey(SOCKETKEY_E); // by default they accept keys encrypted with the default key } // must be static to be called from PlayerManager::exitDuplicate() void CNShardServer::_killConnection(CNSocket* cns) { // check if the player ever sent a REQ_PC_ENTER if (PlayerManager::players.find(cns) == PlayerManager::players.end()) return; Player* plr = PlayerManager::getPlayer(cns); if (plr == nullptr) { // this shouldn't happen if everything works correctly... PlayerManager::removePlayer(cns); // also, hopefully the player's progress was already saved since the last db save interval, but rip those 2 mins of progress lol return; } int64_t key = plr->SerialKey; // save player to DB Database::updatePlayer(PlayerManager::players[cns].plr); PlayerManager::removePlayer(cns); // remove from CNSharedData CNSharedData::erasePlayer(key); } void CNShardServer::killConnection(CNSocket *cns) { _killConnection(cns); } void CNShardServer::onStep() { time_t currTime = getTime(); for (TimerEvent& event : Timers) { if (event.scheduledEvent == 0) { // event hasn't been queued yet, go ahead and do that event.scheduledEvent = currTime + event.delta; continue; } if (event.scheduledEvent < currTime) { // timer needs to be called event.handlr(this, currTime); event.scheduledEvent = currTime + event.delta; } } }