OpenFusion/src/servers/CNShardServer.cpp

136 lines
4.5 KiB
C++

#include "core/Core.hpp"
#include "db/Database.hpp"
#include "servers/Monitor.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "MobAI.hpp"
#include "core/CNShared.hpp"
#include "settings.hpp"
#include "TableData.hpp" // for flush()
#include <iostream>
#include <sstream>
#include <cstdlib>
std::map<uint32_t, PacketHandler> CNShardServer::ShardPackets;
std::list<TimerEvent> 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();
if (settings::MONITORENABLED)
fds.push_back({Monitor::init(), POLLIN});
}
void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) {
printPacket(data);
// if it's a valid packet
if (ShardPackets.find(data->type) != ShardPackets.end()) {
// reject gameplay packets if not yet fully connected
if (PlayerManager::players.find(sock) == PlayerManager::players.end()
&& data->type != P_CL2FE_REQ_PC_ENTER && data->type != P_CL2FE_REP_LIVE_CHECK) {
if (settings::VERBOSITY > 0) {
std::cerr << "OpenFusion: SHARD PKT OUT-OF-SEQ. PacketType: " <<
Packets::p2str(data->type) << " (" << data->type << ")" << std::endl;
}
return;
}
// run the appropriate packet handler
ShardPackets[data->type](sock, data);
} else if (settings::VERBOSITY > 0) {
std::cerr << "OpenFusion: SHARD UNIMPLM ERR. PacketType: " << Packets::p2str(data->type) << " (" << data->type << ")" << std::endl;
}
/*
* We must re-check if the player is still connected in case
* they were dropped when handling the packet.
*/
if (PlayerManager::players.find(sock) != PlayerManager::players.end())
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) {
if (PlayerManager::players.empty())
return;
std::cout << "[INFO] Saving " << PlayerManager::players.size() << " players to DB..." << std::endl;
for (auto& pair : PlayerManager::players) {
Database::updatePlayer(pair.second);
}
TableData::flush();
std::cout << "[INFO] Done." << std::endl;
}
bool CNShardServer::checkExtraSockets(int i) {
return Monitor::acceptConnection(fds[i].fd, fds[i].revents);
}
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;
PlayerManager::removePlayer(cns); // removes the player from the list and saves it to DB
}
void CNShardServer::killConnection(CNSocket *cns) {
_killConnection(cns);
}
// flush the DB when terminating the server
void CNShardServer::kill() {
periodicSaveTimer(nullptr, 0);
CNServer::kill();
}
void CNShardServer::onStep() {
time_t currTime = getTime();
// do not evaluate timers if the server is shutting down
if (!active)
return;
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;
}
}
}