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project-meteor-server/FFXIVClassic Map Server/Server.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using System.Threading;
using FFXIVClassic_Lobby_Server.common;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Lobby_Server.packets;
using System.IO;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server;
using FFXIVClassic_Map_Server.actors;
using FFXIVClassic_Map_Server.packets.send;
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namespace FFXIVClassic_Lobby_Server
{
class Server
{
public const int FFXIV_MAP_PORT = 54992;
public const int BUFFER_SIZE = 0x400;
public const int BACKLOG = 100;
private Socket mServerSocket;
private Dictionary<uint,ConnectedPlayer> mConnectedPlayerList = new Dictionary<uint,ConnectedPlayer>();
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private List<ClientConnection> mConnectionList = new List<ClientConnection>();
private WorldManager mWorldManager;
private StaticActors mStaticActors = new StaticActors();
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private PacketProcessor mProcessor;
private Thread mProcessorThread;
private Thread mGameThread;
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#region Socket Handling
public bool startServer()
{
mWorldManager = new WorldManager(this);
mWorldManager.LoadZoneList();
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IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), FFXIV_MAP_PORT);
try{
mServerSocket = new System.Net.Sockets.Socket(serverEndPoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
}
catch (Exception e)
{
throw new ApplicationException("Could not create socket, check to make sure not duplicating port", e);
}
try
{
mServerSocket.Bind(serverEndPoint);
mServerSocket.Listen(BACKLOG);
}
catch (Exception e)
{
throw new ApplicationException("Error occured while binding socket, check inner exception", e);
}
try
{
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
}
catch (Exception e)
{
throw new ApplicationException("Error occured starting listeners, check inner exception", e);
}
Console.Write("Game server has started @ ");
Console.ForegroundColor = ConsoleColor.White;
Console.WriteLine("{0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port);
Console.ForegroundColor = ConsoleColor.Gray;
mProcessor = new PacketProcessor(this, mConnectedPlayerList, mConnectionList);
//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
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return true;
}
private void acceptCallback(IAsyncResult result)
{
ClientConnection conn = null;
Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
try
{
conn = new ClientConnection();
conn.socket = socket.EndAccept(result);
conn.buffer = new byte[BUFFER_SIZE];
lock (mConnectionList)
{
mConnectionList.Add(conn);
}
Log.conn(String.Format("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port));
//Queue recieving of data from the connection
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn);
//Queue the accept of the next incomming connection
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
}
catch (SocketException)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
}
catch (Exception)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
}
}
/// <summary>
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
/// <param name="result"></param>
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private void receiveCallback(IAsyncResult result)
{
ClientConnection conn = (ClientConnection)result.AsyncState;
try
{
int bytesRead = conn.socket.EndReceive(result);
if (bytesRead > 0)
{
int offset = 0;
//Build packets until can no longer or out of data
while(true)
{
BasePacket basePacket = buildPacket(ref offset, conn.buffer, bytesRead);
//If can't build packet, break, else process another
if (basePacket == null)
break;
else
mProcessor.processPacket(conn, basePacket);
}
//Not all bytes consumed, transfer leftover to beginning
if (offset < bytesRead)
Array.Copy(conn.buffer, offset, conn.buffer, 0, bytesRead - offset);
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//Build any queued subpackets into basepackets and send
conn.flushQueuedSendPackets();
if (offset < bytesRead)
//Need offset since not all bytes consumed
conn.socket.BeginReceive(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset), SocketFlags.None, new AsyncCallback(receiveCallback), conn);
else
//All bytes consumed, full buffer available
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn);
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}
else
{
Log.conn(String.Format("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner));
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
}
catch (SocketException)
{
if (conn.socket != null)
{
Log.conn(String.Format("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner));
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
}
}
/// <summary>
/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
/// </summary>
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
public BasePacket buildPacket(ref int offset, byte[] buffer, int bytesRead)
{
BasePacket newPacket = null;
//Too small to even get length
if (bytesRead <= offset)
return null;
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ushort packetSize = BitConverter.ToUInt16(buffer, offset);
//Too small to whole packet
if (bytesRead < offset + packetSize)
return null;
if (buffer.Length < offset + packetSize)
return null;
try
{
newPacket = new BasePacket(buffer, ref offset);
}
catch (OverflowException)
{
return null;
}
return newPacket;
}
#endregion
public void sendPacket(string path)
{
mProcessor.sendPacket(path);
}
public void testCodePacket(uint id, uint value, string target)
{
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SetActorPropetyPacket changeProperty = new SetActorPropetyPacket(target);
changeProperty.setTarget(target);
changeProperty.addInt(id, value);
changeProperty.addTarget();
foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
{
SubPacket changePropertyPacket = changeProperty.buildPacket((entry.Value.actorID), (entry.Value.actorID));
BasePacket packet = BasePacket.createPacket(changePropertyPacket, true, false);
packet.debugPrintPacket();
entry.Value.queuePacket(packet);
}
}
public void testCodePacket2(string name, string target)
{
foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
{
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SetActorPropetyPacket changeProperty = new SetActorPropetyPacket(target);
changeProperty.addProperty(entry.Value.getActor(), name);
changeProperty.addProperty(entry.Value.getActor(), "charaWork.parameterSave.hpMax[0]");
changeProperty.setTarget(target);
SubPacket changePropertyPacket = changeProperty.buildPacket((entry.Value.actorID), (entry.Value.actorID));
BasePacket packet = BasePacket.createPacket(changePropertyPacket, true, false);
packet.debugPrintPacket();
entry.Value.queuePacket(packet);
}
}
public void doMusic(string music)
{
ushort musicId;
if (music.ToLower().StartsWith("0x"))
musicId = Convert.ToUInt16(music, 16);
else
musicId = Convert.ToUInt16(music);
foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
{
BasePacket musicPacket = BasePacket.createPacket(SetMusicPacket.buildPacket(entry.Value.actorID, musicId, 1), true, false);
entry.Value.queuePacket(musicPacket);
}
}
public void doWarp(string map, string sx, string sy, string sz)
{
uint mapId;
float x,y,z;
if (map.ToLower().StartsWith("0x"))
mapId = Convert.ToUInt32(map, 16);
else
mapId = Convert.ToUInt32(map);
x = Single.Parse(sx);
y = Single.Parse(sy);
z = Single.Parse(sz);
foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
{
BasePacket e2Packet = BasePacket.createPacket(_0xE2Packet.buildPacket(0x6c, 0xF), true, false);
entry.Value.queuePacket(e2Packet);
mWorldManager.DoZoneChange(entry.Value.getActor(), mapId, 0x2, x, y, z, 0.0f);
}
}
public WorldManager GetWorldManager()
{
return mWorldManager;
}
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}
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}