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

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using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets;
using FFXIVClassic_Map_Server.common;
using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.lua;
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namespace FFXIVClassic_Map_Server
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{
class Server
{
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public const int FFXIV_MAP_PORT = 54992;
public const int BUFFER_SIZE = 0xFFFF; //Max basepacket size is 0xFFFF
public const int BACKLOG = 100;
public const int HEALTH_THREAD_SLEEP_TIME = 5;
public const string STATIC_ACTORS_PATH = "./staticactors.bin";
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private static Server mSelf;
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private Socket mServerSocket;
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private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList = new Dictionary<uint, ConnectedPlayer>();
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private List<ClientConnection> mConnectionList = new List<ClientConnection>();
private LuaEngine mLuaEngine = new LuaEngine();
private static WorldManager mWorldManager;
private static Dictionary<uint, Item> gamedataItems;
private static StaticActors mStaticActors;
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private PacketProcessor mProcessor;
private Thread mConnectionHealthThread;
private bool killHealthThread = false;
private void connectionHealth()
{
Log.info(String.Format("Connection Health thread started; it will run every {0} seconds.", HEALTH_THREAD_SLEEP_TIME));
while (!killHealthThread)
{
lock (mConnectedPlayerList)
{
List<ConnectedPlayer> dcedPlayers = new List<ConnectedPlayer>();
foreach (ConnectedPlayer cp in mConnectedPlayerList.Values)
{
if (cp.checkIfDCing())
dcedPlayers.Add(cp);
}
foreach (ConnectedPlayer cp in dcedPlayers)
cp.getActor().cleanupAndSave();
}
Thread.Sleep(HEALTH_THREAD_SLEEP_TIME * 1000);
}
}
public Server()
{
mSelf = this;
}
public static Server getServer()
{
return mSelf;
}
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public bool startServer()
{
mConnectionHealthThread = new Thread(new ThreadStart(connectionHealth));
mConnectionHealthThread.Name = "MapThread:Health";
//mConnectionHealthThread.Start();
mStaticActors = new StaticActors(STATIC_ACTORS_PATH);
gamedataItems = Database.getItemGamedata();
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Log.info(String.Format("Loaded {0} items.", gamedataItems.Count));
mWorldManager = new WorldManager(this);
mWorldManager.LoadZoneList();
mWorldManager.LoadZoneEntranceList();
mWorldManager.LoadNPCs();
IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), int.Parse(ConfigConstants.OPTIONS_PORT));
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try
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{
mServerSocket = new System.Net.Sockets.Socket(serverEndPoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
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}
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.ForegroundColor = ConsoleColor.White;
Log.debug(String.Format("Map Server has started @ {0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port));
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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;
}
public void removePlayer(Player player)
{
lock (mConnectedPlayerList)
{
if (mConnectedPlayerList.ContainsKey(player.actorId))
mConnectedPlayerList.Remove(player.actorId);
}
}
#region Socket Handling
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private void acceptCallback(IAsyncResult result)
{
ClientConnection conn = null;
Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
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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)
{
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lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
}
catch (Exception)
{
if (conn != null)
{
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lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
}
}
public static Actor getStaticActors(uint id)
{
return mStaticActors.getActor(id);
}
public static Actor getStaticActors(string name)
{
return mStaticActors.findStaticActor(name);
}
public static Item getItemGamedata(uint id)
{
if (gamedataItems.ContainsKey(id))
return gamedataItems[id];
else
return null;
}
/// <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;
//Check if disconnected
if ((conn.socket.Poll(1, SelectMode.SelectRead) && conn.socket.Available == 0))
{
if (mConnectedPlayerList.ContainsKey(conn.owner))
mConnectedPlayerList.Remove(conn.owner);
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
if (conn.connType == BasePacket.TYPE_ZONE)
Log.conn(String.Format("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner));
return;
}
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try
{
int bytesRead = conn.socket.EndReceive(result);
bytesRead += conn.lastPartialSize;
if (bytesRead >= 0)
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{
int offset = 0;
//Build packets until can no longer or out of data
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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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conn.lastPartialSize = bytesRead - offset;
//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));
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lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
}
catch (SocketException)
{
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if (conn.socket != null)
{
Log.conn(String.Format("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner));
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lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
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}
}
}
/// <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 static WorldManager GetWorldManager()
{
return mWorldManager;
}
public Dictionary<uint, ConnectedPlayer> getConnectedPlayerList()
{
return mConnectedPlayerList;
}
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public static Dictionary<uint, Item> GetGamedataItems()
{
return gamedataItems;
}
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}
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}