using System; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Threading; using FFXIVClassic_Map_Server.dataobjects; using FFXIVClassic.Common; using NLog; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.lua; namespace FFXIVClassic_Map_Server { class Server { 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"; private static Server mSelf; private Socket mServerSocket; private Dictionary mConnectedPlayerList = new Dictionary(); private ZoneConnection mWorldConnection = new ZoneConnection(); private LuaEngine mLuaEngine = new LuaEngine(); private static WorldManager mWorldManager; private static Dictionary gamedataItems; private static StaticActors mStaticActors; private PacketProcessor mProcessor; private Thread mConnectionHealthThread; private bool killHealthThread = false; private void ConnectionHealth() { Program.Log.Info("Connection Health thread started; it will run every {0} seconds.", HEALTH_THREAD_SLEEP_TIME); while (!killHealthThread) { lock (mConnectedPlayerList) { List dcedPlayers = new List(); 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; } public bool StartServer() { mConnectionHealthThread = new Thread(new ThreadStart(ConnectionHealth)); mConnectionHealthThread.Name = "MapThread:Health"; //mConnectionHealthThread.Start(); mStaticActors = new StaticActors(STATIC_ACTORS_PATH); gamedataItems = Database.GetItemGamedata(); Program.Log.Info("Loaded {0} items.", gamedataItems.Count); mWorldManager = new WorldManager(this); mWorldManager.LoadZoneList(); mWorldManager.LoadZoneEntranceList(); mWorldManager.LoadActorClasses(); mWorldManager.LoadSpawnLocations(); mWorldManager.SpawnAllActors(); IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), int.Parse(ConfigConstants.OPTIONS_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.ForegroundColor = ConsoleColor.White; Program.Log.Info("Map Server has started @ {0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port); Console.ForegroundColor = ConsoleColor.Gray; mProcessor = new PacketProcessor(this, mConnectedPlayerList); //mGameThread = new Thread(new ThreadStart(mProcessor.update)); //mGameThread.Start(); return true; } public void RemovePlayer(Player player) { lock (mConnectedPlayerList) { if (mConnectedPlayerList.ContainsKey(player.actorId)) mConnectedPlayerList.Remove(player.actorId); } } #region Socket Handling private void AcceptCallback(IAsyncResult result) { ZoneConnection conn = null; Socket socket = (System.Net.Sockets.Socket)result.AsyncState; try { conn = new ZoneConnection(); conn.socket = socket.EndAccept(result); conn.buffer = new byte[BUFFER_SIZE]; mWorldConnection = conn; Program.Log.Info("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) { mWorldConnection = null; } mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket); } catch (Exception) { if (conn != null) { mWorldConnection = null; } 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; } /// /// 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. /// /// private void ReceiveCallback(IAsyncResult result) { ZoneConnection conn = (ZoneConnection)result.AsyncState; //Check if disconnected if ((conn.socket.Poll(1, SelectMode.SelectRead) && conn.socket.Available == 0)) { mWorldConnection = null; Program.Log.Info("Disconnected from world server!"); } try { int bytesRead = conn.socket.EndReceive(result); bytesRead += conn.lastPartialSize; if (bytesRead >= 0) { int offset = 0; //Build packets until can no longer or out of data while (true) { SubPacket subPacket = SubPacket.CreatePacket(ref offset, conn.buffer, bytesRead); //If can't build packet, break, else process another if (subPacket == null) break; else mProcessor.ProcessPacket(conn, subPacket); } //Not all bytes consumed, transfer leftover to beginning if (offset < bytesRead) Array.Copy(conn.buffer, offset, conn.buffer, 0, bytesRead - offset); 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); } else { mWorldConnection = null; Program.Log.Info("Disconnected from world server!"); } } catch (SocketException) { if (conn.socket != null) { mWorldConnection = null; Program.Log.Info("Disconnected from world server!"); } } } #endregion public static WorldManager GetWorldManager() { return mWorldManager; } public Dictionary GetConnectedPlayerList() { return mConnectedPlayerList; } public static Dictionary GetGamedataItems() { return gamedataItems; } } }