/* =========================================================================== Copyright (C) 2015-2019 Project Meteor Dev Team This file is part of Project Meteor Server. Project Meteor Server is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Project Meteor Server is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with Project Meteor Server. If not, see . =========================================================================== */ using System; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using Meteor.Map.dataobjects; using Meteor.Common; using Meteor.Map.Actors; namespace Meteor.Map { 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 string STATIC_ACTORS_PATH = "./staticactors.bin"; private static Server mSelf; private Socket mServerSocket; private Dictionary mSessionList = new Dictionary(); private static CommandProcessor mCommandProcessor = new CommandProcessor(); private static ZoneConnection mWorldConnection = new ZoneConnection(); private static WorldManager mWorldManager; private static Dictionary mGamedataItems; private static Dictionary mGamedataGuildleves; private static StaticActors mStaticActors; private PacketProcessor mProcessor; public Server() { mSelf = this; } public bool StartServer() { mStaticActors = new StaticActors(STATIC_ACTORS_PATH); mGamedataItems = Database.GetItemGamedata(); Program.Log.Info("Loaded {0} items.", mGamedataItems.Count); mGamedataGuildleves = Database.GetGuildleveGamedata(); Program.Log.Info("Loaded {0} guildleves.", mGamedataGuildleves.Count); mWorldManager = new WorldManager(this); mWorldManager.LoadZoneList(); mWorldManager.LoadZoneEntranceList(); mWorldManager.LoadSeamlessBoundryList(); mWorldManager.LoadActorClasses(); mWorldManager.LoadSpawnLocations(); mWorldManager.LoadBattleNpcs(); mWorldManager.LoadStatusEffects(); mWorldManager.LoadBattleCommands(); mWorldManager.LoadBattleTraits(); mWorldManager.SpawnAllActors(); mWorldManager.StartZoneThread(); IPEndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), int.Parse(ConfigConstants.OPTIONS_PORT)); try { mServerSocket = new 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); //mGameThread = new Thread(new ThreadStart(mProcessor.update)); //mGameThread.Start(); return true; } #region Session Handling public Session AddSession(uint id) { if (mSessionList.ContainsKey(id)) { mSessionList[id].ClearInstance(); return mSessionList[id]; } Session session = new Session(id); mSessionList.Add(id, session); return session; } public void RemoveSession(uint id) { if (mSessionList.ContainsKey(id)) { mSessionList.Remove(id); } } public Session GetSession(uint id) { if (mSessionList.ContainsKey(id)) return mSessionList[id]; else return null; } public Session GetSession(string name) { foreach (Session s in mSessionList.Values) { if (s.GetActor().customDisplayName.ToLower().Equals(name.ToLower())) return s; } return null; } public Dictionary GetSessionList() { return mSessionList; } #endregion #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); } } /// /// 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 ZoneConnection GetWorldConnection() { return mWorldConnection; } public static Server GetServer() { return mSelf; } public static CommandProcessor GetCommandProcessor() { return mCommandProcessor; } public static WorldManager GetWorldManager() { return mWorldManager; } public static Dictionary GetGamedataItems() { return mGamedataItems; } public static Actor GetStaticActors(uint id) { return mStaticActors.GetActor(id); } public static Actor GetStaticActors(string name) { return mStaticActors.FindStaticActor(name); } public static ItemData GetItemGamedata(uint id) { if (mGamedataItems.ContainsKey(id)) return mGamedataItems[id]; else return null; } public static GuildleveData GetGuildleveGamedata(uint id) { if (mGamedataGuildleves.ContainsKey(id)) return mGamedataGuildleves[id]; else return null; } } }