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.packets.send; using FFXIVClassic_Map_Server.dataobjects.chara; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.lua; using FFXIVClassic_Map_Server.actors.chara.player; namespace FFXIVClassic_Lobby_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 List mConnectionList = new List(); 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() { Log.info(String.Format("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(); 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), 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(); 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) { 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); } } 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) { 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; } 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) { 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); 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 { 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); } } } } /// /// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null. /// /// Current offset in buffer. /// Incoming buffer. /// Returns either a BasePacket or null if not enough data. public BasePacket buildPacket(ref int offset, byte[] buffer, int bytesRead) { BasePacket newPacket = null; //Too small to even get length if (bytesRead <= offset) return null; 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 getConnectedPlayerList() { return mConnectedPlayerList; } public static Dictionary getItemGamedataList() { return gamedataItems; } } }