mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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291 lines
11 KiB
C#
291 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading.Tasks;
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using System.Threading;
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using FFXIVClassic_Lobby_Server.common;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Lobby_Server.packets;
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using System.IO;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server;
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using FFXIVClassic_Map_Server.actors;
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namespace FFXIVClassic_Lobby_Server
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{
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class Server
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{
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public const int FFXIV_MAP_PORT = 54992;
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public const int BUFFER_SIZE = 0x400;
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public const int BACKLOG = 100;
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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>();
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private WorldManager mWorldManager;
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private StaticActors mStaticActors = new StaticActors();
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private PacketProcessor mProcessor;
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private Thread mProcessorThread;
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private Thread mGameThread;
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#region Socket Handling
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public bool startServer()
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{
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mWorldManager = new WorldManager();
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mWorldManager.LoadZoneList();
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IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), FFXIV_MAP_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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}
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catch (Exception e)
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{
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throw new ApplicationException("Could not create socket, check to make sure not duplicating port", e);
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}
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try
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{
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mServerSocket.Bind(serverEndPoint);
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mServerSocket.Listen(BACKLOG);
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}
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catch (Exception e)
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{
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throw new ApplicationException("Error occured while binding socket, check inner exception", e);
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}
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try
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{
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mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
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}
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catch (Exception e)
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{
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throw new ApplicationException("Error occured starting listeners, check inner exception", e);
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}
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Console.Write("Game server has started @ ");
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Console.ForegroundColor = ConsoleColor.White;
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Console.WriteLine("{0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port);
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Console.ForegroundColor = ConsoleColor.Gray;
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mProcessor = new PacketProcessor(this, mConnectedPlayerList, mConnectionList);
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//mGameThread = new Thread(new ThreadStart(mProcessor.update));
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//mGameThread.Start();
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return true;
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}
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private void acceptCallback(IAsyncResult result)
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{
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ClientConnection conn = null;
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Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
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try
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{
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conn = new ClientConnection();
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conn.socket = socket.EndAccept(result);
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conn.buffer = new byte[BUFFER_SIZE];
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lock (mConnectionList)
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{
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mConnectionList.Add(conn);
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}
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Log.conn(String.Format("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port));
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//Queue recieving of data from the connection
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conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn);
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//Queue the accept of the next incomming connection
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mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
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}
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catch (SocketException)
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{
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if (conn != null)
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{
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
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}
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catch (Exception)
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{
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if (conn != null)
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{
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket);
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}
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="result"></param>
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private void receiveCallback(IAsyncResult result)
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{
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ClientConnection conn = (ClientConnection)result.AsyncState;
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try
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{
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int bytesRead = conn.socket.EndReceive(result);
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if (bytesRead > 0)
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{
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int offset = 0;
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//Build packets until can no longer or out of data
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while(true)
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{
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BasePacket basePacket = buildPacket(ref offset, conn.buffer, bytesRead);
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//If can't build packet, break, else process another
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if (basePacket == null)
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break;
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else
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mProcessor.processPacket(conn, basePacket);
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}
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//Not all bytes consumed, transfer leftover to beginning
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if (offset < bytesRead)
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Array.Copy(conn.buffer, offset, conn.buffer, 0, bytesRead - offset);
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//Build any queued subpackets into basepackets and send
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conn.flushQueuedSendPackets();
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if (offset < bytesRead)
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//Need offset since not all bytes consumed
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conn.socket.BeginReceive(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset), SocketFlags.None, new AsyncCallback(receiveCallback), conn);
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else
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//All bytes consumed, full buffer available
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conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn);
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}
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else
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{
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Log.conn(String.Format("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner));
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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}
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catch (SocketException)
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{
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if (conn.socket != null)
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{
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Log.conn(String.Format("{0} has disconnected.", conn.owner == 0 ? conn.getAddress() : "User " + conn.owner));
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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}
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}
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/// <summary>
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/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
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/// </summary>
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/// <param name="offset">Current offset in buffer.</param>
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/// <param name="buffer">Incoming buffer.</param>
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/// <returns>Returns either a BasePacket or null if not enough data.</returns>
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public BasePacket buildPacket(ref int offset, byte[] buffer, int bytesRead)
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{
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BasePacket newPacket = null;
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//Too small to even get length
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if (bytesRead <= offset)
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return null;
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ushort packetSize = BitConverter.ToUInt16(buffer, offset);
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//Too small to whole packet
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if (bytesRead < offset + packetSize)
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return null;
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if (buffer.Length < offset + packetSize)
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return null;
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try
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{
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newPacket = new BasePacket(buffer, ref offset);
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}
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catch (OverflowException)
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{
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return null;
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}
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return newPacket;
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}
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#endregion
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public void sendPacket(string path, int conn)
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{
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mProcessor.sendPacket(path, conn);
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}
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public void testCodePacket(uint id, uint value, string target)
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{
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SetActorPropetyPacket changeProperty = new SetActorPropetyPacket(target);
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changeProperty.setTarget(target);
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changeProperty.addInt(id, value);
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changeProperty.addTarget();
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foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
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{
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SubPacket changePropertyPacket = changeProperty.buildPacket((entry.Value.actorID), (entry.Value.actorID));
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BasePacket packet = BasePacket.createPacket(changePropertyPacket, true, false);
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packet.debugPrintPacket();
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if (entry.Value.getConnection1() != null)
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entry.Value.getConnection1().queuePacket(packet);
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else
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Log.error("Connection was null");
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if (entry.Value.getConnection2() != null)
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entry.Value.getConnection2().queuePacket(packet);
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else
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Log.error("Connection was null");
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}
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}
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public void testCodePacket2(string name, string target)
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{
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foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
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{
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SetActorPropetyPacket changeProperty = new SetActorPropetyPacket(target);
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changeProperty.addProperty(entry.Value.getActor(), name);
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changeProperty.addProperty(entry.Value.getActor(), "charaWork.parameterSave.hpMax[0]");
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changeProperty.setTarget(target);
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SubPacket changePropertyPacket = changeProperty.buildPacket((entry.Value.actorID), (entry.Value.actorID));
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BasePacket packet = BasePacket.createPacket(changePropertyPacket, true, false);
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packet.debugPrintPacket();
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entry.Value.getConnection1().queuePacket(packet);
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entry.Value.getConnection2().queuePacket(packet);
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}
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}
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public void doWarp(String map, String x, String y, String z)
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{
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if (map.ToLower().StartsWith("0x"))
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mProcessor.doWarp(Convert.ToUInt32(map, 16), Single.Parse(x), Single.Parse(y), Single.Parse(z));
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else
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mProcessor.doWarp(Convert.ToUInt32(map), Single.Parse(x), Single.Parse(y), Single.Parse(z));
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}
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public WorldManager GetWorldManager()
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{
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return mWorldManager;
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}
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}
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}
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