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sapphire/src/servers/Server_Zone/Network/GameConnection.cpp

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#include <src/servers/Server_Common/Common.h>
#include <src/servers/Server_Common/Network/CommonNetwork.h>
#include <src/servers/Server_Common/Database/Database.h>
#include <src/servers/Server_Common/Util/Util.h>
#include <src/servers/Server_Common/Logging/Logger.h>
#include <src/servers/Server_Common/Network/PacketContainer.h>
#include <src/servers/Server_Common/Network/GamePacketParser.h>
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#include <boost/format.hpp>
#include "GameConnection.h"
#include "src/servers/Server_Zone/ServerZone.h"
#include "src/servers/Server_Zone/Session.h"
#include "src/servers/Server_Zone/Zone/Zone.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/InitUIPacket.h"
#include "src/servers/Server_Zone/DebugCommand/DebugCommandHandler.h"
#include "src/servers/Server_Zone/Actor/Player.h"
#include "src/servers/Server_Zone/Forwards.h"
extern Core::DebugCommandHandler g_gameCommandMgr;
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extern Core::Logger g_log;
extern Core::ServerZone g_serverZone;
using namespace Core::Common;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
Core::Network::GameConnection::GameConnection( Core::Network::HivePtr pHive,
Core::Network::AcceptorPtr pAcceptor )
: Connection( pHive )
, m_pAcceptor( pAcceptor )
, m_conType( ConnectionType::None )
{
auto setZoneHandler = [=]( uint16_t opcode, std::string handlerName, GameConnection::Handler pHandler )
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{
m_zoneHandlerMap[opcode] = pHandler;
m_zoneHandlerStrMap[opcode] = handlerName;
};
auto setChatHandler = [=]( uint16_t opcode, std::string handlerName, GameConnection::Handler pHandler )
{
m_chatHandlerMap[opcode] = pHandler;
m_chatHandlerStrMap[opcode] = handlerName;
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};
setZoneHandler( ClientZoneIpcType::PingHandler, "PingHandler", &GameConnection::pingHandler );
setZoneHandler( ClientZoneIpcType::InitHandler, "InitHandler", &GameConnection::initHandler );
setZoneHandler( ClientZoneIpcType::ChatHandler, "ChatHandler", &GameConnection::chatHandler );
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setZoneHandler( ClientZoneIpcType::FinishLoadingHandler, "FinishLoadingHandler", &GameConnection::finishLoadingHandler );
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setZoneHandler( ClientZoneIpcType::PlayTimeHandler, "PlayTimeHandler", &GameConnection::playTimeHandler );
setZoneHandler( ClientZoneIpcType::LogoutHandler, "LogoutHandler", &GameConnection::logoutHandler );
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setZoneHandler( ClientZoneIpcType::SocialListHandler, "SocialListHandler", &GameConnection::socialListHandler );
setZoneHandler( ClientZoneIpcType::SetSearchInfoHandler, "SetSearchInfoHandler", &GameConnection::setSearchInfoHandler );
setZoneHandler( ClientZoneIpcType::ReqSearchInfoHandler, "ReqSearchInfoHandler", &GameConnection::reqSearchInfoHandler );
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setZoneHandler( ClientZoneIpcType::BlackListHandler, "BlackListHandler", &GameConnection::blackListHandler );
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setZoneHandler( ClientZoneIpcType::LinkshellListHandler, "LinkshellListHandler", &GameConnection::linkshellListHandler );
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setZoneHandler( ClientZoneIpcType::FcInfoReqHandler, "FcInfoReqHandler", &GameConnection::fcInfoReqHandler );
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setZoneHandler( ClientZoneIpcType::ZoneLineHandler, "ZoneLineHandler", &GameConnection::zoneLineHandler );
setZoneHandler( ClientZoneIpcType::ActionHandler, "ActionHandler", &GameConnection::actionHandler );
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setZoneHandler( ClientZoneIpcType::DiscoveryHandler, "DiscoveryHandler", &GameConnection::discoveryHandler );
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setZoneHandler( ClientZoneIpcType::SkillHandler, "SkillHandler", &GameConnection::skillHandler );
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setZoneHandler( ClientZoneIpcType::GMCommand1, "GMCommand1", &GameConnection::gm1Handler );
setZoneHandler( ClientZoneIpcType::GMCommand2, "GMCommand2", &GameConnection::gm2Handler );
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setZoneHandler( ClientZoneIpcType::UpdatePositionHandler,"UpdatePositionHandler", &GameConnection::updatePositionHandler );
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setZoneHandler( ClientZoneIpcType::InventoryModifyHandler,"InventoryModifyHandler", &GameConnection::inventoryModifyHandler );
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setZoneHandler( ClientZoneIpcType::TalkEventHandler, "EventHandler", &GameConnection::eventHandler );
setZoneHandler( ClientZoneIpcType::EmoteEventHandler, "EventHandler", &GameConnection::eventHandler );
setZoneHandler( ClientZoneIpcType::WithinRangeEventHandler, "EventHandler", &GameConnection::eventHandler );
setZoneHandler( ClientZoneIpcType::OutOfRangeEventHandler, "EventHandler", &GameConnection::eventHandler );
setZoneHandler( ClientZoneIpcType::EnterTeriEventHandler, "EventHandler", &GameConnection::eventHandler );
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setZoneHandler( ClientZoneIpcType::ReturnEventHandler, "EventHandlerReturn", &GameConnection::eventHandler );
setZoneHandler( ClientZoneIpcType::TradeReturnEventHandler, "EventHandlerReturn", &GameConnection::eventHandler );
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setZoneHandler( ClientZoneIpcType::LinkshellEventHandler, "LinkshellEventHandler", &GameConnection::eventHandler );
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setZoneHandler( ClientZoneIpcType::LinkshellEventHandler1, "LinkshellEventHandler1", &GameConnection::eventHandler );
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setZoneHandler( ClientZoneIpcType::CFDutyInfoHandler, "CFDutyInfoRequest", &GameConnection::cfDutyInfoRequest );
setZoneHandler( ClientZoneIpcType::CFRegisterDuty, "CFRegisterDuty", &GameConnection::cfRegisterDuty );
setZoneHandler( ClientZoneIpcType::CFRegisterRoulette, "CFRegisterRoulette", &GameConnection::cfRegisterRoulette );
setZoneHandler( ClientZoneIpcType::CFCommenceHandler, "CFDutyAccepted", &GameConnection::cfDutyAccepted);
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setZoneHandler( ClientZoneIpcType::ReqEquipDisplayFlagsChange, "ReqEquipDisplayFlagsChange",&GameConnection::reqEquipDisplayFlagsHandler);
setChatHandler( ClientChatIpcType::TellReq, "TellReq", &GameConnection::tellHandler);
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}
Core::Network::GameConnection::~GameConnection()
{
}
// overwrite the parents onConnect for our game socket needs
void Core::Network::GameConnection::OnAccept( const std::string & host, uint16_t port )
{
GameConnectionPtr connection( new GameConnection( m_hive, m_pAcceptor ) );
m_pAcceptor->Accept( connection );
g_log.info( "Connect from " + m_socket.remote_endpoint().address().to_string() );
}
void Core::Network::GameConnection::OnDisconnect()
{
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g_log.debug( "GameConnection DISCONNECT" );
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m_pSession = nullptr;
}
void Core::Network::GameConnection::OnRecv( std::vector< uint8_t > & buffer )
{
// This is assumed packet always start with valid FFXIVARR_PACKET_HEADER for now.
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Packets::FFXIVARR_PACKET_HEADER packetHeader;
const auto headerResult = Packets::getHeader(buffer, 0, packetHeader);
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if (headerResult == Incomplete)
{
g_log.info("Dropping connection due to incomplete packet header.");
g_log.info("FIXME: Packet message bounary is not implemented.");
Disconnect();
return;
}
if (headerResult == Malformed)
{
g_log.info("Dropping connection due to malformed packet header.");
Disconnect();
return;
}
// Dissect packet list
std::vector< Packets::FFXIVARR_PACKET_RAW > packetList;
const auto packetResult = Packets::getPackets(buffer, sizeof(struct FFXIVARR_PACKET_HEADER), packetHeader, packetList);
if (packetResult == Incomplete)
{
g_log.info("Dropping connection due to incomplete packets.");
g_log.info("FIXME: Packet message bounary is not implemented.");
Disconnect();
return;
}
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if (packetResult == Malformed)
{
g_log.info("Dropping connection due to malformed packets.");
Disconnect();
return;
}
// Handle it
handlePackets( packetHeader, packetList );
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}
void Core::Network::GameConnection::OnError( const boost::system::error_code & error )
{
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g_log.debug( "GameConnection ERROR: " + error.message() );
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}
void Core::Network::GameConnection::queueInPacket( Core::Network::Packets::GamePacketPtr inPacket )
{
m_inQueue.push( inPacket );
}
void Core::Network::GameConnection::queueOutPacket( Core::Network::Packets::GamePacketPtr outPacket )
{
m_outQueue.push( outPacket );
}
void Core::Network::GameConnection::handleZonePacket( const Packets::GamePacket& pPacket )
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{
auto it = m_zoneHandlerMap.find( pPacket.getSubType() );
std::string sessionStr = "[" + std::to_string( m_pSession->getId() ) + "]";
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if( it != m_zoneHandlerMap.end() )
{
auto itStr = m_zoneHandlerStrMap.find( pPacket.getSubType() );
std::string name = itStr != m_zoneHandlerStrMap.end() ? itStr->second : "unknown";
// dont display packet notification if it is a ping or pos update, don't want the spam
if( pPacket.getSubType() != PingHandler &&
pPacket.getSubType() != UpdatePositionHandler )
g_log.debug( sessionStr + " Handling Zone IPC : " + name + "( " +
boost::str( boost::format( "%|04X|" ) %
static_cast< uint32_t >( pPacket.getSubType() & 0xFFFF ) ) + " )" );
( this->*( it->second ) )( pPacket, m_pSession->getPlayer() );
}
else
{
g_log.debug( sessionStr + " Undefined Zone IPC : Unknown ( " +
boost::str( boost::format( "%|04X|" ) %
static_cast< uint32_t >( pPacket.getSubType() & 0xFFFF ) ) + " )" );
g_log.debug( "\n" + pPacket.toString() );
}
}
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void Core::Network::GameConnection::handleChatPacket( const Packets::GamePacket& pPacket )
{
auto it = m_chatHandlerMap.find( pPacket.getSubType() );
std::string sessionStr = "[" + std::to_string( m_pSession->getId() ) + "]";
if( it != m_chatHandlerMap.end() )
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{
auto itStr = m_chatHandlerStrMap.find( pPacket.getSubType() );
std::string name = itStr != m_chatHandlerStrMap.end() ? itStr->second : "unknown";
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// dont display packet notification if it is a ping or pos update, don't want the spam
g_log.debug( sessionStr + " Handling Chat IPC : " + name + "( " +
boost::str( boost::format( "%|04X|" ) %
static_cast< uint32_t >( pPacket.getSubType() & 0xFFFF ) ) + " )" );
( this->*( it->second ) )( pPacket, m_pSession->getPlayer() );
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}
else
{
g_log.debug( sessionStr + " Undefined Chat IPC : Unknown ( " +
boost::str( boost::format( "%|04X|" ) %
static_cast< uint32_t >( pPacket.getSubType() & 0xFFFF ) ) + " )" );
g_log.debug( pPacket.toString() );
}
}
void Core::Network::GameConnection::handlePacket( Core::Network::Packets::GamePacketPtr pPacket )
{
if( !m_pSession )
return;
switch( m_conType )
{
case Network::ConnectionType::Zone:
handleZonePacket( *pPacket );
break;
case Network::ConnectionType::Chat:
handleChatPacket( *pPacket );
break;
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}
}
void Core::Network::GameConnection::sendPackets( Packets::PacketContainer * pPacket )
{
//g_log.Log(LoggingSeverity::info, pPacket->toString());
std::vector< uint8_t > sendBuffer;
pPacket->fillSendBuffer( sendBuffer );
Send( sendBuffer );
}
void Core::Network::GameConnection::processInQueue()
{
// handle the incoming game packets
while( auto pPacket = m_inQueue.pop() )
{
handlePacket(pPacket);
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}
}
void Core::Network::GameConnection::processOutQueue()
{
if( m_outQueue.size() < 1 )
return;
int32_t totalSize = 0;
// create a new packet container
PacketContainer pRP = PacketContainer();
// get next packet off the queue
while( auto pPacket = m_outQueue.pop() )
{
if( pPacket->getSize() == 0 )
{
g_log.debug( "end of packet set" );
break;
}
pRP.addPacket( *pPacket );
totalSize += pPacket->getSize();
}
if( totalSize > 0 )
sendPackets( &pRP );
}
void Core::Network::GameConnection::sendSinglePacket( Packets::GamePacket * pPacket )
{
PacketContainer pRP = PacketContainer();
pRP.addPacket( *pPacket );
sendPackets( &pRP );
}
void Core::Network::GameConnection::injectPacket( const std::string& packetpath, Core::Entity::PlayerPtr pPlayer )
{
char packet[0x11570];
memset( packet, 0, 0x11570 );
// get the packet name / path from the command arguments
FILE *fp = nullptr;
fp = fopen( packetpath.c_str(), "rb" );
if( fp == nullptr )
{
g_log.error( "Packet " + packetpath + " not found!" );
return;
}
// read the packet into the buffer
fseek( fp, 0, SEEK_END );
int32_t size = ftell( fp );
rewind( fp );
fread( packet, sizeof( char ), size, fp );
fclose( fp );
// cycle through the packet entries and queue each one
for( int32_t k = 0x18; k < size;)
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{
uint32_t tmpId = pPlayer->getId();
// replace ids in the entryheader if needed
if( !memcmp( packet + k + 0x04, packet + k + 0x08, 4 ) )
{
memcpy( packet + k + 0x04, &tmpId, 4 );
memcpy( packet + k + 0x08, &tmpId, 4 );
}
else
memcpy( packet + k + 0x08, &tmpId, 4 );
uint16_t pSize = *reinterpret_cast< uint16_t* >( packet + k );
// queue packet to the session
if( pSize == 0 )
return;
queueOutPacket( GamePacketPtr( new GamePacket( packet + k, pSize, false ) ) );
k += ( pSize );
}
}
void Core::Network::GameConnection::handlePackets( const Core::Network::Packets::FFXIVARR_PACKET_HEADER& ipcHeader,
const std::vector<Core::Network::Packets::FFXIVARR_PACKET_RAW>& packetData )
{
// if a session is set, update the last time it recieved a game packet
if( m_pSession )
m_pSession->updateLastDataTime();
for( auto inPacket : packetData )
{
switch( inPacket.segHdr.type )
{
case 1:
{
char* id = ( char* ) &( inPacket.data[4] );
uint32_t playerId = boost::lexical_cast< uint32_t >( id );
auto pCon = boost::static_pointer_cast< GameConnection, Connection >( shared_from_this() );
// try to retrieve the session for this id
auto session = g_serverZone.getSession( playerId );
if( !session )
{
g_log.info( "[" + std::string( id ) + "] Session not registered, creating" );
// return;
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if( !g_serverZone.createSession( playerId ) )
{
Disconnect();
return;
}
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session = g_serverZone.getSession( playerId );
}
if( !session->isValid() ) //TODO: Catch more things in lobby and send real errors
{
g_log.error( "[" + std::string(id) + "] Session INVALID, disconnecting" );
Disconnect();
return;
}
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// if not set, set the session for this connection
if( !m_pSession && session )
m_pSession = session;
GamePacket pPe( 0x00, 0x18, 0, 0, 0x07 );
//pPe.setValAt< uint32_t >( 0x10, 0xE0000005 );
pPe.setValAt< uint32_t >( 0x10, 0xE0037603 );
pPe.setValAt< uint32_t >( 0x14, static_cast< uint32_t >( time( nullptr ) ) );
sendSinglePacket( &pPe );
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// main connection, assinging it to the session
if( ipcHeader.connectionType == ConnectionType::Zone )
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{
pPe = GamePacket( 0x00, 0x38, 0, 0, 0x02 );
pPe.setValAt< uint32_t >( 0x10, playerId );
sendSinglePacket( &pPe );
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g_log.info( "[" + std::string( id ) + "] Setting session for zone connection" );
session->setZoneConnection( pCon );
}
// chat connection, assinging it to the session
else if( ipcHeader.connectionType == ConnectionType::Chat )
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{
pPe = GamePacket( 0x00, 0x38, 0, 0, 0x02 );
pPe.setValAt< uint32_t >( 0x10, playerId );
sendSinglePacket( &pPe );
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g_log.info( "[" + std::string( id ) + "] Setting session for chat connection" );
session->setChatConnection( pCon );
pPe = GamePacket( 0x02, 0x28, playerId, playerId, 0x03 );
sendSinglePacket( &pPe );
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}
break;
}
case 3: // game packet
{
auto pPacket = new GamePacket( inPacket );
queueInPacket( Packets::GamePacketPtr( pPacket ) );
break;
}
case 7: // keep alive
{
uint32_t id = *( uint32_t* ) &inPacket.data[0];
uint32_t timeStamp = *( uint32_t* ) &inPacket.data[4];
GamePacket pPe( 0x00, 0x18, 0, 0, 0x08 );
pPe.setValAt< uint32_t >( 0x10, id );
pPe.setValAt< uint32_t >( 0x14, timeStamp );
sendSinglePacket( &pPe );
break;
}
case 8:
{
break;
}
}
//// try to retrieve the session for this id
//auto session = g_serverZone.getSession( inPacket.segHdr.source_actor );
//auto pCon = boost::static_pointer_cast< GameConnection, Connection >( shared_from_this() );
//// check if this is a zoning notification
//if( *reinterpret_cast< uint16_t* >( &inPacket.data[2] ) == 0x9999 )
//{
// // if we already have a session in this connection, reload the player
// if( session )
// g_serverZone.updateSession( inPacket.segHdr.source_actor );
// else
// {
// // if not, create a new session
// g_serverZone.createSession( inPacket.segHdr.source_actor );
// session = g_serverZone.getSession( inPacket.segHdr.source_actor );
// }
// // set the zoneingType for the player so the correct animation can be played
// auto pPlayer = session->getPlayer();
// ZoneingType zoneType = static_cast< ZoneingType >( *reinterpret_cast< uint16_t* >( &inPacket.data[18] ) );
// switch( zoneType )
// {
// case ZoneingType::Teleport:
// pPlayer->setTeleporting( true );
// break;
// case ZoneingType::Return:
// pPlayer->setReturning( true );
// break;
// default:
// break;
// }
// // place this connection in the session
// session->setZoneConnection( pCon );
// // actually perform the zoning
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// session->getPlayer()->setZone( *reinterpret_cast< uint16_t* >( &inPacket.data[16] ) );
//}
//else
//{
// if( !session )
// {
// g_serverZone.createSession( inPacket.segHdr.source_actor );
// session = g_serverZone.getSession( inPacket.segHdr.source_actor );
// session->setZoneConnection( pCon );
// }
// queueInPacket( GamePacketPtr( new GamePacket( inPacket ) ) );
//}
//// if not set, set the session for this connection
//if( !m_pSession && session )
// m_pSession = session;
}
}