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- #include "Server.h"
- #include <AsynchronCall.h>
- #include <Globals.h>
- #include <HttpRequest.h>
- #include <iostream>
- #include <JSON.h>
- #include <Klient.h>
- // Inhalt der LoginServer Klasse aus LoginServer.h
- // Konstruktor
- FactoryCraftServer::FactoryCraftServer(InitDatei* zIni)
- : ReferenceCounter()
- {
- Network::Start(100);
- runningThreads = 0;
- klients = new RCArray<FCKlient>();
- ini = dynamic_cast<InitDatei*>(zIni->getThis());
- id = (int)*zIni->zWert("ServerId");
- sslServer = new SSLServer();
- sslServer->setPrivateKeyPassword(zIni->zWert("SSLPasswort")->getText());
- sslServer->setCertificateFile(zIni->zWert("SSLCert")->getText());
- std::cout << "using cert file " << zIni->zWert("SSLCert")->getText()
- << "\n";
- sslServer->setPrivateKeyFile(zIni->zWert("SSLKey")->getText());
- std::cout << "using private key " << zIni->zWert("SSLKey")->getText()
- << "\n";
- server = new Server();
- std::cout << "Server Port: " << ini->zWert("Port")->getText() << "\n";
- if (!server->verbinde(
- (unsigned short)TextZuInt(ini->zWert("Port")->getText(), 10), 10))
- {
- std::cout << "Der Server konnte nicht gestartet werden.\n";
- exit(1);
- }
- std::cout << "SSL Server Port: " << ini->zWert("SSLPort")->getText()
- << "\n";
- if (!sslServer->verbinde(
- (unsigned short)TextZuInt(ini->zWert("SSLPort")->getText(), 10),
- 10))
- {
- std::cout << "Der SSL Server konnte nicht gestartet werden.\n";
- exit(2);
- }
- Game::initialize(
- zIni->zWert("World")->getText(), zIni->zWert("SaveDir")->getText());
- new Framework::AsynchronCall("Server", [this]() {
- runningThreads++;
- while (server->isConnected())
- {
- SKlient* klient = server->getKlient();
- if (!klient) continue;
- unsigned short len;
- klient->setEmpfangTimeout(5000);
- klient->getNachricht((char*)&len, 2);
- char* key = new char[len];
- klient->getNachricht((char*)key, len);
- bool bg;
- klient->getNachricht((char*)&bg, 1);
- klient->setEmpfangTimeout(0);
- bool found = 0;
- EnterCriticalSection(&cs);
- for (FCKlient* client : *klients)
- {
- if (client->matchAuthKey(key, len))
- {
- if (bg)
- {
- klient->sende("\1", 1);
- client->setBackgroundClient(klient);
- }
- else
- {
- klient->sende("\1", 1);
- client->setForegroundClient(klient);
- }
- found = 1;
- break;
- }
- }
- LeaveCriticalSection(&cs);
- if (!found)
- {
- klient->sende("\0", 1);
- std::cout << "client failed to pass through authorisation\n";
- klient->release();
- }
- }
- runningThreads--;
- });
- InitializeCriticalSection(&cs);
- }
- // Destruktor
- FactoryCraftServer::~FactoryCraftServer()
- {
- sslServer->trenne();
- server->trenne();
- while (runningThreads > 0)
- Sleep(100);
- sslServer->release();
- server->release();
- if (klients) klients->release();
- ini->release();
- Game::INSTANCE->requestStop();
- Game::INSTANCE->release();
- DeleteCriticalSection(&cs);
- }
- // nicht constant
- void FactoryCraftServer::run()
- {
- runningThreads++;
- while (sslServer->isConnected())
- {
- SSLSKlient* klient = sslServer->getKlient();
- if (!klient) continue;
- Framework::getThreadRegister()->cleanUpClosedThreads();
- FCKlient* clHandle = new FCKlient(
- klient, dynamic_cast<FactoryCraftServer*>(getThis()));
- EnterCriticalSection(&cs);
- klients->add(clHandle);
- LeaveCriticalSection(&cs);
- clHandle->start();
- }
- runningThreads--;
- }
- void FactoryCraftServer::close()
- {
- sslServer->trenne();
- EnterCriticalSection(&cs);
- for (int i = 0; i < klients->getEintragAnzahl(); i++)
- klients->z(i)->absturz();
- Game::INSTANCE->save();
- LeaveCriticalSection(&cs);
- }
- bool FactoryCraftServer::absturzKlient(int accountId)
- {
- bool gefunden = 0;
- EnterCriticalSection(&cs);
- for (int i = 0; i < klients->getEintragAnzahl(); i++)
- {
- if (klients->z(i) && klients->z(i)->getAccountId() == accountId)
- {
- klients->z(i)->absturz();
- klients->remove(i);
- gefunden = 1;
- break;
- }
- }
- LeaveCriticalSection(&cs);
- return gefunden;
- }
- bool FactoryCraftServer::removeKlient(FCKlient* zKlient)
- {
- bool gefunden = 0;
- EnterCriticalSection(&cs);
- for (int i = 0; i < klients->getEintragAnzahl(); i++)
- {
- if (klients->z(i) == zKlient)
- {
- klients->remove(i);
- gefunden = 1;
- break;
- }
- }
- LeaveCriticalSection(&cs);
- return gefunden;
- }
- bool FactoryCraftServer::hatClients() const
- {
- return klients->hat(0);
- }
- int FactoryCraftServer::getUnencryptedPort() const
- {
- return server->getPort();
- }
- // Inhalt der LSKlient aus LoginServer.h
- // Konstruktor
- FCKlient::FCKlient(SSLSKlient* klient, FactoryCraftServer* ls)
- : Thread()
- {
- this->klient = klient;
- background = 0;
- foreground = 0;
- accountId = 0;
- this->ls = ls;
- zGameClient = 0;
- backgroundReader = 0;
- foregroundReader = 0;
- backgroundWriter = 0;
- foregroundWriter = 0;
- authKey = randomKey(authKeyLen);
- }
- // Destruktor
- FCKlient::~FCKlient()
- {
- if (zGameClient)
- {
- zGameClient->logout();
- zGameClient = (GameClient*)zGameClient->release();
- }
- if (background) background->release();
- if (foreground) foreground->release();
- delete backgroundReader;
- delete foregroundReader;
- delete backgroundWriter;
- delete foregroundWriter;
- klient->release();
- ls->release();
- delete[] authKey;
- }
- // nicht constant
- void FCKlient::setForegroundClient(SKlient* foreground)
- {
- std::cout << "foreground client connected\n";
- this->foreground = foreground;
- foregroundReader = new NetworkReader(foreground);
- foregroundWriter = new NetworkWriter(foreground);
- if (foreground && background)
- zGameClient
- = Game::INSTANCE->addPlayer(dynamic_cast<FCKlient*>(getThis()),
- Framework::Text((int)accountId));
- foregroundRunning = 1;
- new AsynchronCall([this]() {
- while (this->foreground->waitForNextMessage())
- {
- if (zGameClient) zGameClient->addMessage(foregroundReader);
- if (!zGameClient) Sleep(100);
- }
- cs.lock();
- foregroundRunning = 0;
- if (!backgroundRunning)
- {
- cs.unlock();
- if (zGameClient)
- {
- zGameClient->logout();
- zGameClient = (GameClient*)zGameClient->release();
- }
- ls->removeKlient(this);
- }
- else
- {
- cs.unlock();
- }
- });
- }
- void FCKlient::setBackgroundClient(SKlient* background)
- {
- std::cout << "background client connected\n";
- this->background = background;
- backgroundReader = new NetworkReader(background);
- backgroundWriter = new NetworkWriter(background);
- if (foreground && background)
- zGameClient
- = Game::INSTANCE->addPlayer(dynamic_cast<FCKlient*>(getThis()),
- Framework::Text((int)accountId));
- backgroundRunning = 1;
- new AsynchronCall([this]() {
- while (this->background->waitForNextMessage())
- {
- if (zGameClient) zGameClient->addMessage(backgroundReader);
- if (!zGameClient) Sleep(100);
- }
- cs.lock();
- backgroundRunning = 0;
- if (!foregroundRunning)
- {
- cs.unlock();
- if (zGameClient)
- {
- zGameClient->logout();
- zGameClient = (GameClient*)zGameClient->release();
- }
- ls->removeKlient(this);
- }
- else
- {
- cs.unlock();
- }
- });
- }
- void FCKlient::absturz()
- {
- klient->trenne();
- if (background) background->trenne();
- if (foreground) foreground->trenne();
- warteAufThread(10000);
- ende();
- }
- void FCKlient::thread()
- {
- bool identified = 0;
- while (1)
- {
- char c = 0;
- if (!klient->getNachricht(&c, 1))
- break;
- else
- {
- bool br = 0;
- switch (c)
- {
- case 1: // Klient identifikation
- {
- char len;
- klient->getNachricht(&len, 1);
- char* name = new char[len + 1];
- klient->getNachricht(name, len);
- name[(int)len] = 0;
- unsigned short sLen;
- klient->getNachricht((char*)&sLen, 2);
- char* secret = new char[sLen + 1];
- klient->getNachricht(secret, sLen);
- secret[sLen] = 0;
- if (!Game::INSTANCE->checkPlayer(name, secret))
- {
- klient->sende("\0", 1);
- delete[] name;
- delete[] secret;
- break;
- }
- if (!Game::INSTANCE->existsPlayer(name))
- {
- Text secret = Game::INSTANCE->createPlayer(name);
- klient->sende("\2", 1);
- short len = (short)secret.getLength();
- klient->sende((char*)&len, 2);
- klient->sende(secret.getText(), len);
- }
- else
- {
- klient->sende("\1", 1);
- identified = 1;
- }
- short keyLen = (short)authKeyLen;
- klient->sende((char*)&keyLen, 2);
- klient->sende(authKey, authKeyLen);
- delete[] name;
- delete[] secret;
- break;
- }
- case 2: // Verbindungsende
- br = 1;
- if (zGameClient)
- {
- zGameClient->logout();
- zGameClient = (GameClient*)zGameClient->release();
- }
- klient->sende("\1", 1);
- break;
- case 3: // ping
- klient->sende("\1", 1);
- break;
- case 4: // check player name valid
- {
- klient->sende("\1", 1);
- char len;
- klient->getNachricht(&len, 1);
- char* name = new char[len + 1];
- klient->getNachricht(name, len);
- name[(int)len] = 0;
- short sLen;
- klient->getNachricht((char*)&sLen, 2);
- char* secret = new char[sLen + 1];
- klient->getNachricht(secret, sLen);
- secret[sLen] = 0;
- char res = 0;
- if (Game::INSTANCE->checkPlayer(name, secret)) res = 1;
- klient->sende(&res, 1);
- delete[] name;
- delete[] secret;
- break;
- }
- default:
- br = 1;
- break;
- }
- if (br) break;
- }
- }
- if (!identified)
- {
- ls->removeKlient(this);
- }
- }
- int FCKlient::getAccountId() const // gibt die KlientId zurück
- {
- return accountId;
- }
- NetworkWriter* FCKlient::zBackgroundWriter() const
- {
- return backgroundWriter;
- }
- NetworkWriter* FCKlient::zForegroundWriter() const
- {
- return foregroundWriter;
- }
- bool FCKlient::matchAuthKey(char* key, int len) const
- {
- if (foreground && background) return 0;
- if (len != authKeyLen) return 0;
- for (int i = 0; i < len; i++)
- {
- if (key[i] != authKey[i]) return 0;
- }
- return 1;
- }
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