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https://github.com/worldforge/cyphesis
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* client/ClientConnection.cpp: Remove debug output. * client/BaseClient.h, client/BaseClient.cpp: Add a logout method so that the client can be disconnected. * client/client.cpp: Once the client is complete, call logout to ensure all messages sent to the server have been processed. Logout waits for the server to acknowledge that the connection is is complete.
179 lines
5.4 KiB
C++
179 lines
5.4 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2005 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id: BaseClient.cpp,v 1.43 2007-09-04 10:51:27 alriddoch Exp $
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#include "BaseClient.h"
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#include "CreatorClient.h"
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#include "common/id.h"
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#include "common/log.h"
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#include "common/debug.h"
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#include "common/compose.hpp"
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#include "common/BaseEntity.h"
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Anonymous.h>
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using Atlas::Message::MapType;
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using Atlas::Objects::Root;
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using Atlas::Objects::Operation::Login;
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using Atlas::Objects::Operation::Logout;
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using Atlas::Objects::Operation::Create;
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using Atlas::Objects::Operation::RootOperation;
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using Atlas::Objects::Entity::RootEntity;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::smart_dynamic_cast;
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static const bool debug_flag = false;
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BaseClient::BaseClient()
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{
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}
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BaseClient::~BaseClient()
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{
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}
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/// \brief Create a new account on the server
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///
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/// @param name User name of the new account
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/// @param password Password of the new account
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MapType BaseClient::createPlayer(const std::string & name,
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const std::string & password)
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{
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m_playerName = name;
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Anonymous player_ent;
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player_ent->setAttr("username", name);
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player_ent->setAttr("password", password);
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player_ent->setParents(std::list<std::string>(1, "player"));
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debug(std::cout << "Loggin " << name << " in with " << password << " as password"
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<< std::endl << std::flush;);
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Login loginAccountOp;
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loginAccountOp->setArgs1(player_ent);
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send(loginAccountOp);
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if (m_connection.wait() != 0) {
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Create createAccountOp;
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createAccountOp->setArgs1(player_ent);
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send(createAccountOp);
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if (m_connection.wait() != 0) {
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std::cerr << "ERROR: Failed to log into server" << std::endl
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<< std::flush;
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return MapType();
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}
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}
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const Root & ent = m_connection.getReply();
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if (!ent->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
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std::cerr << "ERROR: Logged in, but account has no id" << std::endl
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<< std::flush;
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} else {
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m_playerId = ent->getId();
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}
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//if (ent.find("characters") != ent.end()) {
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//}
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return ent->asMessage();
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}
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/// \brief Create a new Character or avatar on the server
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///
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/// Requires that an account is already logged in.
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/// @param type The type of avatar to be created
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/// @return The CreatorClient object used to directly interact with the avatar
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CreatorClient * BaseClient::createCharacter(const std::string & type)
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{
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Anonymous character;
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character->setName(m_playerName);
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character->setParents(std::list<std::string>(1,type));
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character->setObjtype("obj");
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Create createOp;
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createOp->setFrom(m_playerId);
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createOp->setArgs1(character);
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send(createOp);
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if (m_connection.wait() != 0) {
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std::cerr << "ERROR: Failed to create character type: "
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<< type << std::endl << std::flush;
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return NULL;
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}
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RootEntity ent = smart_dynamic_cast<RootEntity>(m_connection.getReply());
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if (!ent->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
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std::cerr << "ERROR: Character created, but has no id" << std::endl
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<< std::flush;
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return 0;
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}
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const std::string & id = ent->getId();
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long intId = integerId(id);
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if (intId == -1) {
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log(ERROR, String::compose("Invalid character ID \"%1\" from server.", id));
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}
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CreatorClient * obj = new CreatorClient(id, intId, type, m_connection);
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obj->merge(ent->asMessage());
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// FIXME We are making no attempt to set LOC, as we have no entity to
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// set it to.
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obj->m_location.readFromEntity(ent);
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EntityDict tmp;
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// obj = EntityFactory::instance()->newThing(type, body, tmp);
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// FIXME Do we need to create a local entity for this as is done in
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// the python version? If so, do we need to keep track of a full world
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// model here, or just in the minds (when we become an AI client
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return obj;
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}
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void BaseClient::logout()
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{
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Logout logout;
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send(logout);
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if (m_connection.wait() != 0) {
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std::cerr << "ERROR: Failed to logout" << std::endl << std::flush;
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}
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}
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// I'm making this pure virtual, to see if that is desired.
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//void BaseClient::idle() {
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// time.sleep(0.1);
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//}
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/// \brief Handle any operations that have arrived from the server
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void BaseClient::handleNet()
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{
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RootOperation input;
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while ((input = m_connection.pop()).isValid()) {
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OpVector res;
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m_character->operation(input, res);
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OpVector::const_iterator Iend = res.end();
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for (OpVector::const_iterator I = res.begin(); I != Iend; ++I) {
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send(*I);
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}
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}
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}
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