cyphesis/server/Connection.cpp
Al Riddoch c9ed4bce26 * Added handling of Get operation from client before login, to
determine game type, status and other info.

Al
2001-02-19 18:50:53 +00:00

188 lines
6.2 KiB
C++

// This file may be redistributed and modified only under the terms of
// the GNU Lesser General Public License (See COPYING for details).
// Copyright (C) 2000 Alistair Riddoch
#include <Atlas/Message/Object.h>
#include <Atlas/Net/Stream.h>
#include <Atlas/Objects/Root.h>
#include <Atlas/Objects/Encoder.h>
#include <Atlas/Objects/Decoder.h>
#include <Atlas/Objects/Operation/Create.h>
#include <Atlas/Objects/Operation/Login.h>
#include <Atlas/Objects/Operation/Info.h>
#include <Atlas/Objects/Operation/Get.h>
#include <rulesets/Character.h>
#include <rulesets/ExternalMind.h>
#include <common/debug.h>
#include "Connection.h"
#include "ServerRouting.h"
#include "CommClient.h"
#include "Player.h"
#include "server.h"
static const bool debug_flag = false;
using namespace Atlas;
using namespace Objects;
inline Account * Connection::add_player(string & username, string & password)
{
Player * player=new Player(this, username, password);
add_object(player);
player->connection=this;
player->world=server->world;
server->add_object(player);
return(player);
}
void Connection::destroy()
{
debug(cout << "destroy called";);
fdict_t::const_iterator I;
for(I = fobjects.begin(); I != fobjects.end(); I++) {
BaseEntity * ent = I->second;
if (ent->in_game == 0) {
continue;
}
Thing * obj = (Thing*)ent;
if (obj->is_character == true) {
Character * character = (Character *)obj;
if (character->external_mind != NULL) {
if (character->external_mind != NULL) {
character->external_mind=NULL;
}
}
}
}
comm_client = NULL;
BaseEntity::destroy();
}
oplist Connection::operation(const RootOperation & op)
{
debug(cout << "Connection::operation" << endl << flush;);
const string & from = op.GetFrom();
if (0==from.size()) {
debug(cout << "deliver locally as normal" << endl << flush;);
return BaseEntity::operation(op);
} else {
debug(cout << "Must send on to account" << endl << flush;);
debug(cout << "[" << from << "]" << endl << flush;);
if (fobjects.find(from)!=fobjects.end()) {
BaseEntity * ent = fobjects[from];
if ((ent->in_game != 0) && (((Thing *)ent)->is_character != 0) &&
(((Character *)ent)->external_mind == NULL)) {
Character * pchar = (Character *)ent;
pchar->external_mind = new ExternalMind(this, pchar->fullid, pchar ->name);
cout << "Re-connecting existing character to new connection" << endl << flush;
Info * info = new Info();
*info = Info::Instantiate();
Message::Object::ListType args(1,pchar->asObject());
info->SetArgs(args);
info->SetRefno(op.GetSerialno());
oplist res = ent->external_operation(op);
res.push_front(info);
return res;
}
return ent->external_operation(op);
} else {
return error(op, "From is illegal");
}
}
oplist res;
return(res);
}
oplist Connection::Operation(const Login & op)
{
debug(cout << "Got login op" << endl << flush;);
const Message::Object & account = op.GetArgs().front();
if (account.IsMap()) {
string account_id = account.AsMap().find("id")->second.AsString();
string password = account.AsMap().find("password")->second.AsString();
Player * player = (Player *)server->get_object(account_id);
if (player && (account_id.size()!=0) && (password==player->password)) {
add_object(player);
fdict_t::const_iterator I;
for (I=player->characters_dict.begin();
I!=player->characters_dict.end(); I++) {
add_object(I->second);
}
player->connection=this;
Info * info = new Info();
*info = Info::Instantiate();
Message::Object::ListType args(1,player->asObject());
info->SetArgs(args);
info->SetRefno(op.GetSerialno());
debug(cout << "Good login" << endl << flush;);
return(oplist(1,info));
}
}
return(error(op, "Login is invalid"));
}
oplist Connection::Operation(const Create & op)
{
debug(cout << "Got create op" << endl << flush;);
const Message::Object & account = op.GetArgs().front();
if (account.IsMap()) {
string account_id = account.AsMap().find("id")->second.AsString();
string password = account.AsMap().find("password")->second.AsString();
if ((NULL==server->get_object(account_id)) &&
(account_id.size() != 0) && (password.size() != 0)) {
Account * player = add_player(account_id, password);
Info * info = new Info();
*info = Info::Instantiate();
Message::Object::ListType args(1,player->asObject());
info->SetArgs(args);
info->SetRefno(op.GetSerialno());
debug(cout << "Good create" << endl << flush;);
return(oplist(1,info));
}
}
return(error(op, "Account creation is invalid"));
}
oplist Connection::Operation(const Logout & op)
{
const Message::Object & account = op.GetArgs().front();
if (account.IsMap()) {
string account_id = account.AsMap().find("id")->second.AsString();
string password = account.AsMap().find("password")->second.AsString();
Player * player = (Player *)server->get_object(account_id);
if (player) {
Logout l = op;
l.SetFrom(player->fullid);
debug(cout << "Logout without from. Using " << player->fullid << " instead." << endl << flush;);
operation(l);
}
}
oplist res;
return(res);
}
oplist Connection::Operation(const Get & op)
{
oplist res;
cout << "Got get" << endl << flush;
Info * info = new Info();
*info = Info::Instantiate();
Message::Object::ListType args(1,server->asObject());
info->SetArgs(args);
info->SetRefno(op.GetSerialno());
cout << "Replying to get" << endl << flush;
res.push_back(info);
return(res);
}