mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
220 lines
6.6 KiB
C++
220 lines
6.6 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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// $Id$
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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/system.h"
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Anonymous.h>
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#include <cstdlib>
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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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using String::compose;
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static const bool debug_flag = false;
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BaseClient::BaseClient() : m_character(0)
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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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Root BaseClient::createSystemAccount()
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{
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Anonymous player_ent;
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player_ent->setAttr("username", create_session_username());
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player_ent->setAttr("password", compose("%1%2", ::rand(), ::rand()));
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player_ent->setParents(std::list<std::string>(1, "sys"));
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Create createAccountOp;
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createAccountOp->setArgs1(player_ent);
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createAccountOp->setSerialno(m_connection.newSerialNo());
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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: \""
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<< m_connection.errorMessage() << "\""
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<< std::endl << std::flush;
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return Root(0);
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}
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const Root & ent = m_connection.getInfoReply();
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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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// m_playerName = name;
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}
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return ent;
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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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Root BaseClient::createAccount(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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loginAccountOp->setSerialno(m_connection.newSerialNo());
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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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createAccountOp->setSerialno(m_connection.newSerialNo());
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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 Root(0);
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}
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}
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const Root & ent = m_connection.getInfoReply();
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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;
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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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createOp->setSerialno(m_connection.newSerialNo());
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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.getInfoReply());
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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, 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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// 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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