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More work on the world server. Modified map server to communicate with it.
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parent
bd26a71fef
commit
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16 changed files with 507 additions and 577 deletions
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@ -16,6 +16,9 @@ namespace FFXIVClassic_World_Server.DataObjects
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public readonly int[] ownedZoneIds;
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public bool isConnected = false;
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public Socket zoneServerConnection;
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private ClientConnection conn;
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private byte[] buffer = new byte[0xFFFF];
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public ZoneServer(string ip, int port)
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{
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@ -34,6 +37,18 @@ namespace FFXIVClassic_World_Server.DataObjects
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{
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zoneServerConnection.Connect(remoteEP);
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isConnected = true;
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conn = new ClientConnection();
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conn.socket = zoneServerConnection;
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conn.buffer = new byte[0xFFFF];
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try
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{
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zoneServerConnection.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
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}
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catch (Exception e)
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{
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throw new ApplicationException("Error occured starting listeners, check inner exception", e);
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}
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}
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catch (Exception e)
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{ Program.Log.Error("Failed to connect"); return; }
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@ -54,5 +69,71 @@ namespace FFXIVClassic_World_Server.DataObjects
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}
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}
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private void ReceiveCallback(IAsyncResult result)
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{
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ClientConnection conn = (ClientConnection)result.AsyncState;
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//Check if disconnected
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if ((conn.socket.Poll(1, SelectMode.SelectRead) && conn.socket.Available == 0))
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{
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conn = null;
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isConnected = false;
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Program.Log.Info("Zone server @ {0}:{1} disconnected!", zoneServerIp, zoneServerPort);
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return;
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}
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try
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{
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int bytesRead = conn.socket.EndReceive(result);
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bytesRead += conn.lastPartialSize;
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if (bytesRead >= 0)
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{
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int offset = 0;
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//Build packets until can no longer or out of data
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while (true)
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{
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SubPacket subpacket = SubPacket.CreatePacket(ref offset, conn.buffer, bytesRead);
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//If can't build packet, break, else process another
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if (subpacket == null)
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break;
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else
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Server.GetServer().OnReceiveSubPacketFromZone(this, subpacket);
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}
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//Not all bytes consumed, transfer leftover to beginning
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if (offset < bytesRead)
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Array.Copy(conn.buffer, offset, conn.buffer, 0, bytesRead - offset);
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conn.lastPartialSize = bytesRead - offset;
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//Build any queued subpackets into basepackets and send
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conn.FlushQueuedSendPackets();
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if (offset < bytesRead)
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//Need offset since not all bytes consumed
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conn.socket.BeginReceive(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset), SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
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else
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//All bytes consumed, full buffer available
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conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
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}
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else
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{
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conn = null;
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isConnected = false;
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Program.Log.Info("Zone server @ {0}:{1} disconnected!", zoneServerIp, zoneServerPort);
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}
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}
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catch (SocketException)
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{
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conn = null;
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isConnected = false;
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Program.Log.Info("Zone server @ {0}:{1} disconnected!", zoneServerIp, zoneServerPort);
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}
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}
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}
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}
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