More work on the world server. Modified map server to communicate with it.

This commit is contained in:
Filip Maj 2016-08-29 08:17:14 -04:00
parent bd26a71fef
commit 6bffe69b21
16 changed files with 507 additions and 577 deletions

View file

@ -75,55 +75,7 @@ namespace FFXIVClassic_World_Server
Console.ForegroundColor = ConsoleColor.Gray;
return true;
}
#region Socket Handling
private void AcceptCallback(IAsyncResult result)
{
ClientConnection conn = null;
Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
try
{
conn = new ClientConnection();
conn.socket = socket.EndAccept(result);
conn.buffer = new byte[BUFFER_SIZE];
lock (mConnectionList)
{
mConnectionList.Add(conn);
}
Program.Log.Info("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port);
//Queue recieving of data from the connection
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
//Queue the accept of the next incomming connection
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (SocketException)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (Exception)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
}
}
public void AddSession(ClientConnection connection, Session.Channel type, uint id)
{
@ -182,6 +134,70 @@ namespace FFXIVClassic_World_Server
return null;
}
public void OnReceiveSubPacketFromZone(ZoneServer zoneServer, SubPacket subpacket)
{
uint sessionId = subpacket.header.targetId;
if (mZoneSessionList.ContainsKey(sessionId))
{
ClientConnection conn = mZoneSessionList[sessionId].clientConnection;
conn.QueuePacket(subpacket, true, false);
}
}
public WorldManager GetWorldManager()
{
return mWorldManager;
}
#region Socket Handling
private void AcceptCallback(IAsyncResult result)
{
ClientConnection conn = null;
Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
try
{
conn = new ClientConnection();
conn.socket = socket.EndAccept(result);
conn.buffer = new byte[BUFFER_SIZE];
lock (mConnectionList)
{
mConnectionList.Add(conn);
}
Program.Log.Info("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port);
//Queue recieving of data from the connection
conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
//Queue the accept of the next incomming connection
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (SocketException)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (Exception)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
}
/// <summary>
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
@ -214,7 +230,7 @@ namespace FFXIVClassic_World_Server
//Build packets until can no longer or out of data
while (true)
{
BasePacket basePacket = BuildPacket(ref offset, conn.buffer, bytesRead);
BasePacket basePacket = BasePacket.CreatePacket(ref offset, conn.buffer, bytesRead);
//If can't build packet, break, else process another
if (basePacket == null)
@ -264,48 +280,7 @@ namespace FFXIVClassic_World_Server
}
}
/// <summary>
/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
/// </summary>
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
public BasePacket BuildPacket(ref int offset, byte[] buffer, int bytesRead)
{
BasePacket newPacket = null;
//Too small to even get length
if (bytesRead <= offset)
return null;
ushort packetSize = BitConverter.ToUInt16(buffer, offset);
//Too small to whole packet
if (bytesRead < offset + packetSize)
return null;
if (buffer.Length < offset + packetSize)
return null;
try
{
newPacket = new BasePacket(buffer, ref offset);
}
catch (OverflowException)
{
return null;
}
return newPacket;
}
#endregion
public WorldManager GetWorldManager()
{
return mWorldManager;
}
}
}