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https://bitbucket.org/Ioncannon/project-meteor-server.git
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More work on the world server. Modified map server to communicate with it.
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parent
bd26a71fef
commit
6bffe69b21
16 changed files with 507 additions and 577 deletions
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@ -75,55 +75,7 @@ namespace FFXIVClassic_World_Server
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Console.ForegroundColor = ConsoleColor.Gray;
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return true;
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}
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#region Socket Handling
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private void AcceptCallback(IAsyncResult result)
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{
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ClientConnection conn = null;
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Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
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try
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{
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conn = new ClientConnection();
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conn.socket = socket.EndAccept(result);
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conn.buffer = new byte[BUFFER_SIZE];
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lock (mConnectionList)
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{
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mConnectionList.Add(conn);
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}
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Program.Log.Info("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port);
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//Queue recieving of data from the connection
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conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
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//Queue the accept of the next incomming connection
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mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
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}
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catch (SocketException)
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{
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if (conn != null)
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{
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
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}
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catch (Exception)
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{
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if (conn != null)
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{
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
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}
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}
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}
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public void AddSession(ClientConnection connection, Session.Channel type, uint id)
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{
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@ -182,6 +134,70 @@ namespace FFXIVClassic_World_Server
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return null;
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}
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public void OnReceiveSubPacketFromZone(ZoneServer zoneServer, SubPacket subpacket)
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{
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uint sessionId = subpacket.header.targetId;
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if (mZoneSessionList.ContainsKey(sessionId))
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{
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ClientConnection conn = mZoneSessionList[sessionId].clientConnection;
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conn.QueuePacket(subpacket, true, false);
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}
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}
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public WorldManager GetWorldManager()
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{
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return mWorldManager;
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}
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#region Socket Handling
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private void AcceptCallback(IAsyncResult result)
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{
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ClientConnection conn = null;
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Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
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try
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{
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conn = new ClientConnection();
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conn.socket = socket.EndAccept(result);
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conn.buffer = new byte[BUFFER_SIZE];
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lock (mConnectionList)
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{
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mConnectionList.Add(conn);
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}
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Program.Log.Info("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port);
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//Queue recieving of data from the connection
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conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn);
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//Queue the accept of the next incomming connection
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mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
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}
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catch (SocketException)
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{
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if (conn != null)
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{
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
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}
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catch (Exception)
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{
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if (conn != null)
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{
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lock (mConnectionList)
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{
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mConnectionList.Remove(conn);
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}
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}
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mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
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}
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}
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/// <summary>
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/// 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.
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/// </summary>
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@ -214,7 +230,7 @@ namespace FFXIVClassic_World_Server
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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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BasePacket basePacket = BuildPacket(ref offset, conn.buffer, bytesRead);
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BasePacket basePacket = BasePacket.CreatePacket(ref offset, conn.buffer, bytesRead);
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//If can't build packet, break, else process another
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if (basePacket == null)
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@ -264,48 +280,7 @@ namespace FFXIVClassic_World_Server
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}
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}
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/// <summary>
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/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
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/// </summary>
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/// <param name="offset">Current offset in buffer.</param>
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/// <param name="buffer">Incoming buffer.</param>
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/// <returns>Returns either a BasePacket or null if not enough data.</returns>
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public BasePacket BuildPacket(ref int offset, byte[] buffer, int bytesRead)
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{
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BasePacket newPacket = null;
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//Too small to even get length
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if (bytesRead <= offset)
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return null;
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ushort packetSize = BitConverter.ToUInt16(buffer, offset);
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//Too small to whole packet
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if (bytesRead < offset + packetSize)
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return null;
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if (buffer.Length < offset + packetSize)
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return null;
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try
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{
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newPacket = new BasePacket(buffer, ref offset);
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}
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catch (OverflowException)
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{
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return null;
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}
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return newPacket;
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}
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#endregion
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public WorldManager GetWorldManager()
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{
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return mWorldManager;
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}
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}
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}
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