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📄 gameserver.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/*
 * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
 * Copyright (C) 2001-2002 WOTLAS Team
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

package wotlas.server;

import wotlas.server.bots.BotPlayer;
import wotlas.libs.net.NetServer;
import wotlas.libs.net.NetConnection;
import wotlas.common.ErrorCodeList;
import wotlas.utils.Debug;

import java.io.IOException;

/** Wotlas Game Server. Its role is to wait client and connect them to the
 *  game. A client must have previously created a GameAccount with the AccountServer.<br>
 *
 *  This server supposes there is a PersistenceManager & DataManager
 *  already created.
 *
 * @author Aldiss
 */

public class GameServer extends NetServer implements ErrorCodeList {

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Constructor (see wotlas.libs.net.NetServer for details)
   *
   *  @param serverInterface the host interface to bind to. Example: wotlas.tower.org
   *  @param port port on which the server listens to clients.
   *  @param packages a list of packages where we can find NetMsgBehaviour Classes.
   *  @param nbMaxSockets maximum number of sockets that can be opened on this server
   */
    public GameServer( String serverInterface, int port, String packages[], int nbMaxSockets ) {
         super( serverInterface, port, packages );
         setMaximumOpenedSockets( nbMaxSockets );
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

   /** This method is called automatically when a new client establishes a connection
    *  with this server ( the client sends a ClientRegisterMessage ).
    *
    * @param connection a previously created connection for this connection.
    * @param key a string given by the client to identify itself. The key structure
    *        is the following "accountName:password". See wotlas.server.GameAccount
    *        for the accountName structure.
    */
    public void accessControl( NetConnection connection, String key ) {

       // key sanity check
          if( key.indexOf(':')<=4 || key.endsWith(":") ) {
               Debug.signal( Debug.NOTICE, this, "A client tried to connect with a bad key format.");
               refuseClient( connection, ERR_WRONG_KEY, "You are trying to connect on the wrong server !!!" );
               return;
          }

       // we retrieve the key data "accountName:password"
          String accountName = key.substring( 0, key.indexOf(':') );
          String password = key.substring( key.indexOf(':')+1, key.length() );

       // does this client exists ?
          AccountManager manager = ServerDirector.getDataManager().getAccountManager();
          GameAccount account = manager.getAccount( accountName );

          if( account==null ) {
               Debug.signal( Debug.NOTICE, this, "A client tried to connect on a non-existent account.");
               refuseClient( connection, ERR_UNKNOWN_ACCOUNT, "This account does not exist on this server" );
               return;
          }

          if( account.getPlayer().isConnectedToGame() && !(account.getPlayer() instanceof BotPlayer) ) {
               Debug.signal( Debug.ERROR, this, accountName+" tried to connect twice to the game server.");
               refuseClient( connection, ERR_ALREADY_CONNECTED, "Someone is already connected on this account !" );
               return;
          }

       // Password Crack Detection ( dictionnary attack )
          if( account.tooMuchBadPasswordEntered() ) {
               Debug.signal( Debug.WARNING, this, accountName+" has entered 3 bad passwords! account locked for 30s");
               refuseClient( connection, ERR_BAD_PASSWORD, "Sorry, you entered 3 bad passwords ! your account is locked for 30s." );
               return;
          }

       // The account exists... but do we have the right password ?
          if( account.isRightPassword( password ) ) {
            // account alive ?
               if( account.getIsDeadAccount() ) {
                   refuseClient( connection, ERR_DEAD_ACCOUNT, "Sorry, your character has been killed !" );
                   return;
               }

            // ok, client accepted...
               account.setLastConnectionTimeNow();

            // we set his message context to his player...
               connection.setContext( account.getPlayer() );
               connection.addConnectionListener( account.getPlayer() );
               
            // We will send back ping messages if we receive them
               connection.sendBackPingMessages( true );

            // welcome on board...
               acceptClient( connection );
               Debug.signal( Debug.NOTICE, null, accountName+" entered the game...");
          }
          else {
               Debug.signal( Debug.NOTICE, this, accountName+" entered a bad password");
               refuseClient( connection, ERR_BAD_PASSWORD, "Wrong password !" );
          }
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

}

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