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📄 accountserver.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.libs.net.NetServer;
import wotlas.libs.net.NetConnection;

import wotlas.common.ErrorCodeList;
import wotlas.common.ResourceManager;

import wotlas.utils.Debug;
import wotlas.utils.FileTools;

import java.io.File;
import java.util.Properties;

/** Wotlas Account Server. Its role is to wait clients and connect them to a new
 *  AccountBuilder. An AccountBuilder will help the client to create a GameAccount.<p>
 *
 *  For more information on how it works see {@see AccountBuilder AccountBuilder }.
 *
 *  This server supposes there is a PersistenceManager & DataManager
 *  already created.
 *
 * @author Aldiss
 * @see wotlas.server.AccountBuilder
 */

public class AccountServer extends NetServer implements ErrorCodeList {

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

   /** Static Link to Account Server Config File.
    */
    public final static String ACCOUNT_CONFIG = "account-server.cfg";

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

  /** Client Counter
   */
    private int clientCounter;      

  /** Factory for building step parameters.
   */
    private AccountStepFactory stepFactory;

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

  /** 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 AccountServer( String serverInterface, int port, String packages[], int nbMaxSockets ) {
       super( serverInterface, port, packages );
       setMaximumOpenedSockets( nbMaxSockets );

     // we create our wizars step factory
        stepFactory = new AccountStepFactory( ServerDirector.getResourceManager() );

        if(stepFactory.getStep(AccountStepFactory.FIRST_STEP)==null ) {
           Debug.signal(Debug.FAILURE, this, "First step missing in the account wizard !");
           Debug.exit();
        }

        ResourceManager rManager = ServerDirector.getResourceManager();

     // we load the clientCounter from the ACCOUNT_CONFIG
        
        Properties props = null;
        
        if( new File(rManager.getExternalConfigsDir()+ACCOUNT_CONFIG).exists() )
           props = rManager.loadProperties( rManager.getExternalConfigsDir()+ACCOUNT_CONFIG );

        if(props==null) {
           // file not found, we create one...
              Debug.signal( Debug.WARNING, null, "Could not find file: "
                            +rManager.getExternalConfigsDir()+ACCOUNT_CONFIG
                            +"\n   Creating a new one..." );

              props = new Properties();
              props.setProperty( "clientCounter", "0" );
              clientCounter=0;
              
              if( !rManager.saveProperties( props,
                                            rManager.getExternalConfigsDir()+ACCOUNT_CONFIG,
                                            "Do not remove or modify this file !") ){
                  Debug.signal( Debug.FAILURE, this,"Cannot create or get "+ACCOUNT_CONFIG+" file!");
                  Debug.exit();
              }
        }
        else {
             try{
                clientCounter = Integer.parseInt( props.getProperty( "clientCounter" ) )+1;
                Debug.signal( Debug.NOTICE, null, "AccountServer Client Counter set to "+clientCounter+"." );
             }
             catch( Exception e ){
                  Debug.signal( Debug.FAILURE, this,"Bad "+ACCOUNT_CONFIG+" clientCounter property!");
                  Debug.exit();
             }
        }
    }

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

   /** 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 should be
    *        equal to "AccountServerPlease!".
    */
    public void accessControl( NetConnection connection, String key ) {

       // The key is there to prevent wrong connections
          if( key.equals("AccountServerPlease!") ) {

            // ok, let's create an AccountBuilder for this future client.
               AccountBuilder accountBuilder = new AccountBuilder(this);

            // we set his message context to his player...
               connection.setContext( accountBuilder );
               connection.addConnectionListener( accountBuilder );

            // welcome on board...
               acceptClient( connection );
               Debug.signal( Debug.NOTICE, this, "A new client is building a GameAccount...");
          }
          else if(key.startsWith("deleteAccount:") && !key.endsWith(":") ) {
            // we retrieve the account name & password
               int basepos = key.indexOf(':');
               int basepos2 = key.indexOf(':',basepos+1);
               
               if(basepos2<0) {
                  Debug.signal( Debug.NOTICE, this, "A client tried to delete an account without giving a password.");
                  refuseClient( connection, ERR_BAD_REQUEST, "Invalid request !" );
                  return;
               }
               
               String accountName = key.substring( basepos+1, basepos2 );
               String password = key.substring( basepos2+1, key.length() );

            // We try to erase the account
               AccountManager manager = ServerDirector.getDataManager().getAccountManager();
               GameAccount account = manager.getAccount( accountName );

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

            // Password Crack Detection ( dictionnary attack )
               if( account.tooMuchBadPasswordEntered() ) {
                   Debug.signal( Debug.WARNING, this, accountName+" already 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 ) ) {
                // ok we delete the account...
                   if( manager.deleteAccount( accountName, true ) ) {
                       Debug.signal( Debug.NOTICE, this, "Account "+accountName+" deleted successfully...");
                       refuseClient( connection, ERR_ACCOUNT_DELETED, "Account deleted successfully..." );
                       return;
                   }

                // we set his message context to his player...
                   Debug.signal( Debug.NOTICE, this, "Failed to delete Account "+accountName+"...");
                   refuseClient( connection, ERR_DELETE_FAILED, "Failed to delete your account. Please Report the problem." );
                   return;
               }
               else {
                   Debug.signal( Debug.NOTICE, this, accountName+" entered a bad password to delete an account.");
                   refuseClient( connection, ERR_BAD_PASSWORD, "Wrong password !" );
                   return;
               }
          }
          else {
               Debug.signal( Debug.NOTICE, this, "A client tried to enter the AccountServer with a wrong key :"+key);
               refuseClient( connection, ERR_WRONG_KEY, "Wrong key for this server :"+key );
          }
    }

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

  /** To get a valid ID for a new client. The new ID is saved on disk.
   */
    synchronized public int getNewLocalClientID() {
        clientCounter++;

      // save this state in config/accountServer.cfg
         Properties props = new Properties();
         props.setProperty( "clientCounter", ""+clientCounter );

         ResourceManager rManager = ServerDirector.getResourceManager();
              
         if( !rManager.saveProperties( props,
                                       rManager.getExternalConfigsDir()+ACCOUNT_CONFIG,
                                       "Do not remove or modify this file !") ){
             Debug.signal( Debug.CRITICAL, this,"Cannot save clientCounter (="
                           +clientCounter+") to "+ACCOUNT_CONFIG+" file!");
         }

      // we return the new value
         return clientCounter;
    }

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

  /** To get the factory for building step parameters.
   */
    public AccountStepFactory getStepFactory() {
    	return stepFactory;
    }

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

}

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