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📄 serverdlg.cpp

📁 决战帝王1.5武神降临对喜爱决战的玩家共享研究用
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/////////////////////////////////////////////////////////////////////
//	ServerDlg.cpp : implementation file of the the CServerDlg class
//  Copyright (C) 2000,  Jin-Soo Jeon
//
//	If this code works, it was written by Jin-Soo Jeon.
//	If not, I don't know who wrote it.
//

#include "stdafx.h"
#include "Server.h"
#include "USER.h"
#include "ServerDlg.h"

#include "ZoneInfoSet.h"

#include "NpcTableSet.h"
#include "NpcTable.h"
#include "NpcPosSet.h"
#include "NpcItemSet.h"
#include "NpcChatSet.h"
#include "CityNpcTableSet.h"

#include "DBItemInfo.h"

#include "ItemTableSet.h"
#include "SkillTableSet.h"
#include "PsiTableSet.h"

#include "LevelUpTableSet.h"
#include "PAMAExpSet.h"

#include "PsiStoreSet.h"
#include "EBodyStoreSet.h"
#include "StoreSet.h"
#include "StoreSellSet.h"
#include "StoreRepairSet.h"

#include "BufferEx.h"

#include "InitItemTableSet.h"

#include "MagicItemTableSet.h"

#include "RecoverSet.h"
#include "RecoverRateSet.h"
#include "Recover.h"
#include "RecoverRate.h"

#include "DNTableSet.h"
#include "DNTable.h"

#include "ValItemTableSet.h"
#include "ValItemTable.h"

#include "Guild.h"

#include "EBodyTable.h"
#include "EBodyTableSet.h"

#include "EBodyUpgradeTableSet.h"
#include "EBodyIdentifyTableSet.h"

#include "MemUser.h"

#include "GuildStoreSet.h"
#include "GuildStoreTable.h"
#include "GuildMapInfoSet.h"
#include "GuildMapInfoTable.h"

#include "GuildHouseRankSet.h"

#include "VirtualRoom.h"
#include "GuildHouseSet.h"
#include "UserLevelUpSet.h"
#include "UserLevelUpTable.h"

#include "Extern.h"

#include "Search.h"
#include "SocketManager.h"
#include "UserManager.h"

#include "EventItemTable.h"
#include "EventItemTableSet.h"
#include "AddEventItemTableSet.h"

#include "NpcSayTable.h"
#include "NpcSayEventSet.h"

//#include "GuildFortress.h"
#include "GuildFortressSet.h"
#include "GuildFortressTaxSet.h"

#include "TownPotalTableSet.h"

#include "AccessoriUpTableSet.h"

#include "RoyalRumble.h"
#include "RoyalRumbleUser.h"

#include "EventBlockingTable.h"

#include "RemodelingTableSet.h"
#include "Remodeling02TableSet.h"
#include "Remodeling03TableSet.h"

#include "BoxEventTableSet.h"

#include "SharedQueue.h"   // zinee 02/11/26  for Mail Agent

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// Global Variable
#define UM_START_SERVER		10000	
#define ALIVE_FILL_TIMER	5000

CServerDlg			*g_pMainDlg = NULL;

CMyDB				g_DB[AUTOMATA_THREAD+1];
CMyDB				g_DBSession[AUTOMATA_THREAD+1];
CMyDB				g_DBNew[AUTOMATA_THREAD+1];

SharedMemoryArray	g_arSharedMemory;
SharedMemoryArray	g_arStoreSharedMemory;
SharedMemoryArray	g_arFortressSharedMemory;
SharedMemoryArray	g_arGuildHouseSharedMemory;

CSharedQueue		g_MailAgentQueue;

TableItemArray		g_DBItemArray;	//  2001.1.17

ServerArray			g_server;

ZoneArray			g_zone;
// alisia
ZoneArray			g_zonesize;
//

CellArray			g_cell;

EventArray			g_event;
NpcTableArray		g_arNpcTable;
NpcTableArray		g_arCityNpcTable;
NpcThreadArray		g_arNpcThread;
CNpcItem			g_NpcItem;
BOOL				g_bNpcExit		= FALSE;

ItemTableArray		g_arItemTable;
SkillTableArray		g_arSkillTable;
PsiTableArray		g_arPsiTable;

LevelUpTableArray	g_arLevelUpTable;
PAMAExpArray		g_arPAMAExp;

StoreArray			g_arStore;
StoreArray			g_arPsiStore;
StoreArray			g_arEBodyStore;

NpcChatArray		g_arNpcChat;

CErrorLog			g_ErrorLog;

WeatherArray		g_WeatherZone;	
TownPotalArray		g_TownPotal;
RandomTownPotalArray	g_RandomTownPotal;

InitItemTableArray	g_arInitItem;

MagicItemTableArray	g_arMagicItemTable;

AccessoriUpTableArray	g_arAccessoriUpTable;		// Accessori Upgrade Table
CRipel					g_Ripel;					// Ripel's crest (Accessori 包访)

RemodelingTableArray	g_arRemodelingTable1;		// 1 窜 俺炼 Table
RemodelingTableArray	g_arRemodelingTable2;		// 2 窜 俺炼 Table
RemodelingTableArray	g_arRemodelingTable3;		// 3 窜 俺炼 Table

CWordArray				g_arRemodelingRandomIndex1;	// 1 窜 俺炼 犬啦 牢郸胶
int						g_iRemodelingArmorIndex1;	// 1 窜 俺炼 规绢备 矫累 牢郸胶
CWordArray				g_arRemodelingRandomIndex2;	// 2 窜 俺炼 犬啦 牢郸胶
int						g_iRemodelingArmorIndex2;	// 2 窜 俺炼 规绢备 矫累 牢郸胶
CWordArray				g_arRemodelingRandomIndex3;	// 3 窜 俺炼 犬啦 牢郸胶
int						g_iRemodelingArmorIndex3;	// 3 窜 俺炼 规绢备 矫累 牢郸胶

BoxEventTableArray		g_arBoxEventTable;			// Box Event Table Array
SummonTableArray		g_arSummonTable;			// Summon Monster Table

#ifdef KOR_VER
short					g_sSummonException[] = {103, 104, 105, 106, 107, 119, 128, 129, 130, 140};
#endif

#ifdef CHN_VER
short					g_sSummonException[] = {103, 104, 105, 106, 107, 111, 113, 115, 117,
												118, 119, 122, 123, 124, 125, 126, 127, 
												128, 129, 130, 140
												};

#endif

#ifdef ENG_VER
short					g_sSummonException[] = {103, 104, 105, 106, 107, 111, 113, 115, 117,
												118, 119, 122, 123, 124, 125, 126, 127, 
												128, 129, 130, 140
												};

#endif

NpcArray			g_arNpc;

RecoverArray		g_arRecoverTable;
RecoverRateArray	g_arRecoverRateTable;

DNArray				g_arDNTable;
CNpcItem			g_ValItem;

NpcThreadArray		g_arEventNpcThread;

GuildArray			g_arGuildData;
GuildUserArray		g_arGuildUser;
//GuildStoreArray		g_arGuildStore;

EBodyArray					g_arEBodyTable;
EBodyUpgradeTableArray		g_arEBodyUpgradeTable;
EBodyIdentifyTableArray		g_arEBodyIdentifyTable;

GuildMapArray		g_arMapTable;

GuildHouseWarArray	g_arGuildHouseWar;

VirtualRoomArray	g_arVirtualRoom;
GuildHouseArray		g_arGuildHouse;

UserLevelArray		g_arUserLevel;

EventItemArray		g_arEventItemTable;
EventItemArray		g_arAddEventItemTable;
EventItemNewArray	g_arEventItemNew;

NpcSayArray			g_arNpcSayEventTable;

GuildFortressArray	g_arGuildFortress;

MonsterPsiArray		g_arMonsterPsi;
DressingDataArray	g_arDressingData;

MyServerArray		g_arMyServer;

CRoyalRumble		g_RR;
CString				g_strARKRRWinner;

CEventBlockingTable	*g_pEventBlock;

long				g_TotalNPC;
long				g_CurrentNPC;
long				g_CurrentNPCError;
long				g_CurrentGuildCount;

int					g_ItemSerialIndex;

struct	_StoreDB
{
	short	StoreID;
	short	ItemID;
};

typedef CTypedPtrArray <CPtrArray, _StoreDB*>	_StoreDBArray;

CFile g_fpSpeedHack;
CFile g_fpBackServer;
CFile g_fpGuildHouseRank;
CFile g_fpEventItem;

CRITICAL_SECTION m_CS_EventItemLogFileWrite;

volatile long g_dwItemSerial;		// Item Logging
DWORD g_dwFortressTime;				// 器飘府胶傈 蜡瘤 矫埃
BYTE g_byMyServerIndex;

// IKING 2001.1.
extern CSocketManager	*g_pSQM;
extern CUserManager		*g_pUQM;
extern CSearch			*g_pUserList;
//extern CRITICAL_SECTION m_CS_ReceiveData[];
extern CRITICAL_SECTION m_CS_FileWrite;
// IKING 2002.1.
extern CRITICAL_SECTION m_CS_LoginData;
extern CRITICAL_SECTION m_CS_LogoutData;
extern CRITICAL_SECTION m_CS_SqlDataProcess;
extern CRITICAL_SECTION m_CS_SqlData;
extern CRITICAL_SECTION m_CS_EventItemLogFileWrite;

//////////////////////////////////////////////////////////////////////
// Fortress Paket Variable
extern CRITICAL_SECTION m_CS_FortressData;

extern DWORD g_ThreadAliveTime[];
extern CRoyalRumble		g_RR;
extern CString			g_strARKRRWinner;
//

TCHAR g_arServerIPAddr[16];
extern DWORD g_ThreadErr[];

/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About

class CAboutDlg : public CDialog
{
public:
	CAboutDlg();

// Dialog Data
	//{{AFX_DATA(CAboutDlg)
	enum { IDD = IDD_ABOUTBOX };
	//}}AFX_DATA

	// ClassWizard generated virtual function overrides
	//{{AFX_VIRTUAL(CAboutDlg)
	protected:
	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support
	//}}AFX_VIRTUAL

// Implementation
protected:
	//{{AFX_MSG(CAboutDlg)
	//}}AFX_MSG
	DECLARE_MESSAGE_MAP()
};

CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
	//{{AFX_DATA_INIT(CAboutDlg)
	//}}AFX_DATA_INIT
}

void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CAboutDlg)
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
	//{{AFX_MSG_MAP(CAboutDlg)
		// No message handlers
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CServerDlg dialog

CServerDlg::CServerDlg(CWnd* pParent /*=NULL*/)
	: CDialog(CServerDlg::IDD, pParent), m_InstanceChecker(_T("Droiyan Server Single Instance"))
{
	//{{AFX_DATA_INIT(CServerDlg)
	m_editCtrl = _T("");
	//}}AFX_DATA_INIT
	// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
	m_nTimerID = 0;
	m_nEventItemTimerID = 0;
	m_nAliveTimerID = 0;
	m_nBridgeTimerID = 0;

	// IKING 2001.1.
	m_nThreadCount = 0;
	m_bLogOutExit = FALSE;
	m_CurUserCount = 0;

//	for ( int i = 0; i < AUTOMATA_THREAD+1; i++ )
//	{
//		InitializeCriticalSection(&m_CS_ReceiveData[i]);
//		m_ThreadNo[i] = i;
//	}

	InitializeCriticalSection(&m_CS_FileWrite);
	InitializeCriticalSection(&m_CS_LoginData);
	InitializeCriticalSection(&m_CS_LogoutData);
	InitializeCriticalSection(&m_CS_SqlDataProcess);
	InitializeCriticalSection(&m_CS_SqlData);
	InitializeCriticalSection(&m_CS_EventItemLogFileWrite);

	// Fortress Packet CRT
	InitializeCriticalSection(&m_CS_FortressData);
}

void CServerDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CServerDlg)
	DDX_Control(pDX, IDC_ZONE, m_staticZone);
	DDX_Control(pDX, IDC_PORT, m_staticPort);
	DDX_Control(pDX, IDC_INDEX, m_staticIndex);
	DDX_Control(pDX, IDC_CLIENT_VER, m_staticClientVer);
	DDX_Text(pDX, IDC_EDIT, m_editCtrl);
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CServerDlg, CDialog)
	//{{AFX_MSG_MAP(CServerDlg)
	ON_WM_SYSCOMMAND()
	ON_WM_PAINT()
	ON_WM_QUERYDRAGICON()
	ON_BN_CLICKED(IDC_REFRESH, OnRefresh)
	ON_WM_TIMER()
	ON_BN_CLICKED(IDC_NEW_ANNOUNCE, OnNewAnnounce)
	//}}AFX_MSG_MAP
	ON_MESSAGE( UM_START_SERVER, OnStartAutomata )
	ON_MESSAGE(WM_CLOSE_PROCESS, OnCloseProcess)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CServerDlg message handlers

void CServerDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
	if ((nID & 0xFFF0) == IDM_ABOUTBOX)
	{
		CAboutDlg dlgAbout;
		dlgAbout.DoModal();
	}
	else
	{
		CDialog::OnSysCommand(nID, lParam);
	}
}

// If you add a minimize button to your dialog, you will need the code below
//  to draw the icon.  For MFC applications using the document/view model,
//  this is automatically done for you by the framework.

void CServerDlg::OnPaint() 
{
	if (IsIconic())
	{
		CPaintDC dc(this); // device context for painting

		SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);

		// Center icon in client rectangle
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;

		// Draw the icon
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{
		CDialog::OnPaint();
	}
}

// The system calls this to obtain the cursor to display while the user drags
//  the minimized window.
HCURSOR CServerDlg::OnQueryDragIcon()
{
	return (HCURSOR) m_hIcon;
}

//////////////////////////////////////////////////////////////////////////////////
//	MFC 啊 父电 檬扁拳
//
void CServerDlg::DefaultInit()
{
	// Add "About..." menu item to system menu.

	// IDM_ABOUTBOX must be in the system command range.
	ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
	ASSERT(IDM_ABOUTBOX < 0xF000);

	CMenu* pSysMenu = GetSystemMenu(FALSE);
	if (pSysMenu != NULL)
	{
		CString strAboutMenu;
		strAboutMenu.LoadString(IDS_ABOUTBOX);
		if (!strAboutMenu.IsEmpty())
		{
			pSysMenu->AppendMenu(MF_SEPARATOR);
			pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
		}
	}

	// Set the icon for this dialog.  The framework does this automatically
	//  when the application's main window is not a dialog
	SetIcon(m_hIcon, TRUE);			// Set big icon
	SetIcon(m_hIcon, FALSE);		// Set small icon
}

///////////////////////////////////////////////////////////////////////////////
//	阿辆 檬扁拳
//
BOOL CServerDlg::OnInitDialog()
{
	CDialog::OnInitDialog();

	// Default Init ...
	DefaultInit();

	int i, j;
	g_pMainDlg = this;

	// 烹脚 券版 檬扁拳...
	if(!InitEnv())
	{
		EndDialog(IDCANCEL);
		return FALSE;
	}
	
	// RollBack Memory Open
	if(!OpenRollBack())
	{
		EndDialog(IDCANCEL);
		return FALSE;
	}

	// Memory DB Open
	if(!OpenMemoryDB())
	{

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