Beispiel #1
0
// -- Function: Save Weapon -- //
bool TWeapon::saveWeapon(TServer* server)
{
	// Don't save default weapons / empty weapons
	if (this->isDefault() || mWeaponName.isEmpty())
		return false;

	// Prevent the loading/saving of filenames with illegal characters.
	CString name = mWeaponName;
	name.replaceAllI("\\", "_");
	name.replaceAllI("/", "_");
	name.replaceAllI("*", "@");
	name.replaceAllI(":", ";");
	name.replaceAllI("?", "!");
	CString filename = server->getServerPath() << "weapons/weapon" << name << ".txt";

	// Format the weapon script.
	CString script(mWeaponScript);
	if (script[script.length() - 1] != '\xa7')
		script << "\xa7";
	script.replaceAllI("\xa7", "\r\n");

	// Write the File.
	CString output = "GRAWP001\r\n";
	output << "REALNAME " << mWeaponName << "\r\n";
	output << "IMAGE " << mWeaponImage << "\r\n";
	for (unsigned int i = 0; i < mByteCode.size(); ++i)
		output << "BYTECODE " << mByteCode[i].first << "\r\n";
	if (!script.isEmpty())
	{
		output << "SCRIPT\r\n";
		output << script;
		output << "SCRIPTEND\r\n";
	}

	// Save it.
	return output.save(filename);
}
Beispiel #2
0
int main(int argc, char *argv[])
{
	#ifdef PSPSDK
		pspDebugScreenInit();
		SetupCallbacks();
	#else
		// Shut down the server if we get a kill signal.
		signal( SIGINT, (sighandler_t) shutdownServer );
		signal( SIGTERM, (sighandler_t) shutdownServer );
	#endif

	/* Setup Data-Directory */
	dataDir = CBuffer(argv[0]).replaceAll("\\", "/");
	dataDir = dataDir.copy(0, dataDir.findl('/') + 1);
	programDir = dataDir;
	dataDir << "world/";

	/* Main Initiating */
	adminNames.load( __admin, sizeof(__admin) / sizeof(const char*) );
	colourNames.load( __colours, sizeof(__colours) / sizeof(const char*) );
	clothCommands.load( __cloths, sizeof(__cloths) / sizeof(const char*) );
	defaultFiles.load( __defaultfiles, sizeof(__defaultfiles) / sizeof(const char*) );
	playerIds.add(0);
	playerIds.add(0);
	npcIds.add(0);
	srand((int)time(NULL));

	/* Load Important Files */
	updateFile("rchelp.txt");
	updateFile("rcmessage.txt");
	updateFile("rules.txt");
	updateFile("serverflags.txt");
	updateFile("servermessage.html");
	updateFile("foldersconfig.txt");

	/* Load Settings */
	if (!loadSettings("serveroptions.txt"))
	{
		errorOut("errorlog.txt", "Unable to load server settings..");
		return 1;
	}

	/* Load Weapons */
	if (!loadWeapons("weapons.txt"))
	{
		errorOut("errorlog.txt", "Unable to load weapons from weapons.txt..");
		return 1;
	}

	/* Initialize Sockets */
	serverSock.setType( SOCKET_TYPE_SERVER );
	serverSock.setProtocol( SOCKET_PROTOCOL_TCP );
	serverSock.setOptions( SOCKET_OPTION_NONBLOCKING );
	serverSock.setDescription( "serverSock" );
	CString empty;
	if ( serverSock.init( empty, serverPort ) )
		return 1;

	// Connect server socket.
	if ( serverSock.connect() )
	{
		errorOut("errorlog.txt", CString() << "SOCK ERROR: Unable to listen on port: " << serverPort);
		return 1;
	}

	/* Server Finished Loading */
	printf("GServer 2 by 39ster\nSpecial thanks to Marlon, Agret, Pac300, 39ster and others for porting the \noriginal 1.39 gserver to 2.1\nServer listening on port: %s\nServer version: Build %s\n\n", serverPort.text(), listServerFields[3].text());
	errorOut("serverlog.txt", "Server started");

	if ( listServerFields[5] == "localhost" )
		errorOut("serverlog.txt", "[DEBUG_LOCALHOSTMODE] Localhost mode is activated.\nListserver communication & account authentication are disabled.", true);

	serverRunning = true;

	if ( !(listServerFields[5] == "localhost") )
		if (!lsConnected)
			ListServer_Connect();

	while (serverRunning)
	{
		long long second = time(NULL);

		while (second == time(NULL))
		{
			acceptNewPlayers(serverSock);
			for (int i = 0; i < newPlayers.count(); i ++)
			{
				CPlayer* player = (CPlayer*)newPlayers[i];
				player->main();
				if (player->deleteMe)
				{
					delete player;
					i--;
				}
			}

			for(int i = 0; i < playerList.count(); i++)
			{
				CPlayer* player = (CPlayer*)playerList[i];
				player->main();
				if(player->deleteMe)
				{
					delete player;
					i--;
				}
			}

			// Was moved so it can process faster. - Joey
			ListServer_Main();
			wait(10);
		}

		doTimer();
		gameTime ++;
		NOLEVEL->reset();

		// Every 30 seconds
		if (gameTime % 30 == 0)
		{
			ListServer_Send(CPacket() << (char)SLSPING << "\n");
		}

		// Every 10 seconds
		if (gameTime % 10 == 0)
		{
			CPacket pPacket;
			CString file;

			for (int i = 0; i < playerList.count(); i++)
			{
				CPlayer *player = (CPlayer *)playerList[i];
				file << player->accountName << "," << player->nickName << "," << player->levelName << "," << toString(player->x) << "," << toString(player->y) << "," << toString(player->ap) << "\n";
			}

			file.save("logs/playerlist.txt");
			serverFlags.save("serverflags.txt");
		}

		//Every 5 seconds?
		int current = getNWTime();
		if (nwTime != current)
		{
			nwTime = current;
			for (int i = 0; i < playerList.count(); i++)
			{
				CPacket out;
				out << (char)NEWWORLDTIME;
				out.writeByte4(current);
				((CPlayer*)playerList[i])->sendPacket(out);
			}
		}
	}
}
Beispiel #3
0
bool TAccount::saveAccount()
{
	// Don't save 'Load Only' or RC Accounts
	if (isLoadOnly)
		return false;

	CString newFile = "GRACC001\r\n";
	newFile << "NAME " << accountName << "\r\n";
	newFile << "NICK " << nickName << "\r\n";
	newFile << "COMMUNITYNAME " << accountName /*communityName*/ << "\r\n";
	newFile << "LEVEL " << levelName << "\r\n";
	newFile << "X " << CString(x) << "\r\n";
	newFile << "Y " << CString(y) << "\r\n";
	newFile << "Z " << CString(z) << "\r\n";
	newFile << "MAXHP " << CString(maxPower) << "\r\n";
	newFile << "HP " << CString(power) << "\r\n";
	newFile << "RUPEES " << CString(gralatc) << "\r\n";
	newFile << "ANI " << gani << "\r\n";
	newFile << "ARROWS " << CString(arrowc) << "\r\n";
	newFile << "BOMBS " << CString(bombc) << "\r\n";
	newFile << "GLOVEP " << CString(glovePower) << "\r\n";
	newFile << "SHIELDP " << CString(shieldPower) << "\r\n";
	newFile << "SWORDP " << CString(swordPower) << "\r\n";
	newFile << "BOWP " << CString(bowPower) << "\r\n";
	newFile << "BOW " << bowImage << "\r\n";
	newFile << "HEAD " << headImg << "\r\n";
	newFile << "BODY " << bodyImg << "\r\n";
	newFile << "SWORD " << swordImg << "\r\n";
	newFile << "SHIELD " << shieldImg << "\r\n";
	newFile << "COLORS " << CString(colors[0]) << "," << CString(colors[1]) << "," << CString(colors[2]) << "," << CString(colors[3]) << "," << CString(colors[4]) << "\r\n";
	newFile << "SPRITE " << CString(sprite) << "\r\n";
	newFile << "STATUS " << CString(status) << "\r\n";
	newFile << "MP " << CString(mp) << "\r\n";
	newFile << "AP " << CString(ap) << "\r\n";
	newFile << "APCOUNTER " << CString(apCounter) << "\r\n";
	newFile << "ONSECS " << CString(onlineTime) << "\r\n";
	newFile << "IP " << CString(accountIp) << "\r\n";
	newFile << "LANGUAGE " << language << "\r\n";
	newFile << "KILLS " << CString(kills) << "\r\n";
	newFile << "DEATHS " << CString(deaths) << "\r\n";
	newFile << "RATING " << CString(rating) << "\r\n";
	newFile << "DEVIATION " << CString(deviation) << "\r\n";
	newFile << "OLDDEVIATION " << CString(oldDeviation) << "\r\n";
	newFile << "LASTSPARTIME " << CString((unsigned long)lastSparTime) << "\r\n";

	// Attributes
	for (unsigned int i = 0; i < 30; i++)
	{
		if (attrList[i].length() > 0)
			newFile << "ATTR" << CString(i+1) << " " << attrList[i] << "\r\n";
	}

	// Chests
	for (unsigned int i = 0; i < chestList.size(); i++)
		newFile << "CHEST " << chestList[i] << "\r\n";

	// Weapons
	for (unsigned int i = 0; i < weaponList.size(); i++)
		newFile << "WEAPON " << weaponList[i] << "\r\n";

	// Flags
	for (std::map<CString, CString>::const_iterator i = mFlagList.begin(); i != mFlagList.end(); ++i)
	{
		newFile << "FLAG " << i->first;
		if (!i->second.isEmpty()) newFile << "=" << i->second;
		newFile << "\r\n";
	}

	// Account Settings
	newFile << "\r\n";
	newFile << "BANNED " << CString((int)(isBanned == true ? 1 : 0)) << "\r\n";
	newFile << "BANREASON " << banReason << "\r\n";
	newFile << "BANLENGTH " << banLength << "\r\n";
	newFile << "COMMENTS " << accountComments << "\r\n";
	newFile << "EMAIL " << email << "\r\n";
	newFile << "LOCALRIGHTS " << CString(adminRights) << "\r\n";
	newFile << "IPRANGE " << adminIp << "\r\n";

	// Folder Rights
	for (unsigned int i = 0; i < folderList.size(); i++)
		newFile << "FOLDERRIGHT " << folderList[i] << "\r\n";
	newFile << "LASTFOLDER " << lastFolder << "\r\n";

	// See if a plugin saves the account.
	if (server->getPluginManager().SaveAccount(accountName.text(), newFile.text()))
		return true;

	// Save the account now.
	CString accpath = CString() << server->getServerPath() << "accounts/" << accountName << ".txt";
	CFileSystem::fixPathSeparators(&accpath);
	if (!newFile.save(accpath))
		server->getRCLog().out("** Error saving account: %s\n", accountName.text());

	return true;
}
void ListServer_Main()
{
	static CBuffer packetBuffer;
	CStringList lines;

	if ( listServerFields[5] == "localhost" ) return;
	if (!lsConnected) return;

	// Read any new data into the socket.
	if ( listServer.getData() == -1 )
	{
		errorOut( "serverlog.txt", "Disconnected from list server." );
		lsConnected = false;
		return;
	}

	// Grab all the data from the socket buffer.
	packetBuffer << listServer.getBuffer();
	listServer.getBuffer().clear();

	// Search for a packet.  If none is found, break out of the loop.
	while (packetBuffer.length() != 0)
	{
		CPacket line;
		if (!nextIsRaw)
		{
			int lineEnd = packetBuffer.find( '\n' );
			if ( lineEnd == -1 ) return;

			// Copy the packet out and remove the \n
			line = packetBuffer.copy( 0, lineEnd + 1 );
			packetBuffer.remove(0, line.length());
			line.remove(line.length() - 1, 1);
		}
		else
		{
			if (packetBuffer.length() < rawPacketSize) return;
			line.writeBytes(packetBuffer.readChars(rawPacketSize), rawPacketSize);
			packetBuffer.remove(0, line.length());
			line.remove(line.length() - 1, 1);
			nextIsRaw = false;
		}
		packetBuffer.setRead(0);

		int messageId = line.readByte1();
		switch (messageId)
		{
			case GSVOLD:
			{
				printf("[%s] SERVER VERSION CHECK - Current: %i, Latest: %i - Old version, please upgrade.\n", getTimeStr(1).text(), GSERVER_BUILD, line.readByte2());
				break;
			}

			case GSVCURRENT:
			{
				printf("[%s] SERVER VERSION CHECK - Current: %i, Latest: %i - You are up to date :)\n", getTimeStr(1).text(), GSERVER_BUILD, GSERVER_BUILD);
				break;
			}

			case GSVACCOUNT:
			{
				CString accountName = line.readChars(line.readByte1());
				CString errorMsg = line.readString("");

				for (int i = 0; i < newPlayers.count(); i++)
				{
					CPlayer *player = (CPlayer *)newPlayers[i];

					if (player->accountName.comparei(accountName) == 0)
					{
						// The serverlist will return case sensitive account names.
						// This helps case sensitive file systems open/save the correct
						// acount.
						player->accountName = accountName;
						if (errorMsg == "SUCCESS")
						{
							player->sendAccount();
						}
						else
						{
							player->sendPacket(CPacket() << (char)DISMESSAGE << errorMsg);
							player->deleteMe = true;
						}

						break;
					}
				}

				break;
			}

			case GSVGUILD:
			{
				int playerId = line.readByte2();
				CPlayer *player = (CPlayer *)playerIds[playerId];

				if (player != NULL)
				{
					CString nick = line.readChars((unsigned char)line.readByte1());
					CString guild = nick.copy( nick.findl( '(' ) ).remove( ")" );

					if ( globalGuilds == false )
					{
						if ( globalGuildList.find( guild ) != -1 )
							player->setNick(nick, false);
					}
					else
						player->setNick(nick, false);
				}

				break;
			}

			case GSVPROFILE: /* Unsure if this works, temp */
			{
				CPacket profile;
				CPlayer *player1 = (CPlayer *)playerIds[line.readByte2()];
				CPlayer *player2 = findPlayerId(line.readChars(line.readByte1()));
				if (player1 == NULL || player2 == NULL)
					return;

				profile << (char)player2->accountName.length() << player2->accountName << line.readString("");

				int time = player2->onlineSecs;
				CString line2;
				//Online time
				line2 << toString((int)time/3600) << " hrs ";
				line2 << toString((int)(time/60)%60) << " mins ";
				line2 << toString((int)time%60) << " secs";
				profile << (char)line2.length() << line2;

				for (int i = 0; i < profileList.count(); i++)
				{
					CStringList a;
					a.load(profileList[i].text(), ":=");
					if (a[0].length() < 1)
						continue;

					CString n;

					if (a[1] == "playerkills")
						n = toString(player2->kills);
					else if (a[1] == "playerdeaths")
						n = toString(player2->deaths);
					else if (a[1] == "playerfullhearts")
					{
						if ( (float)(int)player2->maxPower == (float)player2->maxPower )
							n = toString((int)player2->maxPower);
						else
						{
							n = toString(player2->maxPower);
							n = n.copy( 0, n.length() - 1 );
						}
					}
					else if (a[1] == "playerrating")
						n = toString((int)player2->rating) << "/" << toString((int)player2->deviation);
					else if (a[1] == "playerap")
						n = toString(player2->ap);
					else if (a[1] == "playerrupees")
						n = toString(player2->rubins);
					else if (a[1] == "playerswordpower")
						n = toString(player2->swordPower);
					else if (a[1] == "canspin")
						n = (player2->status & 64 ? "true" : "false");
					else if (a[1] == "playerhearts")
					{
						if ( (float)(int)player2->power == (float)player2->power )
							n = toString((int)player2->power);
						else
						{
							n = toString(player2->power);
							n = n.copy( 0, n.length() - 1 );
						}
					}
					else if (a[1] == "playerdarts")
						n = toString(player2->darts);
					else if (a[1] == "playerbombs")
						n = toString(player2->bombs);
					else if (a[1] == "playermp")
						n = toString(player2->magicPoints);
					else if (a[1] == "playershieldpower")
						n = toString(player2->shieldPower);
					else if (a[1] == "playerglovepower")
						n = toString(player2->glovePower);
					else
					{
						for (int i = 0; i < player2->myFlags.count(); i++)
						{
							CStringList b;
							b.load(player2->myFlags[i].text(), "=");
							if (b[0] == a[1])
							{
								n = b[1];
								break;
							}
						}
					}

					profile << (char)(a[0].length() + n.length() + 2) << a[0] << ":=" << n;
				}

				player1->sendPacket(CPacket() << (char)DPROFILE << profile);
				break;
			}

			case GSVMSG:
				printf("[%s] %s\n", getTimeStr(1).text(), line.readString(""));
			break;

			case GSVFILESTART3:
			{
				unsigned char pTy = (unsigned char)line.readByte1();
				CString fileData, fileName = CString() << dataDir << "global" << fSep;
				switch (pTy)
				{
					case 0: // head
						fileName << "heads" << fSep;
					break;

					case 1: // body
						fileName << "bodies" << fSep;
					break;

					case 2: // sword
						fileName << "swords" << fSep;
					break;

					case 3: // shield
						fileName << "shields" << fSep;
					break;
				}
				fileName << line.readChars(line.readByte1());
				fileData.save(fileName.text());
				break;
			}

			case GSVFILEDATA3:
			{
				unsigned char pTy = (unsigned char)line.readByte1();
				CString fileData, fileName, newData, shortName;
				shortName = line.readChars(line.readByte1());
				fileName = CString() << dataDir << "global" << fSep;
				switch (pTy)
				{
					case 0: // head
						fileName << "heads" << fSep;
					break;

					case 1: // body
						fileName << "bodies" << fSep;
					break;

					case 2: // sword
						fileName << "swords" << fSep;
					break;

					case 3: // shield
						fileName << "shields" << fSep;
					break;
				}
				fileName << shortName.text();
				newData.writeBytes(line.readChars(line.bytesLeft()), line.bytesLeft());

				fileData.load(fileName.text());
				fileData << newData;
				fileData.save(fileName.text());
				break;
			}

			case GSVFILEEND3:
			{
				CPlayer *player = (CPlayer *)playerIds[line.readByte2()];
				int type = line.readByte1();
				char doCompress = line.readByte1();
				time_t modTime = line.readByte5();
				int fileLength = line.readByte5();
				CString shortName = line.readString("");
				CString fileName = CString() << dataDir << "global" << fSep;
				switch (type)
				{
					case 0: // head
						fileName << "heads" << fSep;
					break;

					case 1: // body
						fileName << "bodies" << fSep;
					break;

					case 2: // sword
						fileName << "swords" << fSep;
					break;

					case 3: // shield
						fileName << "shields" << fSep;
					break;
				}
				fileName << shortName.text();

				// If the file was sent compressed, we need to uncompress it.
				if (doCompress == 1)
				{
					// Open the file so we can uncompress it.
					CString fileData;
					fileData.load(fileName.text());

					// Uncompress the file.
					char* buffer = new char[fileLength];
					memset((void*)buffer, 0, fileLength);
					int cLen = fileLength;
					int error = uncompress((Bytef*)buffer,(uLongf*)&cLen,(const Bytef*)fileData.text(), fileData.length());
					if (error != Z_OK) printf("Failed to decompress file: %s\n", shortName.text());

					// Save the file now.
					fileData.clear();
					fileData.writeBytes(buffer, cLen);
					fileData.save(fileName.text());
					delete [] buffer;
				}

				// Set the file mod time.
				if (setFileModTime(fileName.text(), modTime) == false)
					printf("** [WARNING] Could not set modification time on file %s\n", shortName.text());

				if (player)
				{
					player->fileList.add(new COutFile(shortName, 0));
					switch (type)
					{
						case 0: // head
							player->headImage = shortName;
							player->updateProp(HEADGIF);
						break;

						case 1: // body
							player->bodyImage = shortName;
							player->updateProp(BODYIMG);
						break;

						case 2: // sword
							player->swordImage = shortName;
							player->updateProp(SWORDPOWER);
						break;

						case 3: // shield
							player->shieldImage = shortName;
							player->updateProp(SHIELDPOWER);
						break;
					}
				}
				break;
			}

			case GSVPING:
				// Sent every 60 seconds, do nothing.
			break;

			case GSVRAWDATA:
				nextIsRaw = true;
				rawPacketSize = line.readByte3();
			break;

			default:
				printf("[%s] Invalid List Server Message: %i\n", getTimeStr(1).text(), messageId);
			break;
		}
	}
}