Exemplo n.º 1
0
//////////////////////////////////////////////////////////////////////////////
// 클라이언트가 PC 의 리스트를 달라고 요청해오면, 로그인 서버는 DB로부터
// PC들의 정보를 로딩해서 LCPCList 패킷에 담아서 전송한다.
//////////////////////////////////////////////////////////////////////////////
void CLSelectServerHandler::execute (CLSelectServer* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __LOGIN_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);

	LoginPlayer* pLoginPlayer = dynamic_cast<LoginPlayer*>(pPlayer);

	ServerGroupID_t CurrentServerGroupID = pPacket->getServerGroupID();

	WorldID_t WorldID = pLoginPlayer->getWorldID();

	//Assert (WorldID <= g_pGameWorldInfoManager->getSize());
	int MaxWorldID = g_pGameWorldInfoManager->getSize();
	if (WorldID>MaxWorldID)
	{
		WorldID = MaxWorldID;
	}

	//Assert (CurrentServerGroupID <= g_pGameServerGroupInfoManager->getSize(WorldID ));
	int MaxServerGroupID = g_pGameServerGroupInfoManager->getSize(WorldID);
	if  (CurrentServerGroupID>MaxServerGroupID)
	{
		CurrentServerGroupID = MaxServerGroupID;
	}


	// by sigi. 2003.1.7
	GameServerGroupInfo* pGameServerGroupInfo 
		= g_pGameServerGroupInfoManager->getGameServerGroupInfo(CurrentServerGroupID, WorldID);

	Assert(pGameServerGroupInfo!=NULL);
	if (pGameServerGroupInfo->getStat() == SERVER_DOWN)
	{
		filelog("errorLogin.txt", "Server Closed: %d", CurrentServerGroupID);
		throw DisconnectException("ServerClosed");
	}


	pLoginPlayer->setServerGroupID(CurrentServerGroupID);

	//----------------------------------------------------------------------
	// 이제 LCPCList 패킷을 만들어 보내자
	//----------------------------------------------------------------------
	LCPCList lcPCList;
	pLoginPlayer->makePCList(lcPCList);

#ifdef __NETMARBLE_SERVER__
	// 넷마블 사용자 약관 동의 여부 확인
	lcPCList.setAgree(pLoginPlayer->isAgree());
#endif

	pLoginPlayer->sendPacket(&lcPCList);
	pLoginPlayer->setPlayerStatus(LPS_PC_MANAGEMENT);

/*	try
	{
		pStmt    = g_pDatabaseManager->getConnection("DARKEDEN" )->createStatement();	

		pStmt->executeQuery("UPDATE Player set CurrentServerGroupID = %d WHERE PlayerID = '%s'", (int)pPacket->getServerGroupID(), pLoginPlayer->getID().c_str());

		// 쿼리 결과 및 쿼리문 객체를 삭제한다.
		SAFE_DELETE(pStmt);
	}
	catch (SQLQueryException & sce) 
	{
		//cout << sce.toString() << endl;

		// 쿼리 결과 및 쿼리문 객체를 삭제한다.
		SAFE_DELETE(pStmt);

		throw DisconnectException(sce.toString());
	}*/

#endif

	__END_DEBUG_EX __END_CATCH
}
Exemplo n.º 2
0
//////////////////////////////////////////////////////////////////////////////
// 클라이언트가 서버의 리스트를 달라고 요청해오면, 로그인 서버는 DB로부터
// 서버들의 정보를 로딩해서 LCServerList 패킷에 담아서 전송한다.
//////////////////////////////////////////////////////////////////////////////
void CLGetServerListHandler::execute (CLGetServerList* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __LOGIN_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);
	//cout << "Start execute" << endl;

	LoginPlayer* pLoginPlayer = dynamic_cast<LoginPlayer*>(pPlayer);

	WorldID_t WorldID = pLoginPlayer->getWorldID();

	try 
	{
		int GroupNum = g_pGameServerGroupInfoManager->getSize(WorldID);

		//cout << "ServerNum : " << GroupNum << endl;

		ServerGroupInfo* aServerGroupInfo[GroupNum];

		for(int i = 0 ; i < GroupNum; i++) 
		{
			ServerGroupInfo* pServerGroupInfo = new ServerGroupInfo();
			GameServerGroupInfo* pGameServerGroupInfo = g_pGameServerGroupInfoManager->getGameServerGroupInfo(i, WorldID);
			pServerGroupInfo->setGroupID(pGameServerGroupInfo->getGroupID());
			pServerGroupInfo->setGroupName(pGameServerGroupInfo->getGroupName());
			pServerGroupInfo->setStat(SERVER_FREE);

			UserInfo * pUserInfo = g_pUserInfoManager->getUserInfo(pGameServerGroupInfo->getGroupID(), WorldID);


			WORD UserModify = 800;
			WORD UserMax = 1500;

			if (pUserInfo->getUserNum() < 100 + UserModify )
			{
				pServerGroupInfo->setStat(SERVER_FREE);
			}
			else if (pUserInfo->getUserNum() < 250 + UserModify )
			{
				pServerGroupInfo->setStat(SERVER_NORMAL);
			}
			else if (pUserInfo->getUserNum() < 400 + UserModify )
			{
				pServerGroupInfo->setStat(SERVER_BUSY);
			}
			else if (pUserInfo->getUserNum() < 500 + UserModify )
			{
				pServerGroupInfo->setStat(SERVER_VERY_BUSY);
			}
			else //if (pUserInfo->getUserNum() >= 500 + UserModify )
			{
				pServerGroupInfo->setStat(SERVER_FULL);
			}
			//else
			{
			//pServerGroupInfo->setStat(SERVER_DOWN);
			}

			if (pUserInfo->getUserNum() >= UserMax)
			{
				pServerGroupInfo->setStat(SERVER_FULL);
			}
			
			if (pGameServerGroupInfo->getStat() == SERVER_DOWN )
			{
				pServerGroupInfo->setStat(SERVER_DOWN);
			}

			aServerGroupInfo[i] = pServerGroupInfo;

			//cout << "AddServer : " << pServerGroupInfo->getGroupName() << endl;
		}

		LCServerList lcServerList;

		Statement * pStmt = NULL;

		BEGIN_DB
		{
			pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();

			Result * pResult = pStmt->executeQuery("SELECT CurrentWorldID, CurrentServerGroupID FROM Player where PlayerID='%s'" , pLoginPlayer->getID().c_str());

			if(pResult->next() ) {
				lcServerList.setCurrentServerGroupID(pResult->getInt(1));
				lcServerList.setCurrentServerGroupID(pResult->getInt(2));
			}

			SAFE_DELETE(pStmt);	// by sigi
		}
		END_DB(pStmt)	// by sigi

		for(int k = 0; k < GroupNum; k++) 
		{
			lcServerList.addListElement(aServerGroupInfo[k]);
		}

		pLoginPlayer->sendPacket(&lcServerList);
	
		pLoginPlayer->setPlayerStatus(LPS_PC_MANAGEMENT);
	} 
	catch (Throwable & t) 
	{
		//cout << t.toString() << endl;
	}
	//cout << "End execute" << endl;

#endif

	__END_DEBUG_EX __END_CATCH
}