Пример #1
0
void mainLoader(int, char*[], ServiceManager* services)
{

	srand(static_cast<unsigned int>(OTSYS_TIME()));
#ifdef _WIN32
	SetConsoleTitle(STATUS_SERVER_NAME);
#endif
	std::cout << STATUS_SERVER_NAME << " - Version " << STATUS_SERVER_VERSION << std::endl;
	std::cout << "Compiled with " << BOOST_COMPILER << std::endl;
	std::cout << "Compiled on " << __DATE__ << ' ' << __TIME__ << " for platform ";

#if defined(__amd64__) || defined(_M_X64)
	std::cout << "x64" << std::endl;
#elif defined(__i386__) || defined(_M_IX86) || defined(_X86_)
	std::cout << "x86" << std::endl;
#elif defined(__arm__)
	std::cout << "ARM" << std::endl;
#else
	std::cout << "unknown" << std::endl;
#endif
	std::cout << std::endl;

	std::cout << "A server developed by " << STATUS_SERVER_DEVELOPERS << std::endl;
	std::cout << std::endl;

	// read global config
	std::cout << ">> Loading config" << std::endl;
	if (!g_config.load()) {
		startupErrorMessage("Unable to load config.lua!");
		return;
	}

	std::cout << ">> Loading gameserver config..." << std::endl;

	if (!g_gameserver.load()) {
		startupErrorMessage("Unable to load gameservers!");
		return;
	}

#ifdef _WIN32
	const std::string& defaultPriority = g_config.getString(ConfigManager::DEFAULT_PRIORITY);
	if (strcasecmp(defaultPriority.c_str(), "high") == 0) {
		SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
	} else if (strcasecmp(defaultPriority.c_str(), "above-normal") == 0) {
		SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS);
	}
#endif

	//set RSA key
	
	//cipsoft
	const char* p("12017580013707233233987537782574702577133548287527131234152948150506251412291888866940292054989907714155267326586216043845592229084368540020196135619327879");
	const char* q("11898921368616868351880508246112101394478760265769325412746398405473436969889506919017477758618276066588858607419440134394668095105156501566867770737187273");
	
	//opentibia
	/*
	const char* p("14299623962416399520070177382898895550795403345466153217470516082934737582776038882967213386204600674145392845853859217990626450972452084065728686565928113");
	const char* q("7630979195970404721891201847792002125535401292779123937207447574596692788513647179235335529307251350570728407373705564708871762033017096809910315212884101");
	*/

	g_RSA.setKey(p, q);

	std::cout << ">> Establishing database connection..." << std::flush;

	Database* db = Database::getInstance();
	if (!db->connect()) {
		startupErrorMessage("Failed to connect to database.");
		return;
	}

	std::cout << " MySQL " << Database::getClientVersion() << std::endl;

	// run database manager
	std::cout << ">> Running database manager" << std::endl;

	if (!DatabaseManager::isDatabaseSetup()) {
		startupErrorMessage("The database you have specified in config.lua is empty, please import the schema.sql to your database.");
		return;
	}

	g_databaseTasks.start();

	if (g_config.getBoolean(ConfigManager::OPTIMIZE_DATABASE) && !DatabaseManager::optimizeTables()) {
		std::cout << "> No tables were optimized." << std::endl;
	}

	// Game client protocols
	services->add<ProtocolOld>(g_config.getNumber(ConfigManager::LOGIN_PORT));
	// OT protocols
	services->add<ProtocolStatus>(g_config.getNumber(ConfigManager::STATUS_PORT));

	//check each 1 minute for player amount and record
	ProtocolStatus::getPlayerRecordAndPlayerAmount();

	std::cout << ">> Loaded all modules, server starting up..." << std::endl;

#ifndef _WIN32
	if (getuid() == 0 || geteuid() == 0) {
		std::cout << "> Warning: " << STATUS_SERVER_NAME << " has been executed as root user, please consider running it as a normal user." << std::endl;
	}
#endif

	g_loaderSignal.notify_all();
}
Пример #2
0
bool IOLoginData::loadPlayer(Player* player, DBResult_ptr result)
{
	if (!result) {
		return false;
	}

	Database* db = Database::getInstance();

	uint32_t accno = result->getNumber<uint32_t>("account_id");
	Account acc = loadAccount(accno);

	player->setGUID(result->getNumber<uint32_t>("id"));
	player->name = result->getString("name");
	player->accountNumber = accno;

	player->accountType = acc.accountType;
	player->coinBalance = acc.coinBalance;
	if (g_config.getBoolean(ConfigManager::FREE_PREMIUM)) {
		player->premiumDays = std::numeric_limits<uint16_t>::max();
	} else {
		player->premiumDays = acc.premiumDays;
	}

	Group* group = g_game.groups.getGroup(result->getNumber<uint16_t>("group_id"));
	if (!group) {
		std::cout << "[Error - IOLoginData::loadPlayer] " << player->name << " has Group ID " << result->getNumber<uint16_t>("group_id") << " which doesn't exist" << std::endl;
		return false;
	}
	player->setGroup(group);

	player->bankBalance = result->getNumber<uint64_t>("balance");

	player->setSex(static_cast<PlayerSex_t>(result->getNumber<uint16_t>("sex")));
	player->level = std::max<uint32_t>(1, result->getNumber<uint32_t>("level"));

	uint64_t experience = result->getNumber<uint64_t>("experience");

	uint64_t currExpCount = Player::getExpForLevel(player->level);
	uint64_t nextExpCount = Player::getExpForLevel(player->level + 1);
	if (experience < currExpCount || experience > nextExpCount) {
		experience = currExpCount;
	}

	player->experience = experience;

	if (currExpCount < nextExpCount) {
		player->levelPercent = Player::getPercentLevel(player->experience - currExpCount, nextExpCount - currExpCount);
	} else {
		player->levelPercent = 0;
	}

	player->soul = result->getNumber<uint16_t>("soul");
	player->capacity = result->getNumber<uint32_t>("cap") * 100;
	player->blessings = result->getNumber<uint16_t>("blessings");

	unsigned long conditionsSize;
	const char* conditions = result->getStream("conditions", conditionsSize);
	PropStream propStream;
	propStream.init(conditions, conditionsSize);

	Condition* condition = Condition::createCondition(propStream);
	while (condition) {
		if (condition->unserialize(propStream)) {
			player->storedConditionList.push_front(condition);
		} else {
			delete condition;
		}
		condition = Condition::createCondition(propStream);
	}

	if (!player->setVocation(result->getNumber<uint16_t>("vocation"))) {
		std::cout << "[Error - IOLoginData::loadPlayer] " << player->name << " has Vocation ID " << result->getNumber<uint16_t>("vocation") << " which doesn't exist" << std::endl;
		return false;
	}

	player->mana = result->getNumber<uint32_t>("mana");
	player->manaMax = result->getNumber<uint32_t>("manamax");
	player->magLevel = result->getNumber<uint32_t>("maglevel");

	uint64_t nextManaCount = player->vocation->getReqMana(player->magLevel + 1);
	uint64_t manaSpent = result->getNumber<uint64_t>("manaspent");
	if (manaSpent > nextManaCount) {
		manaSpent = 0;
	}

	player->manaSpent = manaSpent;
	player->magLevelPercent = Player::getPercentLevel(player->manaSpent, nextManaCount);

	player->health = result->getNumber<int32_t>("health");
	player->healthMax = result->getNumber<int32_t>("healthmax");

	player->defaultOutfit.lookType = result->getNumber<uint16_t>("looktype");
	player->defaultOutfit.lookHead = result->getNumber<uint16_t>("lookhead");
	player->defaultOutfit.lookBody = result->getNumber<uint16_t>("lookbody");
	player->defaultOutfit.lookLegs = result->getNumber<uint16_t>("looklegs");
	player->defaultOutfit.lookFeet = result->getNumber<uint16_t>("lookfeet");
	player->defaultOutfit.lookAddons = result->getNumber<uint16_t>("lookaddons");
	player->currentOutfit = player->defaultOutfit;

	if (g_game.getWorldType() != WORLD_TYPE_PVP_ENFORCED) {
		const time_t skullSeconds = result->getNumber<time_t>("skulltime") - time(nullptr);
		if (skullSeconds > 0) {
			//ensure that we round up the number of ticks
			player->skullTicks = (skullSeconds + 2) * 1000;

			uint16_t skull = result->getNumber<uint16_t>("skull");
			if (skull == SKULL_RED) {
				player->skull = SKULL_RED;
			} else if (skull == SKULL_BLACK) {
				player->skull = SKULL_BLACK;
			}
		}
	}

	player->loginPosition.x = result->getNumber<uint16_t>("posx");
	player->loginPosition.y = result->getNumber<uint16_t>("posy");
	player->loginPosition.z = result->getNumber<uint16_t>("posz");

	player->lastLoginSaved = result->getNumber<time_t>("lastlogin");
	player->lastLogout = result->getNumber<time_t>("lastlogout");

	player->offlineTrainingTime = result->getNumber<int32_t>("offlinetraining_time") * 1000;
	player->offlineTrainingSkill = result->getNumber<int32_t>("offlinetraining_skill");

	Town* town = g_game.map.towns.getTown(result->getNumber<uint32_t>("town_id"));
	if (!town) {
		std::cout << "[Error - IOLoginData::loadPlayer] " << player->name << " has Town ID " << result->getNumber<uint32_t>("town_id") << " which doesn't exist" << std::endl;
		return false;
	}

	player->town = town;

	const Position& loginPos = player->loginPosition;
	if (loginPos.x == 0 && loginPos.y == 0 && loginPos.z == 0) {
		player->loginPosition = player->getTemplePosition();
	}

	player->staminaMinutes = result->getNumber<uint16_t>("stamina");

	static const std::string skillNames[] = {"skill_fist", "skill_club", "skill_sword", "skill_axe", "skill_dist", "skill_shielding", "skill_fishing"};
	static const std::string skillNameTries[] = {"skill_fist_tries", "skill_club_tries", "skill_sword_tries", "skill_axe_tries", "skill_dist_tries", "skill_shielding_tries", "skill_fishing_tries"};
	static const size_t size = sizeof(skillNames) / sizeof(std::string);
	for (uint8_t i = 0; i < size; ++i) {
		uint16_t skillLevel = result->getNumber<uint16_t>(skillNames[i]);
		uint64_t skillTries = result->getNumber<uint64_t>(skillNameTries[i]);
		uint64_t nextSkillTries = player->vocation->getReqSkillTries(i, skillLevel + 1);
		if (skillTries > nextSkillTries) {
			skillTries = 0;
		}

		player->skills[i].level = skillLevel;
		player->skills[i].tries = skillTries;
		player->skills[i].percent = Player::getPercentLevel(skillTries, nextSkillTries);
	}

	std::ostringstream query;
	query << "SELECT `guild_id`, `rank_id`, `nick` FROM `guild_membership` WHERE `player_id` = " << player->getGUID();
	if ((result = db->storeQuery(query.str()))) {
		uint32_t guildId = result->getNumber<uint32_t>("guild_id");
		uint32_t playerRankId = result->getNumber<uint32_t>("rank_id");
		player->guildNick = result->getString("nick");

		Guild* guild = g_game.getGuild(guildId);
		if (!guild) {
			query.str(std::string());
			query << "SELECT `name` FROM `guilds` WHERE `id` = " << guildId;
			if ((result = db->storeQuery(query.str()))) {
				guild = new Guild(guildId, result->getString("name"));
				g_game.addGuild(guild);

				query.str(std::string());
				query << "SELECT `id`, `name`, `level` FROM `guild_ranks` WHERE `guild_id` = " << guildId << " LIMIT 3";

				if ((result = db->storeQuery(query.str()))) {
					do {
						guild->addRank(result->getNumber<uint32_t>("id"), result->getString("name"), result->getNumber<uint16_t>("level"));
					} while (result->next());
				}
			}
		}

		if (guild) {
			player->guild = guild;
			GuildRank* rank = guild->getRankById(playerRankId);
			if (rank) {
				player->guildLevel = rank->level;
			} else {
				player->guildLevel = 1;
			}

			IOGuild::getWarList(guildId, player->guildWarList);

			query.str(std::string());
			query << "SELECT COUNT(*) AS `members` FROM `guild_membership` WHERE `guild_id` = " << guildId;
			if ((result = db->storeQuery(query.str()))) {
				guild->setMemberCount(result->getNumber<uint32_t>("members"));
			}
		}
	}

	query.str(std::string());
	query << "SELECT `player_id`, `name` FROM `player_spells` WHERE `player_id` = " << player->getGUID();
	if ((result = db->storeQuery(query.str()))) {
		do {
			player->learnedInstantSpellList.emplace_front(result->getString("name"));
		} while (result->next());
	}

	//load inventory items
	ItemMap itemMap;

	query.str(std::string());
	query << "SELECT `pid`, `sid`, `itemtype`, `count`, `attributes` FROM `player_items` WHERE `player_id` = " << player->getGUID() << " ORDER BY `sid` DESC";
	if ((result = db->storeQuery(query.str()))) {
		loadItems(itemMap, result);

		for (ItemMap::const_reverse_iterator it = itemMap.rbegin(), end = itemMap.rend(); it != end; ++it) {
			const std::pair<Item*, int32_t>& pair = it->second;
			Item* item = pair.first;
			int32_t pid = pair.second;
			if (pid >= 1 && pid <= 10) {
				player->internalAddThing(pid, item);
			} else {
				ItemMap::const_iterator it2 = itemMap.find(pid);
				if (it2 == itemMap.end()) {
					continue;
				}

				Container* container = it2->second.first->getContainer();
				if (container) {
					container->internalAddThing(item);
				}
			}
		}
	}

	//load depot items
	itemMap.clear();

	query.str(std::string());
	query << "SELECT `pid`, `sid`, `itemtype`, `count`, `attributes` FROM `player_depotitems` WHERE `player_id` = " << player->getGUID() << " ORDER BY `sid` DESC";
	if ((result = db->storeQuery(query.str()))) {
		loadItems(itemMap, result);

		for (ItemMap::const_reverse_iterator it = itemMap.rbegin(), end = itemMap.rend(); it != end; ++it) {
			const std::pair<Item*, int32_t>& pair = it->second;
			Item* item = pair.first;

			int32_t pid = pair.second;
			if (pid >= 0 && pid < 100) {
				DepotChest* depotChest = player->getDepotChest(pid, true);
				if (depotChest) {
					depotChest->internalAddThing(item);
				}
			} else {
				ItemMap::const_iterator it2 = itemMap.find(pid);
				if (it2 == itemMap.end()) {
					continue;
				}

				Container* container = it2->second.first->getContainer();
				if (container) {
					container->internalAddThing(item);
				}
			}
		}
	}

	//load inbox items
	itemMap.clear();

	query.str(std::string());
	query << "SELECT `pid`, `sid`, `itemtype`, `count`, `attributes` FROM `player_inboxitems` WHERE `player_id` = " << player->getGUID() << " ORDER BY `sid` DESC";
	if ((result = db->storeQuery(query.str()))) {
		loadItems(itemMap, result);

		for (ItemMap::const_reverse_iterator it = itemMap.rbegin(), end = itemMap.rend(); it != end; ++it) {
			const std::pair<Item*, int32_t>& pair = it->second;
			Item* item = pair.first;
			int32_t pid = pair.second;

			if (pid >= 0 && pid < 100) {
				player->getInbox()->internalAddThing(item);
			} else {
				ItemMap::const_iterator it2 = itemMap.find(pid);

				if (it2 == itemMap.end()) {
					continue;
				}

				Container* container = it2->second.first->getContainer();
				if (container) {
					container->internalAddThing(item);
				}
			}
		}
	}

	//load storage map
	query.str(std::string());
	query << "SELECT `key`, `value` FROM `player_storage` WHERE `player_id` = " << player->getGUID();
	if ((result = db->storeQuery(query.str()))) {
		do {
			player->addStorageValue(result->getNumber<uint32_t>("key"), result->getNumber<int32_t>("value"), true);
		} while (result->next());
	}

	//load vip
	query.str(std::string());
	query << "SELECT `player_id` FROM `account_viplist` WHERE `account_id` = " << player->getAccount();
	if ((result = db->storeQuery(query.str()))) {
		do {
			player->addVIPInternal(result->getNumber<uint32_t>("player_id"));
		} while (result->next());
	}

	player->updateBaseSpeed();
	player->updateInventoryWeight();
	player->updateItemsLight(true);
	return true;
}
Пример #3
0
void DatabaseManager::checkEncryption()
{
	int32_t currentValue = g_config.getNumber(ConfigManager::PASSWORD_TYPE);
	int32_t oldValue = 0;
	if(getDatabaseConfig("encryption", oldValue))
	{
		if(currentValue == oldValue)
			return;

		if(oldValue != PASSWORD_TYPE_PLAIN)
		{
			std::string oldName;
			if(oldValue == PASSWORD_TYPE_MD5)
				oldName = "md5";
			else if(oldValue == PASSWORD_TYPE_SHA1)
				oldName = "sha1";
			else
				oldName = "plain";

			g_config.setNumber(ConfigManager::PASSWORD_TYPE, oldValue);
			std::cout << "> WARNING: Unsupported password hashing switch! Change back passwordType in config.lua to \"" << oldName << "\"!" << std::endl;
			return;
		}

		switch(currentValue)
		{
			case PASSWORD_TYPE_MD5:
			{
				Database* db = Database::getInstance();
				DBQuery query;
				if(db->getDatabaseEngine() != DATABASE_ENGINE_MYSQL)
				{
					DBResult* result = db->storeQuery("SELECT `id`, `password`, `key` FROM `accounts`;");
					if(result)
					{
						do
						{
							query << "UPDATE `accounts` SET `password` = " << db->escapeString(transformToMD5(result->getDataString("password"))) << ", `key` = " << db->escapeString(transformToMD5(result->getDataString("key"))) << " WHERE `id` = " << result->getDataInt("id") << ";";
							db->executeQuery(query.str());
						}
						while(result->next());
						db->freeResult(result);
					}
				}
				else
					db->executeQuery("UPDATE `accounts` SET `password` = MD5(`password`), `key` = MD5(`key`);");

				std::cout << "> Password type has been updated to MD5." << std::endl;
				break;
			}

			case PASSWORD_TYPE_SHA1:
			{
				Database* db = Database::getInstance();
				DBQuery query;
				if(db->getDatabaseEngine() != DATABASE_ENGINE_MYSQL)
				{
					DBResult* result = db->storeQuery("SELECT `id`, `password`, `key` FROM `accounts`;");
					if(result)
					{
						do
						{
							query << "UPDATE `accounts` SET `password` = " << db->escapeString(transformToSHA1(result->getDataString("password"))) << ", `key` = " << db->escapeString(transformToSHA1(result->getDataString("key"))) << " WHERE `id` = " << result->getDataInt("id") << ";";
							db->executeQuery(query.str());
						}
						while(result->next());
						db->freeResult(result);
					}
				}
				else
					db->executeQuery("UPDATE `accounts` SET `password` = SHA1(`password`), `key` = SHA1(`key`);");

				std::cout << "> Password type has been updated to SHA1." << std::endl;
				break;
			}

			default: break;
		}
	}
	else if(g_config.getBoolean(ConfigManager::ACCOUNT_MANAGER))
	{
		switch(currentValue)
		{
			case PASSWORD_TYPE_MD5:
			{
				Database* db = Database::getInstance();
				DBQuery query;
				query << "UPDATE `accounts` SET `password` = " << db->escapeString(transformToMD5("1")) << " WHERE `id` = 1 AND `password` = '1';";
				db->executeQuery(query.str());
				break;
			}

			case PASSWORD_TYPE_SHA1:
			{
				Database* db = Database::getInstance();
				DBQuery query;
				query << "UPDATE `accounts` SET `password` = " << db->escapeString(transformToSHA1("1")) << " WHERE `id` = 1 AND `password` = '1';";
				db->executeQuery(query.str());
				break;
			}

			default: break;
		}
	}
	registerDatabaseConfig("encryption", currentValue);
}