// The Simple Query Protocol // Fix mis-split bug: Previously, this function assumes there are multiple // queries in the string and split it by ';', which would cause one containing // ';' being split into multiple queries. // However, the multi-statement queries has been split by the psql client and // there is no need to split the query again. void PacketManager::ExecQueryMessage(InputPacket *pkt, const size_t thread_id) { std::string query; PacketGetString(pkt, pkt->len, query); // pop out the last character if it is ';' if (query.back() == ';') { query.pop_back(); } boost::trim(query); if (!query.empty()) { std::vector<StatementResult> result; std::vector<FieldInfo> tuple_descriptor; std::string error_message; int rows_affected = 0; std::string query_type_string_; Statement::ParseQueryTypeString(query, query_type_string_); QueryType query_type; Statement::MapToQueryType(query_type_string_, query_type); std::stringstream stream(query_type_string_); switch (query_type) { case QueryType::QUERY_PREPARE: { std::string statement_name; stream >> statement_name; std::size_t pos = query.find("AS"); std::string statement_query = query.substr(pos + 3); boost::trim(statement_query); // Prepare statement std::shared_ptr<Statement> statement(nullptr); LOG_DEBUG("PrepareStatement[%s] => %s", statement_name.c_str(), statement_query.c_str()); statement = traffic_cop_->PrepareStatement(statement_name, statement_query, error_message); if (statement.get() == nullptr) { skipped_stmt_ = true; SendErrorResponse( {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}}); LOG_TRACE("ExecQuery Error"); return; } auto entry = std::make_pair(statement_name, statement); statement_cache_.insert(entry); for (auto table_id : statement->GetReferencedTables()) { table_statement_cache_[table_id].push_back(statement.get()); } break; } case QueryType::QUERY_EXECUTE: { std::string statement_name; std::shared_ptr<Statement> statement; std::vector<type::Value> param_values; bool unnamed = false; std::vector<std::string> tokens; boost::split(tokens, query, boost::is_any_of("(), ")); statement_name = tokens.at(1); auto statement_cache_itr = statement_cache_.find(statement_name); if (statement_cache_itr != statement_cache_.end()) { statement = *statement_cache_itr; } // Did not find statement with same name else { std::string error_message = "The prepared statement does not exist"; LOG_ERROR("%s", error_message.c_str()); SendErrorResponse( {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}}); SendReadyForQuery(NetworkTransactionStateType::IDLE); return; } std::vector<int> result_format(statement->GetTupleDescriptor().size(), 0); for (std::size_t idx = 2; idx < tokens.size(); idx++) { std::string param_str = tokens.at(idx); boost::trim(param_str); if (param_str.empty()) { continue; } param_values.push_back(type::ValueFactory::GetVarcharValue(param_str)); } if (param_values.size() > 0) { statement->GetPlanTree()->SetParameterValues(¶m_values); } auto status = traffic_cop_->ExecuteStatement(statement, param_values, unnamed, nullptr, result_format, result, rows_affected, error_message, thread_id); if (status == ResultType::SUCCESS) { tuple_descriptor = statement->GetTupleDescriptor(); } else { SendErrorResponse( {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}}); SendReadyForQuery(NetworkTransactionStateType::IDLE); return; } break; } default: { // execute the query using tcop auto status = traffic_cop_->ExecuteStatement( query, result, tuple_descriptor, rows_affected, error_message, thread_id); // check status if (status == ResultType::FAILURE) { SendErrorResponse( {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}}); SendReadyForQuery(NetworkTransactionStateType::IDLE); return; } } } // send the attribute names PutTupleDescriptor(tuple_descriptor); // send the result rows SendDataRows(result, tuple_descriptor.size(), rows_affected); // The response to the SimpleQueryCommand is the query string. CompleteCommand(query, query_type, rows_affected); } else {
bool Universe::Run() { bool continueFlag; //Continue game or not char inPacket[256]; //Holds the input packet char outPacket[256]; //Holds the output packet int iResult; //The result of 'Receive' and 'Send' continueFlag = true; connectSocket = new ClientSocket(serverAddress, serverPort); printf("Connected to the server\n"); CreatePacket(outPacket, LogIn, "%s%s", login, password); connectSocket->Send(outPacket); game = NULL; currentCharacter = NULL; ClientGUIInit(); //variables for camera cameraY = 50.0f; ISceneNode* camPos=render->smgr->addEmptySceneNode(); camPos->setPosition(vector3df(50.0f,cameraY,10.0f)); camera=render->smgr->addCameraSceneNode(NULL, vector3df(50.0f, 50.0f, 10.0f), vector3df(50.0f, 0.0f, 40.0f)); scene::ISceneNode* lnode; lnode = render->smgr->addLightSceneNode(NULL, camPos->getPosition(), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 800.0f); render->smgr->setAmbientLight(video::SColor(0, 60, 60, 60)); state = Continue; int lastUpdate = render->device->getTimer()->getTime(); while (render->device->run() && state == Continue) { //Receving packet from the server iResult = connectSocket->Receive(inPacket); if (iResult) { if (iResult > 0) { //Packet received switch (GetPacketType(inPacket)) { case LoggedIn: char gameName[256]; int locationId; ScanPacket(inPacket, "%s%i", gameName, &locationId); game = new Game(gameName, Client); printf("Game %s initialized\n", game->name); currentLocation = game->data->GetLocation(locationId); DrawScene(); break; case NPCSpawned: currentLocation->SpawnNPC(new CurrentNPC(inPacket)); break; case StaticSpawned: { CurrentStatic* currentStatic = new CurrentStatic(inPacket); currentLocation->SpawnStatic(currentStatic); break; } case ItemSpawned: char spawnType; //TODO: SpawnType as char ScanPacket(inPacket, "%i%i%f%f%b", NULL, NULL, NULL, NULL, &spawnType); switch(spawnType) { case Ground: currentLocation->SpawnItem(new CurrentItem(inPacket)); break; case Inventory: currentCharacter->SpawnItem(new CurrentItem(inPacket)); break; } break; case CharacterSpawned: if (!currentCharacter) { currentCharacter = new CurrentCharacter(inPacket); currentLocation->SpawnCharacter(currentCharacter); } else { currentLocation->SpawnCharacter(new CurrentCharacter(inPacket)); } break; case SkillSpawned: currentCharacter->SpawnSkill(new CurrentSkill(inPacket)); break; case NPCUnspawned: currentLocation->UnSpawnNPC(currentLocation->GetNPC(PacketGetInt(inPacket, 1))); break; case StaticUnspawned: currentLocation->UnSpawnStatic(currentLocation->GetStatic(PacketGetInt(inPacket, 1))); break; case ItemUnspawned: switch(PacketGetByte(inPacket, 5)) { case Ground: currentLocation->UnSpawnItem(currentLocation->GetItem(PacketGetInt(inPacket, 1))); break; case Inventory: //currentCharacter->UnSpawnItem(currentCharacter->GetItem(PacketGetInt(inPacket, 1))); break; } break; case CharacterUnspawned: currentLocation->UnSpawnCharacter(currentLocation->GetCharacter(PacketGetInt(inPacket, 1))); break; case Say: { IGUIElement* eb = guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatEditBox); char messageType; //TODO: MessageType as char int senderCurrentCharacterId; wchar_t messageText[CHAT_MESSAGE_MAX_LENGTH]; ScanPacket(inPacket, "%b%i%ws", &messageType, &senderCurrentCharacterId, messageText); CurrentCharacter* sender = game->data->GetCharacter(senderCurrentCharacterId); wchar_t wLogin[64]; mbstowcs(wLogin, sender->login, 63); int offset = wcslen(eb->getText()) + wcslen(wLogin) + wcslen(messageText) + 3 - (CHAT_MAX_LENGTH - 1); if (offset < 0) offset = 0; else if (offset >= CHAT_MAX_LENGTH) offset = CHAT_MAX_LENGTH - 1; wchar_t wstr[CHAT_MAX_LENGTH]; swprintf(wstr, L"%ls\n%ls: %ls", eb->getText() + offset, wLogin, messageText); eb->setText(wstr); //delete wstr; break; } case CharacterMoving: { int currentCharacterId; f32 x, y; ScanPacket(inPacket, "%i%f%f", ¤tCharacterId, &x, &y); CurrentCharacter* movingCurrentCharacter = currentLocation->GetCharacter(currentCharacterId); movingCurrentCharacter->setAnimation(EMAT_RUN); render->moveNode(movingCurrentCharacter->node, vector3df(x * CELL_SIZE, 0, y * CELL_SIZE), movingCurrentCharacter->base->speed); //TEST movingCurrentCharacter->x = x; movingCurrentCharacter->y = y; break; } case HpChanged: { int characterId, changedHp; CurrentCharacter *character; ScanPacket(inPacket, "%i%i", &characterId, &changedHp); if (character = currentLocation->GetCharacter(characterId)) character->hp = changedHp; break; } case CharacterDied: { //okay break; } case CharacterMoved: { int characterId; f32 whereX, whereY; ScanPacket(inPacket, "%i%f%f", &characterId, &whereX, &whereY); printf("CLIENT CHAR ID: %d\n", characterId); printf("CLIENT WHERE X: %.f\n", whereX); printf("CLIENT WHERE Y: %.f\n", whereY); CurrentCharacter *character = currentLocation->GetCharacter(characterId); if (character) { printf("CLIENT TEST 1\n"); //character->node->setPosition(vector3df(whereX * CELL_SIZE, character->node->getPosition().Y, whereY * CELL_SIZE)); //TODO: Why setPosition is not working?!! render->moveNode(character->node, vector3df(whereX * CELL_SIZE, character->node->getPosition().Y, whereY * CELL_SIZE), 1000000.0f); printf("CLIENT TEST 2\n"); character->x = whereX; character->y = whereY; } break; } case DialogOpened: { char title[256]; char text[4096]; wchar_t wstr[512]; //npcID = PacketGetInt(inPacket, 1); //strcpy(title, PacketGetString(inPacket, 5)); sprintf(title, "[%d] %s", PacketGetInt(inPacket, 1), PacketGetString(inPacket, 5)); strcpy(text, PacketGetString(inPacket, strlen(PacketGetString(inPacket, 5)) + 5 + 1)); mbstowcs(wstr, title, 255); IGUIWindow* wnd = guienv->addWindow(rect<s32>(256, 128, 256 + 256, 128 + 320), false, wstr, NULL, -1); char patterns[][256] = { "<p\\s+rect\\s*=\\s*\\\"(.*?);(.*?);(.*?);(.*?)\\\">(.*?)</p>", "<button\\s+rect\\s*=\\s*\\\"(.*?);(.*?);(.*?);(.*?)\\\"\\s+onclick\\s*=\\s*\\\"(.*?)\\\">(.*?)</button>", /* "<p>(.*?)</p>", "<p>(.*?)</p>", "<p>(.*?)</p>",*/ }; char** result; int patternsCount = 2; const char *error; int erroffset; int count; int ovector[30]; const unsigned char *tables = NULL; tables = pcre_maketables(); for (int i = 0; i < patternsCount; i++) { pcre *re = pcre_compile ((char*)patterns[i], 0, &error, &erroffset, NULL); count = pcre_exec(re, NULL, (char*)text, strlen(text), 0, NULL, ovector, 30); if (count > 0) { result = new char*[count]; for (int c = 0; c < 2 * count; c += 2) { if (ovector[c] >= 0) { result[c / 2] = new char[ovector[c + 1] - ovector[c] + 1]; memcpy(result[c / 2], text + ovector[c], ovector[c + 1] - ovector[c]); result[c / 2][ovector[c + 1] - ovector[c]] = '\0'; //printf("%d, %d\n", ovector[c], ovector[c + 1]); //printf("%s\n", result[c / 2]); } else { result[c / 2] = NULL; } } switch (i) { case 0: //p { wchar_t wstr[1024]; mbstowcs(wstr, result[5], 1023); guienv->addStaticText(wstr, rect<s32>(atoi(result[1]), atoi(result[2]), atoi(result[1]) + atoi(result[3]), atoi(result[2]) + atoi(result[4])), false, true, wnd, DialogElement, false); break; } case 1: //button { wchar_t wstr[256]; mbstowcs(wstr, result[6], 255); guienv->addButton(rect<s32>(atoi(result[1]), atoi(result[2]), atoi(result[1]) + atoi(result[3]), atoi(result[2]) + atoi(result[4])), wnd, DialogElement + atoi(result[5]), wstr, NULL); break; } } for (int j = 0; j < count; j++) if (result[j]) delete result[j]; delete result; } } break; } case PlayEffect: { CurrentMapObject<MapObject>* currentMapObject; int currentMapObjectId = PacketGetInt(inPacket, 2); int skillId = PacketGetInt(inPacket, 6); switch (PacketGetByte(inPacket, 1)) { case 0: //NPC currentMapObject = (CurrentMapObject<MapObject>*)currentLocation->GetNPC(currentMapObjectId); break; case 3: //Character currentMapObject = (CurrentMapObject<MapObject>*)currentLocation->GetCharacter(currentMapObjectId); break; } render->PlayEffect(currentMapObject->node, game->resources->GetSkill(skillId)->effectTextures); break; } case PlayAdvancedEffect: int skillId = PacketGetInt(inPacket, 1); f32 xStart = PacketGetInt(inPacket, 5) * CELL_SIZE; f32 yStart = PacketGetInt(inPacket, 9) * CELL_SIZE; f32 xEnd = PacketGetInt(inPacket, 13) * CELL_SIZE; f32 yEnd = PacketGetInt(inPacket, 17) * CELL_SIZE; render->Effect2(vector3df(xStart, 5.0f, yStart), vector3df(xEnd, 5.0f, yEnd)); //TEST break; } } else if (iResult == -1) { //Disconnected from the server printf("Disconnected from the server\n"); delete Universe::instance->login; delete Universe::instance->password; Universe::instance->login = NULL; Universe::instance->password = NULL; Universe::instance->state = NextLevel; } else { //Wrong packet from the client printf("Warning! Wrong packet from server. Error code: %d\n", iResult); } } //Drawing if ((render->device->getTimer()->getTime() - lastUpdate) > 30) { lastUpdate = render->device->getTimer()->getTime(); if (game) { if (currentCharacter) { render->Km = camPos->getPosition(); render->Kt = camera->getTarget(); //Kt.X = currentCharacter->x * CELL_SIZE; //Kt.Z = currentCharacter->y * CELL_SIZE; vector3df pos = currentCharacter->node->getPosition(); render->Kt.X = pos.X; render->Kt.Z = pos.Z; render->Km.X = render->Kt.X; render->Km.Z = render->Kt.Z - 30; render->Km.Y = cameraY; camera->setPosition(render->Km); camera->setTarget(render->Kt); //vector3df lPos = camera->getPosition(); vector3df lPos = currentCharacter->node->getPosition(); lPos.Y = 15; //lPos.Z += 20; lnode->setPosition(lPos); } render->driver->beginScene(true, true, SColor(255,100,101,140)); render->smgr->drawAll(); guienv->drawAll(); render->driver->endScene(); } } } ClientGUIDestroy(); delete connectSocket; if (game) { delete game; render->smgr->clear(); } if (state == NextLevel) return false; return true; }