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authorfusion32 <marcopuzziello@gmail.com>2025-06-20 06:00:16 -0300
committerfusion32 <marcopuzziello@gmail.com>2025-06-20 06:00:16 -0300
commitd3b92e110a06c6bb2bc0214319b390059bdf7c4a (patch)
tree51293060ad930091625645cc62a1df26eb90fa59 /src/communication.cc
parentbd3a6a04601749cbde007eaabf803fb602ee2783 (diff)
downloadgame-d3b92e110a06c6bb2bc0214319b390059bdf7c4a.tar.gz
game-d3b92e110a06c6bb2bc0214319b390059bdf7c4a.zip
more work on `communication.cc`
Diffstat (limited to 'src/communication.cc')
-rw-r--r--src/communication.cc925
1 files changed, 899 insertions, 26 deletions
diff --git a/src/communication.cc b/src/communication.cc
index dc28566..d3a5e2c 100644
--- a/src/communication.cc
+++ b/src/communication.cc
@@ -8,12 +8,19 @@
#include "stubs.hh"
+#include <poll.h>
#include <signal.h>
+// NOTE(fusion): We seem to add this value of 48 every time `NetLoad` is called,
+// and I assume it is to account for IPv4 (20 bytes) and TCP (20 bytes) headers
+// although there are still 8 bytes on the table that I'm not sure where are
+// comming from.
+#define PACKET_AVERAGE_SIZE_OVERHEAD 48
+
#define MAX_COMMUNICATION_THREADS 1100
#define THREAD_OWN_STACK_SIZE ((int)KB(64))
-static int TERMINAL_VERSION[3] = {770, 770, 770};
+static int TERMINALVERSION[3] = {770, 770, 770};
static int TCPSocket;
static ThreadHandle AcceptorThread;
static pid_t AcceptorThreadPID;
@@ -202,7 +209,7 @@ void NetLoadCheck(void){
// coincidence.
int FreeAccountAdmissionDelay = 60;
if(PremiumPlayerBuffer != 0){
- FreeAccountAdmissionDelay = (PlayersOnline + PremiumPlayerBuffer * 2 - MaxPlayers);
+ FreeAccountAdmissionDelay = (PlayersOnline - (MaxPlayers - PremiumPlayerBuffer * 2));
FreeAccountAdmissionDelay = (FreeAccountAdmissionDelay * 30) / PremiumPlayerBuffer;
if(FreeAccountAdmissionDelay < 0){
FreeAccountAdmissionDelay = 0;
@@ -225,12 +232,13 @@ void NetLoadCheck(void){
}
}
-// Communication Handling
+// Connection Output
// =============================================================================
bool WriteToSocket(TConnection *Connection, uint8 *Buffer, int Size){
- // TODO(fusion): I think `Size` refers to the payload but `Buffer` also has
- // room for writing the packet's length at the beginning and enough room for
- // padding (supposedly).
+ // IMPORTANT(fusion): The caller must ensure `Buffer` have two extra bytes
+ // at the beginning and enough room at the end to properly add padding for
+ // XTEA encryption when needed. `Size` refers to the payload size which
+ // starts after the first two extra bytes. See note in `SendData`.
while((Size % 8) != 0){
Buffer[Size + 2] = rand_r(&Connection->RandomSeed);
@@ -253,15 +261,11 @@ bool WriteToSocket(TConnection *Connection, uint8 *Buffer, int Size){
BytesToWrite -= ret;
WritePtr += ret;
}else if(ret == 0){
- // TODO(fusion): Can this even happen?
+ // TODO(fusion): Can this even happen without an error?
error("WriteToSocket: Fehler %d beim Senden an Socket %d.\n",
errno, Connection->GetSocket());
return false;
- }else{
- if(errno == EINTR){
- continue;
- }
-
+ }else if(errno != EINTR){
if(errno != EAGAIN || Attempts <= 0){
if(errno == ECONNRESET || errno == EPIPE || errno == EAGAIN){
Log("game", "Verbindung an Socket %d zusammengebrochen.\n",
@@ -278,18 +282,18 @@ bool WriteToSocket(TConnection *Connection, uint8 *Buffer, int Size){
}
}
- // TODO(fusion): Do we add 50 extra bytes to account for TCP segment headers?
- // This does make sense If we assume packets are split into ~2.5 segments on
- // average, with each segment header being 20 bytes.
- NetLoad(Size + 50, true);
+ NetLoad(PACKET_AVERAGE_SIZE_OVERHEAD + Size + 2, true);
return true;
}
-bool SendLoginMessage(TConnection *Connection, int Type, char *Message, int WaitingTime){
+bool SendLoginMessage(TConnection *Connection, int Type, const char *Message, int WaitingTime){
+ // TODO(fusion): Why do we return true on invalid parameters?
+
// TODO(fusion):
// LOGIN_MESSAGE_ERROR = 20
// LOGIN_MESSAGE_? = 21
// LOGIN_MESSAGE_WAITING_LIST = 22
+
if(Type != 20 && Type != 21 && Type != 22){
error("SendLoginMessage: Ungültiger Meldungstyp %d.\n", Type);
return true;
@@ -310,15 +314,9 @@ bool SendLoginMessage(TConnection *Connection, int Type, char *Message, int Wait
return true;
}
- // TODO(fusion): Writing output messages should have more robust helpers
- // to avoid all sorts of memory bugs but since we're only doing it in two
- // places from what I've seen, I'm not actually gonna bother (for now at
- // least).
-
- // NOTE(fusion): We make sure we leave two extra bytes at the beginning so
- // `WriteToSocket` can write the packet size. We also make sure that the
- // remainder of the buffer has a size that is multiple of 8 so `WriteToSocket`
- // can add any necessary padding for XTEA encryption without overflowing it.
+ // IMPORTANT(fusion): This is doing the same thing as `SendData` but in a
+ // smaller scale and building the packet directly instead of using the
+ // connection's write buffer.
uint8 Data[302]; // 2 + 300
TWriteBuffer WriteBuffer(Data + 2, sizeof(Data) - 2);
WriteBuffer.writeWord(0);
@@ -333,3 +331,878 @@ bool SendLoginMessage(TConnection *Connection, int Type, char *Message, int Wait
WriteBuffer.writeWord((uint16)(Size - 2));
return WriteToSocket(Connection, Data, Size);
}
+
+bool SendData(TConnection *Connection){
+ if(Connection == NULL){
+ error("SendData: Verbindung ist NULL.\n");
+ return false;
+ }
+
+ //
+ // IMPORTANT(fusion): The final packet will have this layout:
+ // PLAIN:
+ // 0 .. 2 => Encrypted Size
+ // ENCRYPTED:
+ // 2 .. 4 => Data Size
+ // 4 .. => Data + Padding
+ //
+ // The ENCRYPTED size needs to be a multiple of 8 for XTEA encryption and
+ // `WriteToSocket` will add padding to ensure it is. This also requires us
+ // to ensure the passed buffer has enough room for it, so we don't write out
+ // of bounds.
+ //
+
+ int DataSize = Connection->NextToCommit - Connection->NextToSend;
+ int EncryptedSize = (DataSize + 2);
+ int EncryptedSizeAligned = (EncryptedSize + 7) & ~7;
+ int PacketSize = EncryptedSizeAligned + 2;
+
+ // TODO(fusion): The maximum size of a packet depends on the size of
+ // `Connection->OutData` and I don't think we'd have a problem with
+ // having a constant size buffer on the stack here although with such
+ // a small stack size (64KB with our own stacks) it could become a
+ // problem.
+ uint8 *Buffer = (uint8*)alloca(PacketSize);
+ TWriteBuffer WriteBuffer(Buffer, PacketSize);
+ WriteBuffer.writeWord(0);
+ WriteBuffer.writeWord((uint16)DataSize);
+
+ // NOTE(fusion): `Connection->OutData` is a ring buffer so we need to check
+ // if the data we're currently sending is wrapping around, in which case we'd
+ // need to copy two separate regions instead of a single contiguous one.
+ constexpr int OutDataSize = sizeof(Connection->OutData);
+ int DataStart = Connection->NextToSend % OutDataSize;
+ int DataEnd = DataStart + DataSize;
+ if(DataEnd < OutDataSize){
+ WriteBuffer.writeBytes(&Connection->OutData[DataStart], DataSize);
+ }else{
+ WriteBuffer.writeBytes(&Connection->OutData[DataStart], OutDataSize - DataStart);
+ WriteBuffer.writeBytes(&Connection->OutData[0], DataEnd - OutDataSize);
+ }
+
+ bool Result = WriteToSocket(Connection, Buffer, DataSize);
+ if(Result){
+ Connection->NextToSend += DataSize;
+ }
+ return Result;
+}
+
+bool SendData(TConnection *Connection, const uint8 *Data, int Size){
+ if(Connection == NULL){
+ error("SendData: Connection ist NULL.\n");
+ return false;
+ }
+
+ // TODO(fusion): Why are we returning true for invalid parameters?
+ if(Data == NULL){
+ error("SendData: Data ist NULL.\n");
+ return true;
+ }
+
+ // TODO(fusion): Why do we leave extra two bytes unassigned at the beginning?
+ // `SendData` should already take care of building the packet properly so this
+ // is something else or a bug, if this function is even used.
+ memcpy(&Connection->OutData[2], Data, Size);
+ Connection->NextToSend = 0;
+ Connection->NextToCommit = Size + 2;
+ return SendData(Connection);
+}
+
+// Waiting List
+// =============================================================================
+bool GetWaitinglistEntry(const char *Name, int *NextTry, bool *FreeAccount, bool *Newbie){
+ bool Result = false;
+ CommunicationThreadMutex.down();
+ TWaitinglistEntry *Entry = WaitinglistHead;
+ while(Entry != NULL){
+ if(stricmp(Entry->Name, Name) == 0){
+ break;
+ }
+ Entry = Entry->Next;
+ }
+
+ if(Entry != NULL){
+ *NextTry = Entry->NextTry;
+ *FreeAccount = Entry->FreeAccount;
+ *Newbie = Entry->Newbie;
+ Result = true;
+ }
+ CommunicationThreadMutex.up();
+ return Result;
+}
+
+void InsertWaitinglistEntry(const char *Name, uint32 NextTry, bool FreeAccount, bool Newbie){
+ bool NewEntry = false;
+ CommunicationThreadMutex.down();
+ TWaitinglistEntry *Prev = NULL;
+ TWaitinglistEntry *Entry = WaitinglistHead;
+ while(Entry != NULL){
+ if(stricmp(Entry->Name, Name) == 0){
+ break;
+ }
+ Prev = Entry;
+ Entry = Entry->Next;
+ }
+
+ if(Entry == NULL){
+ Entry = Waitinglist.getFreeItem();
+ Entry->Next = NULL;
+ strcpy(Entry->Name, Name);
+ Entry->NextTry = NextTry;
+ Entry->FreeAccount = FreeAccount;
+ Entry->Newbie = Newbie;
+ Entry->Sleeping = false;
+ if(Prev != NULL){
+ Prev->Next = Entry;
+ }else{
+ WaitinglistHead = Entry;
+ }
+ NewEntry = true;
+ }else{
+ Entry->NextTry = NextTry;
+ Entry->FreeAccount = FreeAccount;
+ Entry->Newbie = Newbie;
+ }
+ CommunicationThreadMutex.up();
+
+ if(NewEntry){
+ Log("queue", "Füge %s in die Warteschlange ein.\n", Name);
+ }
+}
+
+void DeleteWaitinglistEntry(const char *Name){
+ CommunicationThreadMutex.down();
+ TWaitinglistEntry *Prev = NULL;
+ TWaitinglistEntry *Entry = WaitinglistHead;
+ while(Entry != NULL){
+ if(stricmp(Entry->Name, Name) == 0){
+ break;
+ }
+ Prev = Entry;
+ Entry = Entry->Next;
+ }
+
+ if(Entry != NULL){
+ if(Prev != NULL){
+ Prev->Next = Entry->Next;
+ }else{
+ WaitinglistHead = Entry->Next;
+ }
+ Waitinglist.putFreeItem(Entry);
+ }
+ CommunicationThreadMutex.up();
+}
+
+int GetWaitinglistPosition(const char *Name, bool FreeAccount, bool Newbie){
+ int FreeNewbies = 0;
+ int FreeVeterans = 0;
+ int PremiumNewbies = 0;
+ int PremiumVeterans = 0;
+
+ CommunicationThreadMutex.down();
+ // NOTE(fusion): Remove inactive entries from the start of the list.
+ while(WaitinglistHead != NULL && RoundNr > (WaitinglistHead->NextTry + 60)){
+ TWaitinglistEntry *Next = WaitinglistHead->Next;
+ Waitinglist.putFreeItem(WaitinglistHead);
+ WaitinglistHead = Next;
+ }
+
+ // NOTE(fusion): Count players up until we find the player's entry or reach
+ // the end of the queue.
+ TWaitinglistEntry *Entry = WaitinglistHead;
+ while(Entry != NULL){
+ if(stricmp(Entry->Name, Name) == 0){
+ break;
+ }
+
+ if(!Entry->Sleeping){
+ if(RoundNr > (Entry->NextTry + 5)){
+ Entry->Sleeping = true;
+ }else if(Entry->FreeAccount){
+ if(Entry->Newbie){
+ FreeNewbies += 1;
+ }else{
+ FreeVeterans += 1;
+ }
+ }else{
+ if(Entry->Newbie){
+ PremiumNewbies += 1;
+ }else{
+ PremiumVeterans += 1;
+ }
+ }
+ }
+
+ Entry = Entry->Next;
+ }
+ CommunicationThreadMutex.up();
+
+ int Result = 1;
+ if(FreeAccount){
+ Result += PremiumVeterans + FreeVeterans;
+ if(Newbie){
+ Result += PremiumNewbies + FreeNewbies;
+ }else if(GetNewbiesOnline() < (MaxNewbies - PremiumNewbieBuffer)){
+ Result += FreeNewbies;
+ }
+ }else{
+ Result += PremiumVeterans;
+ if(Newbie || GetNewbiesOnline() < MaxNewbies){
+ Result += PremiumNewbies;
+ }
+ }
+ return Result;
+}
+
+int CheckWaitingTime(const char *Name, TConnection *Connection, bool FreeAccount, bool Newbie){
+ int WaitingTime = 0;
+ const char *Reason = NULL;
+ int Position = GetWaitinglistPosition(Name, FreeAccount, Newbie);
+ int PlayersOnline = GetPlayersOnline();
+ int NewbiesOnline = GetNewbiesOnline();
+ if((PlayersOnline + Position) > GetOrderBufferSpace()){
+ print(3, "Order-Puffer ist fast voll.\n");
+ Reason = "The server is overloaded.";
+ WaitingTime = (Position / 2) + 10;
+ }else if(FreeAccount){
+ if(EarliestFreeAccountAdmissionRound > RoundNr){
+ print(3, "Keine FreeAccounts zugelassen nach MassKick.\n");
+ Reason = "The server is overloaded.\n"
+ "Only players with premium accounts\n"
+ "are admitted at the moment.";
+ WaitingTime = (int)(EarliestFreeAccountAdmissionRound - RoundNr);
+ WaitingTime += Position / 2;
+ }else if((PlayersOnline + Position) > (MaxPlayers - PremiumPlayerBuffer)){
+ print(3, "Kein Platz mehr für FreeAccounts.\n");
+ Reason = "Too many players online.\n"
+ "Only players with premium accounts\n"
+ "are admitted at the moment.";
+ WaitingTime = Position / 2 + 5;
+ }else if(Newbie && (NewbiesOnline + Position) > (MaxNewbies - PremiumNewbieBuffer)){
+ print(3, "Kein Platz mehr für Newbies mit FreeAccount.\n");
+ Reason = "There are too many players online\n"
+ "on the beginners' island, Rookgaard.\n"
+ "Only players with premium accounts\n"
+ "are admitted at the moment.";
+ WaitingTime = Position / 2 + 5;
+ }
+ }else{
+ if((PlayersOnline + Position) > MaxPlayers){
+ print(3, "Zu viele Spieler online.\n");
+ Reason = "There are too many players online.";
+ WaitingTime = Position / 2 + 3;
+ }else if(Newbie && (NewbiesOnline + Position) > MaxNewbies){
+ print(3, "Kein Platz mehr für Newbies.\n");
+ Reason = "There are too many players online\n"
+ "on the beginners' island, Rookgaard.";
+ WaitingTime = Position / 2 + 3;
+ }
+ }
+
+ if(WaitingTime > 240){
+ WaitingTime = 240;
+ }
+
+ if(WaitingTime > 0){
+ char Message[250];
+ snprintf(Message, sizeof(Message),
+ "%s\n\nYou are at place %d on the waiting list.",
+ Reason, Position);
+ SendLoginMessage(Connection, 22, Message, WaitingTime);
+ }
+
+ return WaitingTime;
+}
+
+// Connection Input
+// =============================================================================
+int ReadFromSocket(TConnection *Connection, uint8 *Buffer, int Size){
+ int Attempts = 50;
+ int BytesToRead = Size;
+ uint8 *ReadPtr = Buffer;
+ while(BytesToRead > 0){
+ int BytesRead = (int)read(Connection->GetSocket(), ReadPtr, BytesToRead);
+ if(BytesRead > 0){
+ BytesToRead -= BytesRead;
+ ReadPtr += BytesRead;
+ }else if(BytesRead == 0){
+ // NOTE(fusion): TCP FIN with no more data to read.
+ break;
+ }else if(errno != EINTR){
+ if(errno != EAGAIN || BytesToRead == Size || Attempts <= 0){
+ return -1;
+ }
+ DelayThread(0, 100000);
+ Attempts -= 1;
+ }
+ }
+ return Size - BytesToRead;
+}
+
+bool DrainSocket(TConnection *Connection, int Size){
+ uint8 DiscardBuffer[KB(2)];
+ while(Size > 0){
+ int BytesToRead = std::min<int>(Size, sizeof(DiscardBuffer));
+ int BytesRead = ReadFromSocket(Connection, DiscardBuffer, BytesToRead);
+ if(BytesRead <= 0){
+ return false;
+ }
+ Size -= BytesRead;
+ NetLoad(PACKET_AVERAGE_SIZE_OVERHEAD + BytesRead, false);
+ }
+ return true;
+}
+
+bool CallGameThread(TConnection *Connection){
+ if(GameRunning()){
+ Connection->WaitingForACK = true;
+ if(kill(GetGameThreadPID(), SIGUSR1) != 0){
+ error("CallGameThread: Can't send SIGUSR1 to pid %d\n", GetGameThreadPID());
+ SendLoginMessage(Connection, 20,
+ "The server is not online.\nPlease try again later.", -1);
+ return false;
+ }
+ }
+ return true;
+}
+
+bool CheckConnection(TConnection *Connection){
+ // TODO(fusion): Check if there is no input data?
+ struct pollfd pollfd = {};
+ pollfd.fd = Connection->GetSocket();
+ pollfd.events = POLLIN;
+ return poll(&pollfd, 1, 0) >= 0
+ && (pollfd.revents & POLLIN) == 0;
+}
+
+// NOTE(fusion): `PlayerName` is an input and output parameter. It will contain
+// the correct player name with upper and lower case letters if the player is
+// actually logged in.
+TPlayerData *PerformRegistration(TConnection *Connection, char *PlayerName,
+ uint32 AccountID, const char *PlayerPassword, bool GamemasterClient){
+ TQueryManagerPoolConnection QueryManagerConnection(&QueryManagerConnectionPool);
+ if(!QueryManagerConnection){
+ error("PerformRegistration: Kann Verbindung zum Query-Manager nicht herstellen.\n");
+ SendLoginMessage(Connection, 20, "Internal error, closing connection.", -1);
+ return NULL;
+ }
+
+ if(!CheckConnection(Connection)){
+ return NULL;
+ }
+
+ // TODO(fusion): What a disaster. The size of these arrays are are hardcoded
+ // and should be declared constants somewhere.
+ uint32 CharacterID;
+ int Sex;
+ char Guild[31]; // MAX_NAME_LENGTH ?
+ char Rank[31]; // MAX_NAME_LENGTH ?
+ char Title[31]; // MAX_NAME_LENGTH ?
+ int NumberOfBuddies;
+ uint32 BuddyIDs[100]; // MAX_BUDDIES ?
+ char BuddyNames[100][30]; // MAX_BUDDIES, MAX_NAME_LENGTH ?
+ uint8 Rights[12]; // MAX_RIGHT_BYTES ?
+ bool PremiumAccountActivated;
+ int Status = QueryManagerConnection->loginGame(AccountID, PlayerName,
+ PlayerPassword, Connection->GetIPAddress(), PrivateWorld, false,
+ GamemasterClient, &CharacterID, &Sex, Guild, Rank, Title,
+ &NumberOfBuddies, BuddyIDs, BuddyNames, Rights,
+ &PremiumAccountActivated);
+ switch(Status){
+ case 0:{
+ // NOTE(fusion): Login successful.
+ break;
+ }
+
+ case 1:{
+ print(3, "Spieler existiert nicht.\n");
+ SendLoginMessage(Connection, 20,
+ "Character doesn't exist.\n"
+ "Create a new character on the Tibia website\n"
+ "at \"www.tibia.com\".", -1);
+ return NULL;
+ }
+
+ case 2:{
+ print(3, "Spieler wurde gelöscht.\n");
+ SendLoginMessage(Connection, 20,
+ "Character doesn't exist.\n"
+ "Create a new character on the Tibia website.", -1);
+ return NULL;
+ }
+
+ case 3:{
+ print(3, "Spieler lebt nicht auf dieser Welt.\n");
+ SendLoginMessage(Connection, 20,
+ "Character doesn't live on this world.\n"
+ "Please login on the right world.", -1);
+ return NULL;
+ }
+
+ case 4:{
+ print(3, "Spieler ist nicht eingeladen.\n");
+ SendLoginMessage(Connection, 20,
+ "This world is private and you have not been invited to play on it.", -1);
+ return NULL;
+ }
+
+ case 6:{
+ Log("game", "Falsches Paßwort für Spieler %s; Login von %s.\n",
+ PlayerName, Connection->GetIPAddress());
+ SendLoginMessage(Connection, 20,
+ "Accountnumber or password is not correct.", -1);
+ return NULL;
+ }
+
+ case 7:{
+ Log("game", "Spieler %s blockiert; Login von %s.\n",
+ PlayerName, Connection->GetIPAddress());
+ SendLoginMessage(Connection, 20,
+ "Account disabled for five minutes. Please wait.", -1);
+ return NULL;
+ }
+
+ case 8:{
+ Log("game", "Account von Spieler %s wurde gelöscht.\n", PlayerName);
+ SendLoginMessage(Connection, 20,
+ "Accountnumber or password is not correct.", -1);
+ return NULL;
+ }
+
+ case 9:{
+ Log("game", "IP-Adresse %s für Spieler %s blockiert.\n",
+ Connection->GetIPAddress(), PlayerName);
+ SendLoginMessage(Connection, 20,
+ "IP address blocked for 30 minutes. Please wait.", -1);
+ return NULL;
+ }
+
+ case 10:{
+ print(3, "Account ist verbannt.\n");
+ SendLoginMessage(Connection, 20,
+ "Your account is banished.", -1);
+ return NULL;
+ }
+
+ case 11:{
+ print(3, "Character muss umbenannt werden.\n");
+ SendLoginMessage(Connection, 20,
+ "Your character is banished because of his/her name.", -1);
+ return NULL;
+ }
+
+ case 12:{
+ print(3, "IP-Adresse ist gesperrt.\n");
+ SendLoginMessage(Connection, 20,
+ "Your IP address is banished.", -1);
+ return NULL;
+ }
+
+ case 13:{
+ print(3, "Schon andere Charaktere desselben Accounts eingeloggt.\n");
+ SendLoginMessage(Connection, 20,
+ "You may only login with one character\n"
+ "of your account at the same time.", -1);
+ return NULL;
+ }
+
+ case 14:{
+ print(3, "Login mit Gamemaster-Client auf Nicht-Gamemaster-Account.\n");
+ SendLoginMessage(Connection, 20,
+ "You may only login with a Gamemaster account.", -1);
+ return NULL;
+ }
+
+ case 15:{
+ print(3, "Falsche Accountnummer %u für %s.\n", AccountID, PlayerName);
+ SendLoginMessage(Connection, 20,
+ "Login failed due to corrupt data.", -1);
+ return NULL;
+ }
+
+ case -1:{
+ SendLoginMessage(Connection, 20, "Internal error, closing connection.", -1);
+ return NULL;
+ }
+
+ default:{
+ error("PerformRegistration: Unbekannter Rückgabewert vom QueryManager.\n");
+ SendLoginMessage(Connection, 20, "Internal error, closing connection.", -1);
+ return NULL;
+ }
+ }
+
+ // TODO(fusion): Again?
+ if(!CheckConnection(Connection)){
+ QueryManagerConnection->decrementIsOnline(CharacterID);
+ return NULL;
+ }
+
+ if(AccountID == 0){
+ error("PerformRegistration: Spieler %s wurde noch keinem Account zugewiesen.\n", PlayerName);
+ SendLoginMessage(Connection, 20,
+ "Character is not assigned to an account.\n"
+ "Perform this on the Tibia website\n"
+ "at \"www.tibia.com\".", -1);
+ return NULL;
+ }
+
+ // TODO(fusion): We were also adding a null terminator to `PlayerName` here
+ // for whatever reason. I assume it is a compiler artifact because we already
+ // use it in the condition block just above so...
+ // PlayerName[29] = 0;
+
+ if(PremiumAccountActivated){
+ SendLoginMessage(Connection, 21,
+ "Your Premium Account is now activated.\n"
+ "Have a lot of fun in Tibia.", -1);
+ }
+
+ Log("game", "Spieler %s loggt ein an Socket %d von %s.\n",
+ PlayerName, Connection->GetSocket(), Connection->GetIPAddress());
+
+ TPlayerData *PlayerData = AssignPlayerPoolSlot(CharacterID, true);
+ if(PlayerData == NULL){
+ error("PerformRegistration: Kann keinen Slot für Spielerdaten zuweisen.\n");
+ QueryManagerConnection->decrementIsOnline(CharacterID);
+ SendLoginMessage(Connection, 20,
+ "There are too many players online.\n"
+ "Please try again later.", -1);
+ return NULL;
+ }
+
+ bool Locked = PlayerData->Locked == getpid();
+
+ // TODO(fusion): How come this isn't a race condition? Perhaps these are
+ // constant and can only change when loaded from the database?
+ if(Locked || PlayerData->AccountID == 0){
+ PlayerData->AccountID = AccountID;
+ PlayerData->Sex = Sex;
+ strcpy(PlayerData->Name, PlayerName);
+ memcpy(PlayerData->Rights, Rights, sizeof(Rights));
+ strcpy(PlayerData->Guild, Guild);
+ strcpy(PlayerData->Rank, Rank);
+ strcpy(PlayerData->Title, Title);
+ }
+
+ if(Locked && PlayerData->Buddies == 0){
+ PlayerData->Buddies = NumberOfBuddies;
+ for(int i = 0; i < NumberOfBuddies; i += 1){
+ PlayerData->Buddy[i] = BuddyIDs[i];
+ strcpy(PlayerData->BuddyName[i], BuddyNames[i]);
+ }
+ }
+
+ return PlayerData;
+}
+
+bool HandleLogin(TConnection *Connection){
+ // TODO(fusion): Exception handling keeps getting crazier.
+
+ // TODO(fusion): We should probably use the size of the actual packet here.
+ TReadBuffer InputBuffer(Connection->InData + 2,
+ sizeof(Connection->InData) - 2);
+
+ try{
+ uint8 Command = InputBuffer.readByte();
+ if(Command != 10){
+ print(3, "Ungültiges Init-Kommando %d.\n", Command);
+ return false;
+ }
+ }catch(const char *str){
+ error("HandleLogin: Fehler beim Auslesen des Kommandos (%s).\n", str);
+ return false;
+ }
+
+ int TerminalType;
+ int TerminalVersion;
+ bool GamemasterClient;
+ uint32 AccountID;
+ char PlayerName[30];
+ char PlayerPassword[30];
+ try{
+ uint8 AssymmetricData[128];
+ InputBuffer.readBytes(AssymmetricData, 128);
+ RSAMutex.down();
+ try{
+ PrivateKey.decrypt(AssymmetricData);
+ }catch(const char *str){
+ RSAMutex.up();
+ error("HandleLogin: Fehler beim Entschlüsseln (%s).\n", str);
+ SendLoginMessage(Connection, 20,
+ "Login failed due to corrupt data.",-1);
+ return false;
+ }
+ RSAMutex.up();
+
+ TReadBuffer ReadBuffer(AssymmetricData, 128);
+ ReadBuffer.readByte();
+ Connection->SymmetricKey.init(&ReadBuffer);
+ TerminalType = (int)ReadBuffer.readWord();
+ TerminalVersion = (int)ReadBuffer.readWord();
+ GamemasterClient = ReadBuffer.readByte() != 0;
+ AccountID = ReadBuffer.readQuad();
+ ReadBuffer.readString(PlayerName, sizeof(PlayerName));
+ ReadBuffer.readString(PlayerPassword, sizeof(PlayerPassword));
+ }catch(const char *str){
+ print(3, "Fehler beim Auslesen der Login-Daten (%s).\n", str);
+ SendLoginMessage(Connection, 20,
+ "Login failed due to corrupt data.",-1);
+ return false;
+ }
+
+ if(PlayerName[0] == 0){
+ SendLoginMessage(Connection, 20,
+ "You must enter a character name.", -1);
+ return false;
+ }
+
+ if(TerminalType < 0 || TerminalType >= NARRAY(TERMINALVERSION)
+ || TERMINALVERSION[TerminalType] != TerminalVersion){
+ SendLoginMessage(Connection, 20,
+ "Your terminal version is too old.\n"
+ "Please get a new version at\n"
+ "http://www.tibia.com.", -1);
+ return false;
+ }
+
+ if(!GameRunning()){
+ SendLoginMessage(Connection, 20,
+ "The server is not online.\n"
+ "Please try again later.", -1);
+ return false;
+ }
+
+ if(GameStarting()){
+ SendLoginMessage(Connection, 20,
+ "The game is just starting.\n"
+ "Please try again later.", -1);
+ return false;
+ }
+
+ if(GameEnding()){
+ SendLoginMessage(Connection, 20,
+ "The game is just going down.\n"
+ "Please try again later.", -1);
+ return false;
+ }
+
+ // NOTE(fusion): Check waitlist entry.
+ bool WasInWaitingList = false;
+ while(true){
+ uint32 NextTry;
+ bool FreeAccount;
+ bool Newbie;
+ if(!GetWaitinglistEntry(PlayerName, &NextTry, &FreeAccount, &Newbie)){
+ print(3, "Spieler nicht auf Warteliste.\n");
+ break;
+ }
+
+ print(3, "Spieler auf Warteliste.\n");
+ if(NextTry > RoundNr){
+ int WaitingTime = (int)(NextTry - RoundNr);
+ Log("queue", "%s meldet sich %d Sekunden zu früh an.\n",
+ PlayerName, WaitingTime);
+ SendLoginMessage(Connection, 22,
+ "It's not your turn yet.", WaitingTime);
+ return false;
+ }
+
+ if(RoundNr > (NextTry + 60)){
+ Log("queue", "%s meldet sich %d Sekunden zu spät an.\n",
+ PlayerName, (RoundNr - NextTry));
+ DeleteWaitinglistEntry(PlayerName);
+ continue;
+ }
+
+ int WaitingTime = CheckWaitingTime(PlayerName, Connection, FreeAccount, Newbie);
+ if(WaitingTime > 0){
+ NextTry = RoundNr + (uint32)WaitingTime;
+ InsertWaitinglistEntry(PlayerName, NextTry, FreeAccount, Newbie);
+ return false;
+ }
+
+ DeleteWaitinglistEntry(PlayerName);
+ WasInWaitingList = true;
+ break;
+ }
+
+ TPlayerData *Slot = PerformRegistration(Connection,
+ PlayerName, AccountID, PlayerPassword, GamemasterClient);
+ if(Slot == NULL){
+ return false;
+ }
+
+ bool SlotLocked = Slot->Locked == getpid();
+
+ // NOTE(fusion): These checks would have been already made if the player was
+ // in the waiting list so they'd be redundant.
+ if(!WasInWaitingList){
+ bool BlockLogin = false;
+ bool FreeAccount = !CheckBit(Slot->Rights, PREMIUM_ACCOUNT);
+ bool Newbie = Slot->Profession == PROFESSION_NONE
+ && !CheckBit(Slot->Rights, NO_LOGOUT_BLOCK);
+
+ bool PremiumOnly = (MaxPlayers == PremiumPlayerBuffer)
+ || (Newbie && MaxNewbies == PremiumNewbieBuffer);
+ if(!BlockLogin && FreeAccount && PremiumOnly){
+ SendLoginMessage(Connection, 20,
+ "Only players with premium accounts\n"
+ "are allowed to enter this world.", -1);
+ BlockLogin = true;
+ }
+
+ if(!BlockLogin && !IsPlayerOnline(PlayerName)){
+ int WaitingTime = CheckWaitingTime(PlayerName, Connection, FreeAccount, Newbie);
+ if(WaitingTime > 0){
+ uint32 NextTry = RoundNr + (uint32)WaitingTime;
+ InsertWaitinglistEntry(PlayerName, NextTry, FreeAccount, Newbie);
+ BlockLogin = true;
+ }
+ }
+
+ if(BlockLogin){
+ // TODO(fusion): This is probably an inlined function.
+ TQueryManagerPoolConnection QueryManagerConnection(&QueryManagerConnectionPool);
+ if(QueryManagerConnection){
+ QueryManagerConnection->decrementIsOnline(Slot->CharacterID);
+ }else{
+ error("HandleLogin: Kann Verbindung zum Query-Manager nicht herstellen.\n");
+ }
+
+ if(SlotLocked){
+ ReleasePlayerPoolSlot(Slot);
+ }else{
+ DecreasePlayerPoolSlotSticky(Slot);
+ }
+ return false;
+ }
+ }
+
+ if(SlotLocked){
+ IncreasePlayerPoolSlotSticky(Slot);
+ ReleasePlayerPoolSlot(Slot);
+ }
+
+ // TODO(fusion): I'm not sure what the actual fuck is going on here. Do we
+ // rewrite the packet for the main thread to re-interpret it?
+ TWriteBuffer WriteBuffer(Connection->InData + 2,
+ sizeof(Connection->InData) - 2);
+ try{
+ WriteBuffer.writeByte(11);
+ WriteBuffer.writeWord((int)TerminalType);
+ WriteBuffer.writeWord((int)TerminalVersion);
+ WriteBuffer.writeQuad(Slot->CharacterID);
+ }catch(const char *str){
+ error("HandleLogin: Fehler beim Zusammenbauen des Login-Pakets (%s).\n", str);
+ SendLoginMessage(Connection, 20,
+ "Internal error, closing connection.",-1);
+ return false;
+ }
+
+ Connection->NextToSend = 0;
+ Connection->NextToCommit = 0;
+ Connection->InDataSize = WriteBuffer.Position;
+ Connection->NextToWrite = 0;
+
+ Connection->Login();
+ return CallGameThread(Connection);
+}
+
+bool ReceiveCommand(TConnection *Connection){
+ // IMPORTANT(fusion): The return value of this function is used to determine
+ // whether the connection should be closed. Returning true will maintain it
+ // open. It is a weird convention but w/e.
+
+ if(Connection == NULL){
+ error("ReceiveCommand: Connection ist NULL.\n");
+ return false;
+ }
+
+ while(!Connection->WaitingForACK){
+ uint8 Help[2];
+ int BytesRead = ReadFromSocket(Connection, Help, 2);
+ if(BytesRead == 0){
+ return false;
+ }else if(BytesRead < 0){
+ return true;
+ }else if(BytesRead == 1){
+ NetLoad(PACKET_AVERAGE_SIZE_OVERHEAD + 1, false);
+ print(3, "Zu wenig Daten an Socket %d.\n", BytesRead);
+ return true;
+ }
+
+ // TODO(fusion): Size is encoded as a little endian uint16. We should
+ // have a few helper functions to assist with buffer reading.
+ int Size = ((uint16)Help[0] | ((uint16)Help[1] << 8));
+
+ if(Size == 0 || Size >= (int)sizeof(Connection->InData)){
+ // TODO(fusion): We should definitely close the connection here.
+ // Nevertheless, the original handling of this edge case was just
+ // terrible, reading from the socket recklessly until at least `Size`
+ // bytes were discarded. I replaced it with a small helper function
+ // function `DrainSocket`.
+ print(3, "Paket an Socket %d zu groß oder leer, wird verworfen (%d Bytes)\n",
+ Connection->GetSocket(), Size);
+ return DrainSocket(Connection, Size);
+ }
+
+ if(Connection->State == CONNECTION_CONNECTED){
+ BytesRead = ReadFromSocket(Connection, &Connection->InData[2], Size);
+ if(BytesRead < 0){
+ // NOTE(fusion): The original function would try to use `SendLoginMessage`
+ // which doesn't make sense since we didn't do the encryption handshake yet.
+ return false;
+ }
+
+ NetLoad(PACKET_AVERAGE_SIZE_OVERHEAD + BytesRead, false);
+
+ alarm(0); // TODO(fusion): Not sure why.
+ if(!HandleLogin(Connection)){
+ return false;
+ }
+ }else{
+ BytesRead = ReadFromSocket(Connection, &Connection->InData[0], Size);
+ if(BytesRead < 0){
+ SendLoginMessage(Connection, 20,
+ "Internal error, closing connection.", -1);
+ return false;
+ }
+
+ NetLoad(PACKET_AVERAGE_SIZE_OVERHEAD + BytesRead, false);
+
+ // TODO(fusion): How come we don't close the connection if we didn't
+ // read the whole packet?
+ if(BytesRead != Size){
+ continue;
+ }
+
+ // TODO(fusion): Or if the packet size is invalid?
+ if((Size % 8) != 0){
+ print(3, "Ungültige Paketlänge %d für verschlüsseltes Paket von %s.\n",
+ Size, Connection->GetName());
+ continue;
+ }
+
+ for(int i = 0; i < Size; i += 8){
+ Connection->SymmetricKey.decrypt(&Connection->InData[i]);
+ }
+
+ // NOTE(fusion): Or if the plain text size is invalid?
+ int PlainSize = ((uint16)Connection->InData[0])
+ | ((uint16)Connection->InData[1] << 8);
+ if(PlainSize == 0 || PlainSize > Size){
+ print(3, "Nutzdaten (%d Bytes) von Paket an Socket %d zu groß oder leer.\n",
+ PlainSize, Connection->GetSocket());
+ continue;
+ }
+
+ if(!CallGameThread(Connection)){
+ return false;
+ }
+ }
+ }
+
+ Connection->SigIOPending = true;
+ return true;
+}