Files
2022-10-26 12:25:11 +08:00

505 lines
19 KiB
C++

#include "stdafx.h"
#include <Protocol_GM.h>
#include <PacketStruct_GM.h>
#include "Handler_GM.h"
#include "GameServerEx.h"
#include <ServerSession.h>
// 서버 정상종료 프로토콜 위해
#include <Protocol_ServerCommon.h>
#include <PacketStruct_ServerCommon.h>
#include "FunctionalRestrictManager.h"
#include "StatisticsManager.h"
#include "PeakTimeEvent.h" //_NA_002316_20110310_WORLD_SPECIFIC_PEAKTIME_EVENT
#ifdef _NA_0_20110613_GAME_SHOP_RENEWAL
#include "GameShop/GameShop.Manager.h"
#endif
//--------------------------------------------------------------------------------------------------
// changes, f100819.1L
const nsPacket::PacketHandlerInfo Handler_GM::GetPacketHandlerNodes()
{
#define HANDLER_NODE_INFO(c, p, phase) { MAKEWORD(c, p), phase, Handler_GM::On##p }
#define HANDLER_NODE_INFO_EOR() { 0, static_cast<ePHASE_SHIFT>(0), NULL }
static const nsPacket::PacketHandlerNode handlers_static_[] =
{
HANDLER_NODE_INFO(GM_CONNECTION, GM_CONNECTION_GROUND_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_CONNECTION, GM_CONNECTION_SERVER_INFO_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_OPERATION, GM_RELOAD_DATA_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(SERVERCOMMON, SERVERCOMMON_SERVERSHUTDOWN_REQ, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_OPERATION, GM_OPERATION_USERMONEY_REQ, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_OPERATION, GM_OPERATION_FUNCRESTRICT_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_OPERATION, GM_OPERATION_STATISTICS_REQ, PHASE_SERVICE),
#ifdef __WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
HANDLER_NODE_INFO(GM_CONNECTION, GM_CONNECTION_DISCONNECT_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_CONNECTION, GM_CONNECTION_PHASE_SHIFT_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(GM_CONNECTION, GM_CONNECTION_BLOCK_CMD, PHASE_SERVICE),
HANDLER_NODE_INFO(SERVERCOMMON, SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_ACK, PHASE_SERVICE),
HANDLER_NODE_INFO(SERVERCOMMON, SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_NAK, PHASE_SERVICE),
HANDLER_NODE_INFO(SERVERCOMMON, SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD, PHASE_SERVICE),
#endif //__WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
HANDLER_NODE_INFO_EOR() // end of records
};
//
BOOST_STATIC_ASSERT(_countof(handlers_static_) >= 1);
nsPacket::PacketHandlerInfo return_value = { handlers_static_, _countof(handlers_static_) - 1 };
//
return return_value;
};
//--------------------------------------------------------------------------------------------------
void Handler_GM::OnGM_CONNECTION_GROUND_CMD(ServerSession *pMasterServer, MSG_BASE* pMsg, WORD wSize)
{
__UNUSED((pMasterServer, pMsg, wSize));
}
VOID Handler_GM::OnGM_CONNECTION_SERVER_INFO_CMD( ServerSession *pMasterServer, MSG_BASE *pMsg, WORD wSize )
{
__TOUCHED((pMasterServer, pMsg, wSize));
MSG_GM_CONNECTION_SERVER_INFO_CMD *pRecvMsg = (MSG_GM_CONNECTION_SERVER_INFO_CMD*)pMsg;
g_pGameServer->SetKey( pRecvMsg->m_ServerKey );
MessageOut( eCRITICAL_LOG, "마스터로부터 받은 서버키 셋팅(%u) (%u, %u, %u, %u)", pRecvMsg->m_ServerKey,
pRecvMsg->m_ServerKey.GetWorldID(), pRecvMsg->m_ServerKey.GetChannelID(), pRecvMsg->m_ServerKey.GetServerType(), pRecvMsg->m_ServerKey.GetServerID() );
g_pGameServer->UpdateAppTitle();
g_pGameServer->SetGuid( pRecvMsg->m_dwServerGUID );
PeakTimeEvent::Instance()->SieveEventsByWorldId();
if( !g_pGameServer->GetSession( GAME_DBPROXY ) )
g_pGameServer->InitConnectSession( GAME_DBPROXY, pRecvMsg->m_szDBProxyServerIP, pRecvMsg->m_wDBProxyServerPort );
if( !g_pGameServer->GetSession( AGENT_SERVER ) )
g_pGameServer->InitConnectSession( AGENT_SERVER, pRecvMsg->m_szAgentServerIP, pRecvMsg->m_wAgentServerPort );
#if !defined(_NA002635_GZ_DZ_PROTOCOL_UINIFICATION)
if( !g_pGameServer->GetSession( GUILD_SERVER ) )
g_pGameServer->InitConnectSession( GUILD_SERVER, pRecvMsg->m_szGuildServerIP, pRecvMsg->m_wGuildServerPort );
#endif
#if !defined(_NA002635_GP_DP_PROTOCOL_UINIFICATION)
if( !g_pGameServer->GetSession( PORTAL_SERVER ) )
g_pGameServer->InitConnectSession( PORTAL_SERVER, pRecvMsg->m_szPortalServerIP, pRecvMsg->m_wPortalServerPort );
#endif
#ifdef _NA_0_20110613_GAME_SHOP_RENEWAL
if (GameShop::Manager* shop_manager = GameShop::Manager::Instance()) {
shop_manager->Initialize(pRecvMsg->m_szShopServerIP, pRecvMsg->m_wShopServerPort);
};
#else //if !defined(_NA_0_20110613_GAME_SHOP_RENEWAL)
if( !g_pGameServer->GetSession( SHOP_SERVER ) )
g_pGameServer->InitConnectSession( SHOP_SERVER, pRecvMsg->m_szShopServerIP, pRecvMsg->m_wShopServerPort );
#endif
//==================================================================================================
#ifndef __WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
//==================================================================================================
// Game DB proxy와 연결 시도
g_pGameServer->ConnectTo( GAME_DBPROXY );
#if !defined(_NA002635_GZ_DZ_PROTOCOL_UINIFICATION)
g_pGameServer->ConnectTo( GUILD_SERVER );
#endif
#if !defined(_NA002635_GP_DP_PROTOCOL_UINIFICATION)
g_pGameServer->ConnectTo( PORTAL_SERVER );
#endif
#ifdef _NA_0_20110613_GAME_SHOP_RENEWAL
GameShop::Manager::Instance()->StartService();
#else
g_pGameServer->ConnectTo( SHOP_SERVER );
#endif
//==================================================================================================
#else //__WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
//==================================================================================================
if( g_pGameServer->IsServerInfoFromFile() )
{
// Game DB proxy와 연결 시도
g_pGameServer->ConnectTo( GAME_DBPROXY );
#if !defined(_NA002635_GZ_DZ_PROTOCOL_UINIFICATION)
g_pGameServer->ConnectTo( GUILD_SERVER );
#endif
#if !defined(_NA002635_GP_DP_PROTOCOL_UINIFICATION)
g_pGameServer->ConnectTo( PORTAL_SERVER );
#endif
#if !defined(_NA_0_20110613_GAME_SHOP_RENEWAL)
g_pGameServer->ConnectTo( SHOP_SERVER );
#endif
}
//==================================================================================================
#endif //__WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
//==================================================================================================
}
VOID Handler_GM::OnGM_RELOAD_DATA_CMD( ServerSession *pMasterServer, MSG_BASE *pMsg, WORD wSize )
{
__TOUCHED((pMasterServer, pMsg, wSize));
g_pGameServer->ReloadData();
}
VOID Handler_GM::OnSERVERCOMMON_SERVERSHUTDOWN_REQ( ServerSession *pMasterServer, MSG_BASE *pMsg, WORD wSize )
{
__TOUCHED((pMasterServer, pMsg, wSize));
// 종료한다고 알려줘~
MSG_SERVERCOMMON_SERVERSHUTDOWN_ANS sendMsg;
sendMsg.m_byCategory = SERVERCOMMON;
sendMsg.m_byProtocol = SERVERCOMMON_SERVERSHUTDOWN_ANS;
pMasterServer->Send( (BYTE*)&sendMsg, sizeof(MSG_SERVERCOMMON_SERVERSHUTDOWN_ANS) );
// 정상종료 들어간다!
g_pGameServer->Shutdown();
}
VOID Handler_GM::OnGM_OPERATION_USERMONEY_REQ( ServerSession *pMasterServer, MSG_BASE *pMsg, WORD wSize )
{
__TOUCHED((pMasterServer, pMsg, wSize));
// 현재까지 갖고 있던 정보를 전송
MSG_GM_OPERATION_USERMONEY_ANS sendMsg;
if( PlayerManager::Instance()->GetNumberOfPlayers() > 0)
{
sendMsg.ui64UserMoney = PlayerManager::Instance()->GetAveUserTotalMoney();
}
else
{
sendMsg.ui64UserMoney = 0;
}
sendMsg.ui64TotalPlusMoney = g_StatisticsManager.GetStatisticType(eSTATISTIC_MONEY_PLUS);
sendMsg.ui64TotalMinusMoney = g_StatisticsManager.GetStatisticType(eSTATISTIC_MONEY_MINUS);
// 창고 금액도 같이 전송
if( PlayerManager::Instance()->GetNumberOfPlayers() > 0)
{
sendMsg.ui64WarehouseAveMoney = PlayerManager::Instance()->GetAveWarehouseTotalMoney();
}
else
{
sendMsg.ui64WarehouseAveMoney = 0;
}
sendMsg.ui64WarehousePlusMoney = g_StatisticsManager.GetStatisticType(eSTATISTIC_MONEY_WAREHOUSE_PLUS);
sendMsg.ui64WarehouseMinusMoney = g_StatisticsManager.GetStatisticType(eSTATISTIC_MONEY_WAREHOUSE_MINUS);
sendMsg.usJackpotCnt = (USHORT)g_StatisticsManager.GetStatisticType(eSTATISTIC_JACKPOT_COUNT);
sendMsg.JackpotMoney = g_StatisticsManager.GetStatisticType(eSTATISTIC_JACKPOT_MONEY);
//sendMsg.CirculatingMoney = g_StatisticsManager.GetStatisticType(eSTATISTIC_MONEY_CIRCULATION);
//sendMsg.EnchantCount = (USHORT)g_StatisticsManager.GetStatisticType(eSTATISTIC_ENCHANT_COUNT);
//sendMsg.RankupCount = (USHORT)g_StatisticsManager.GetStatisticType(eSTATISTIC_RANKUP_COUNT);
pMasterServer->Send( (BYTE*)&sendMsg, sizeof(sendMsg) );
#ifdef _DEBUG
MessageOut( eCRITICAL_LOG, "UserMoney Send[Tot:%I64u][Get:%I64u][Lose:%I64u]", sendMsg.ui64UserMoney, sendMsg.ui64TotalPlusMoney, sendMsg.ui64TotalMinusMoney );
MessageOut( eCRITICAL_LOG, "WarehouseMoney Send[Tot:%I64u][Get:%I64u][Lose:%I64u]", sendMsg.ui64WarehouseAveMoney,
sendMsg.ui64WarehousePlusMoney,
sendMsg.ui64WarehouseMinusMoney );
MessageOut( eCRITICAL_LOG, "JackpotMoney Send[Cnt:%u][Money:%I64u]", sendMsg.usJackpotCnt, sendMsg.JackpotMoney );
#endif
g_StatisticsManager.ClearStatisticType( eSTATISTIC_MONEY_CIRCULATION );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_MONEY_PLUS );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_MONEY_MINUS );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_MONEY_WAREHOUSE_PLUS );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_MONEY_WAREHOUSE_MINUS );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_JACKPOT_COUNT );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_JACKPOT_MONEY );
/*g_StatisticsManager.ClearStatisticType( eSTATISTIC_FEELMISTONE_CREATE );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_FEELMISTONE_DESTROY );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_OVERMISTONE_CREATE );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_OVERMISTONE_DESTROY );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_ENCHANT_COUNT );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_RANKUP_COUNT );
g_StatisticsManager.ClearStatisticType( eSTATISTIC_CRYSTALIZE_COUNT );
*/
// 총 통화량 로그
GAMELOG->LogTotalMoney( sendMsg.ui64TotalPlusMoney, sendMsg.ui64TotalMinusMoney,
PlayerManager::Instance()->GetNumberOfPlayers(),
PlayerManager::Instance()->GetUserTotalMoney() );
// 총 창고 통화량 로그
GAMELOG->LogTotalWarehouseMoney( sendMsg.ui64WarehousePlusMoney, sendMsg.ui64WarehouseMinusMoney,
PlayerManager::Instance()->GetNumberOfPlayers(),
PlayerManager::Instance()->GetWarehouseTotalMoney() );
}
// 전체 통계 요청
VOID Handler_GM::OnGM_OPERATION_STATISTICS_REQ( ServerSession *pMasterServer, MSG_BASE *pMsg, WORD wSize )
{
__TOUCHED((pMasterServer, pMsg, wSize));
MSG_GM_OPERATION_STATISTICS_ANS sendMsg;
// 일단 보유금액 설정
if( PlayerManager::Instance()->GetNumberOfPlayers() > 0)
{
sendMsg.ui64UserMoney = PlayerManager::Instance()->GetAveUserTotalMoney();
}
else
{
sendMsg.ui64UserMoney = 0;
}
if( PlayerManager::Instance()->GetNumberOfPlayers() > 0)
{
sendMsg.ui64WarehouseAveMoney = PlayerManager::Instance()->GetAveWarehouseTotalMoney();
}
else
{
sendMsg.ui64WarehouseAveMoney = 0;
}
for( BYTE byCnt = 0; byCnt < eSTATISTIC_MAX; byCnt++ )
{
sendMsg.ui64StatisticsType[byCnt] = g_StatisticsManager.GetStatisticType( static_cast<eSTATISTICS_TYPE>(byCnt) );
g_StatisticsManager.ClearStatisticType( static_cast<eSTATISTICS_TYPE>(byCnt) );
}
pMasterServer->Send( (BYTE*)&sendMsg, sizeof(sendMsg) );
#ifdef _DEBUG
MessageOut( eCRITICAL_LOG, "StatisticsInfo Send[User:%I64u][Warehouse:%I64u]", sendMsg.ui64UserMoney, sendMsg.ui64WarehouseAveMoney );
#endif
}
// 기능 금지
VOID Handler_GM::OnGM_OPERATION_FUNCRESTRICT_CMD( ServerSession *pMasterServer, MSG_BASE *pMsg, WORD wSize )
{
__TOUCHED((pMasterServer, pMsg, wSize));
MSG_GM_OPERATION_FUNCRESTRICT_CMD* pRecvMsg = (MSG_GM_OPERATION_FUNCRESTRICT_CMD*)pMsg;
g_FunctionalRestrictMgr.SetRestrictFunction( eFUNCTIONALRESTRICT_ALLOW );
for( BYTE i=0; i<pRecvMsg->byRestrictNum; ++i )
{
if( !pRecvMsg->SRESTRICT[i].bAllow )
{
g_FunctionalRestrictMgr.AddFunctionalRestrict( pRecvMsg->SRESTRICT[i].dwFunc );
MessageOut( eCRITICAL_LOG, "Functional Restrict[%u]", pRecvMsg->SRESTRICT[i].dwFunc );
}
else
{
g_FunctionalRestrictMgr.RemoveFunctionalRestrict( pRecvMsg->SRESTRICT[i].dwFunc );
MessageOut( eCRITICAL_LOG, "Functional Allow[%u]", pRecvMsg->SRESTRICT[i].dwFunc );
}
}
}
//-------------------------------------------------------------------------------------------------
#ifdef __WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
HandlerFromMasterServer_IMPL( GM_CONNECTION_DISCONNECT_CMD )
{
printf( "RECEIVED [GM_CONNECTION_DISCONNECT_CMD]\n" );
}
// MASTER SERVER "SM_CONNECTION_PHASE_SHIFT_CMD" 변경시 참조해야 한다.
// 애초, SM_CONNECTION_PHASE_SHIFT_CMD를 수정할 때 일괄적으로 변경해야 한다.
HandlerFromMasterServer_IMPL( GM_CONNECTION_PHASE_SHIFT_CMD )
{
MSG_GM_CONNECTION_PHASE_SHIFT_CMD* pCMD = (MSG_GM_CONNECTION_PHASE_SHIFT_CMD*)pMsg;
ePHASE_SHIFT ePhase = (ePHASE_SHIFT)pCMD->m_dwPHASE_SHIFT;
ePhase = (ePHASE_SHIFT)(ePhase&PHASE_UNLIMITED); // BLOCK CMD일 수 있다.
ePHASE_SHIFT prevPhase = g_pGameServer->GetPhaseStatus();
MasterServerSession* pMasterServer = (MasterServerSession*)pServerSession;
switch( ePhase )
{
case PHASE_UNKNOWN:
// 인증 단계를 다시 거치라는 의미
break;
case PHASE_EXCHANGE:
{
if( PHASE_EXCHANGE == prevPhase )
return;
g_pGameServer->SetPhaseStatus( ePhase );
if( PHASE_SERVICE == prevPhase )
{
// 다시 EXCHANGE상태로 전환되었다는 것은 서버 연결 상의 문제 때문에 제약을...
// PHASE_SERVICE -> PHASE_EXCHANGE
// 이것은 PROCESS_CONNECTION_PHASE_SHIFT_CMD___ON_START_EXCHANGE가 존재한다는 의미
// 데이터를 다시 받아야 하는지 등등을 NOTIFY_SIGNAL로 해결해 보자.
eSCRIPT_DATA_CMD cmd =
SCRIPT_DATA_CMD::SET | SCRIPT_DATA_CMD::RANGE::ONENODE | SCRIPT_DATA_CMD::STATUS::MOVE2EMPTYDATA;
ScriptDataManager::DataStatusCommand( cmd, SCRIPT_NOTIFY_SIGNAL );
}
else
{
//
// PHASE_UNKNOWN -> PHASE_EXCHANGE
//
// 서비스로의 전환이므로 파일 전송등등, 여러가지의 SolarAuth관련 서비스를
// 받을 수 있다. 또는 주어진 CMD에 대한 처리를 수행할 수 있다.
// 이곳에서 WorkLoad설정하면 된다.
// 이것 이외의 상태일 경우는 관련 WorkLoad 제거하자. 아니면 제거되도록 구성한다.
// <THINKING2>
// 기존에 종료되지 않는 작업이 있을 수 있다. 이를 어떻게 해결할 것인가?
//if( WorkLoadManager::c_NotExistKey ==
// pServerSession->GetWorkLoadContainer().FindWorkKey( scriptCode ) )
PROCESS_CONNECTION_PHASE_SHIFT_CMD___ON_START_EXCHANGE* pWorkNode =
new PROCESS_CONNECTION_PHASE_SHIFT_CMD___ON_START_EXCHANGE();
pWorkNode->SetInformation( pMasterServer, pMasterServer->GetSyncKey(), (DWORD)PHASE_EXCHANGE );
WORK_KEY workKey = WorkLoadManager::RegisterTask( pWorkNode );
if( WorkLoadManager::c_NotExistKey != workKey )
{
pMasterServer->GetWorkLoadContainer().RegisterWork( workKey, (DWORD)(__int64)pWorkNode );
return;
}
}
}
break;
case PHASE_SERVICE:
{
if( PHASE_UNKNOWN == prevPhase )
{
ASSERT( !"잘못된 제어 상태다 확인할 것" );
return;
}
else if( PHASE_SERVICE == prevPhase )
{
ASSERT( !"잘못된 제어 상태다 확인할 것 - 뭔가 착각한 것 아닌가?" );
return;
}
g_pGameServer->SetPhaseStatus( ePhase );
g_pGameServer->ConnectTo( GAME_DBPROXY );
#if !defined(_NA002635_GZ_DZ_PROTOCOL_UINIFICATION)
g_pGameServer->ConnectTo( GUILD_SERVER );
#endif
#if !defined(_NA002635_GP_DP_PROTOCOL_UINIFICATION)
g_pGameServer->ConnectTo( PORTAL_SERVER );
#endif
#ifdef _NA_0_20110613_GAME_SHOP_RENEWAL
GameShop::Manager::Instance()->StartService();
#else
g_pGameServer->ConnectTo( SHOP_SERVER );
#endif
}
break;
};
//if( pCMD->m_dwPHASE_SHIFT == PHASE_SERVICE /*0x00000001<<3*/ )
//{
// MSG_AM_DATA_TRANSFER_PLZ_GIVEME_DATA_SYN msgSYN;
// msgSYN.m_wDataType = 10;
// //pServerSession->SendPacket( &msgSYN, sizeof(msgSYN) );
// pServerSession->Send( (BYTE*)&msgSYN, sizeof(msgSYN) );
// for( DWORD i=11 ; i<20 ; ++i )
// {
// msgSYN.m_wDataType = i;
// pServerSession->Send( (BYTE*)&msgSYN, sizeof(msgSYN) );
// }
//}
//printf( "RECEIVED {AM_CONNECTION_PHASE_SHIFT_CMD} SEND {MSG_AM_DATA_TRANSFER_PLZ_GIVEME_DATA_SYN}\n" );
}
HandlerFromMasterServer_IMPL( GM_CONNECTION_BLOCK_CMD )
{
}
//
//HandlerFromMasterServer_IMPL( AM_DATA_TRANSFER_PLZ_GIVEME_DATA_SYN )
HandlerFromMasterServer_IMPL( SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_ACK )
{
}
HandlerFromMasterServer_IMPL( SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_NAK )
{
}
HandlerFromMasterServer_IMPL( SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD )
{
//printf( "RECEIVED {_DATA_TRANSFER_SENDDATA_CMD} " );
MSG_SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD* pMsgCMD = (MSG_SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD*)pMsg;
switch( (DWORD)pMsgCMD->m_wControlCmd )
{
case MSG_SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD::TRANS_CMD_SEND_HEADER:
{
DWORD dwDataType = (DWORD)pMsgCMD->m_FILE_INFO.m_wDataType;
DWORD dwBufferSize = (DWORD)pMsgCMD->m_FILE_INFO.m_dwBufferSize;
// <Work><Sequence>
// 해당 처리는 현재 데이터 로딩을 요청한 이후에 대한 첫번째 응답에 대한 반응이다.
// <1> 해당 스크립트 코드가 올바른 지 검사 -> F : NAK
// <2> T : 해당 스크립트 코드에 버퍼를 할당한다.
// DataStreamCommand (SET blah~
// <3> 기타 타임아웃등등의 보안정책을 강구할 것
//printf( "\n\tHEADER {Data Type=%u, Buffer Size = %u\n", dwDataType, dwBufferSize );
BYTE* pSTREAM;
eSCRIPT_DATA_CMD cmdSTREAM =
SCRIPT_DATA_CMD::SET | SCRIPT_DATA_CMD::BUFFERINFO::BUFFER_SIZE;
ScriptDataManager::DataStreamCommand( cmdSTREAM, (eSCRIPT_CODE)dwDataType, pSTREAM, dwBufferSize );
eSCRIPT_DATA_CMD cmdSTATUS =
SCRIPT_DATA_CMD::SET | SCRIPT_DATA_CMD::RANGE::ONENODE | SCRIPT_DATA_CMD::STATUS::MOVE2LOADING;
ScriptDataManager::DataStatusCommand( cmdSTATUS, (eSCRIPT_CODE)dwDataType );
}
break;
case MSG_SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD::TRANS_CMD_SEND_DATA:
{
DWORD dwDataType = (DWORD)pMsgCMD->m_TOKEN_INFO.m_Header.m_wDataType;
DWORD dwTokenNo = (DWORD)pMsgCMD->m_TOKEN_INFO.m_Header.m_wTokenNo;
DWORD dwBufferSize = (DWORD)pMsgCMD->m_TOKEN_INFO.m_Header.m_wBufferSize;
// <Work><Sequence>
// 해당 처리는 현재 데이터 로딩을 요청에 대한 응답을 처리하며, 실재 데이터가 입력되어 온다.
// 종결자가 올때까지 해당 토큰에 해당하는 위치에
// (해당 스크립에 할당된 버퍼를 얻어서 그 위치에) 데이터를 복사해 간다.
// DataStreamCommand (SET blah~
ScriptDataManager::SaveDataStreamToken(
(eSCRIPT_CODE)dwDataType,
dwTokenNo,
dwBufferSize,
pMsgCMD->m_TOKEN_INFO.m_pSTREAM
);
//printf( "\n\tDATA {Data Type=%u, Token no = %u, Buffer Size = %u\n", dwDataType, dwTokenNo, dwBufferSize );
}
break;
case MSG_SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD::TRANS_CMD_SEND_CLOSURE:
// 이것으로 종료하도록 수행하자.
// 완료되면, 해당 스크립트 데이터 완료 콜백(내부 연산 목적)을 수행한다.
//AsyncReloadData
{
DWORD dwDataType = (DWORD)pMsgCMD->m_FILE_CLOSURE.m_wDataType;
DWORD dwCRC = (DWORD)pMsgCMD->m_FILE_CLOSURE.m_dwCRC;
printf( "SCRIPT %u\t RECEIVED\n", dwDataType );
eSCRIPT_DATA_CMD cmdSTATUS =
SCRIPT_DATA_CMD::SET | SCRIPT_DATA_CMD::RANGE::ONENODE | SCRIPT_DATA_CMD::STATUS::MOVE2LOADED;
ScriptDataManager::DataStatusCommand( cmdSTATUS, (eSCRIPT_CODE)dwDataType/*, dwCRC*/ );
ScriptDataManager::ProcessLoadedData( (eSCRIPT_CODE)dwDataType );
}
break;
};
}
//HandlerFromMasterServer_IMPL( AM_DATA_TRANSFER_SENDDATA_ACK )
//HandlerFromMasterServer_IMPL( AM_DATA_TRANSFER_SENDDATA_NAK )
#endif //__WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
//-------------------------------------------------------------------------------------------------