Files
Sun1602/Server/AgentServer/PacketHandler/Handler_FromMasterServer.cpp
T
2022-10-26 12:25:11 +08:00

405 lines
14 KiB
C++

#include "stdafx.h"
#include <AgentServer.h>
#include <PacketStruct_ServerCommon.h>
#include <PacketStruct_AM.h>
#include <PacketStruct_CG.h>
#include "Handler_FromMasterServer.h"
#include "PacketHandler.Shared.h"
#include <ServerSessions/ServerSessionEx.h>
#include <ServerSessions/ServerSessionManager.h>
#include <UserSessions/User.h>
#include <UserSessions/UserManager.h>
#undef ADD_HANDLER_INFO_EOR
#undef ADD_HANDLER_INFO
#define ADD_HANDLER_INFO_EOR() { MAKEWORD(0, 0), PHASE_NOACTION, (PH_fnHandler)NULL }
#define ADD_HANDLER_INFO( c, p, accptablePHASE ) \
{ MAKEWORD(c, p), (ePHASE_SHIFT)(accptablePHASE), (PH_fnHandler)&Handler_AM::On##p }
sPACKET_HANDLER_INFO* Handler_AM::GetHandlerInfo()
{
static sPACKET_HANDLER_INFO s_pHandlerInfo[] =
{
ADD_HANDLER_INFO( AM_CONNECTION, AM_CONNECTION_GROUND_CMD, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( AM_OPERATION, AM_OPERATION_CHAR_DISCONNECT_SYN, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( AM_OPERATION, AM_OPERATION_CHAR_DISCONNECT_ACK, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( AM_OPERATION, AM_OPERATION_LOGIC_VIOLATION_DISCONNECT_CMD, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( AM_CONNECTION, AM_CONNECTION_SERVER_INFO_CMD, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( SERVERCOMMON, SERVERCOMMON_SERVERSHUTDOWN_REQ, PHASE_UNLIMITED ),
#ifdef __WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
//
ADD_HANDLER_INFO( AM_CONNECTION, AM_CONNECTION_PHASE_SHIFT_CMD, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( SERVERCOMMON, SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_ACK, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( SERVERCOMMON, SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_NAK, PHASE_UNLIMITED ),
ADD_HANDLER_INFO( SERVERCOMMON, SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD, PHASE_UNLIMITED ),
#endif
ADD_HANDLER_INFO_EOR(),
};
return s_pHandlerInfo;
};
VOID Handler_AM::RegisterHandler_ALL( PACKET_HANDLER_DELEGATOR pInstance )
{
pInstance->RegisterHandler_<MASTER_SERVER>( GetHandlerInfo() );
//pInstance->RegisterHandler_<MASTER_SERVER>( PacketHandlerShared::GetHandlerInfo() );
}
//
//
//
#undef FINDnALIGN_USER
#define FINDnALIGN_USER(pUserInstance, UserKey) \
User* pUserInstance = UserManager::Instance()->GetUser( (UserKey) ); \
if( !pUserInstance ) \
{ \
SUNLOG( eFULL_LOG, _T("[M2A] Can't Find User %u"), (UserKey) ); \
return; \
}
HANDLER_AM_IMPL(AM_CONNECTION_GROUND_CMD)
{
__UNUSED((pServerSession, pMsg, wSize));
}
HANDLER_AM_IMPL(AM_CONNECTION_SERVER_INFO_CMD)
{
__TOUCHED((pServerSession, pMsg, wSize));
MSG_AM_CONNECTION_SERVER_INFO_CMD* pRecvMsg = (MSG_AM_CONNECTION_SERVER_INFO_CMD*)pMsg;
AgentServer* pAgentServer = AgentServer::GetInstance();
SERVER_KEY rKey(pRecvMsg->m_ServerKey);
pAgentServer->SetKey( pRecvMsg->m_ServerKey );
SUNLOG( eCRITICAL_LOG, _T("마스터로부터 받은 서버키 셋팅(%u) (%u, %u, %u, %u)"),
rKey, rKey.GetWorldID(), rKey.GetChannelID(), rKey.GetServerType(), rKey.GetServerID() );
pAgentServer->UpdateAppTitle();
//DWORD dwErrCode = 0;
//if( !dwErrCode )
// dwErrCode = (pRecvMsg->m_szAgentServerInnerIP[0] == '0' || !pRecvMsg->m_wAgentServerInnerPort) ? 1 : 0;
//if( !dwErrCode )
// dwErrCode = (pRecvMsg->m_szDBProxyServerIP[0] == '0' || !pRecvMsg->m_wDBProxyServerPort) ? 2 : 0;
//if( !dwErrCode )
// dwErrCode = (pRecvMsg->m_szWorldServerIP[0] == '0' || !pRecvMsg->m_wWorldServerPort) ? 3 : 0;
//if( !dwErrCode )
// dwErrCode = (pRecvMsg->m_szAuthAgentServerIP[0] == '0' || !pRecvMsg->m_wAuthAgentServerPort) ? 4 : 0;
//if( !dwErrCode )
// dwErrCode = (pRecvMsg->m_szGuildServerIP[0] == '0' || !pRecvMsg->m_wGuildServerPort) ? 5 : 0;
//if( !dwErrCode )
// dwErrCode = (pRecvMsg->m_szAgentServerIP[0] == '0' || !pRecvMsg->m_wAgentServerPort) ? 6 : 0;
//////////////////////////////////////////////////////////////////////////
if( !pAgentServer->SessionDBProxyServer() )
pAgentServer->InitConnectSession( GAME_DBPROXY, pRecvMsg->m_szDBProxyServerIP, pRecvMsg->m_wDBProxyServerPort );
if( !pAgentServer->SessionWorldServer() )
pAgentServer->InitConnectSession( WORLD_SERVER, pRecvMsg->m_szWorldServerIP, pRecvMsg->m_wWorldServerPort );
if( !pAgentServer->SessionAuthAgentServer() )
pAgentServer->InitConnectSession( AUTH_AGENT_SERVER, pRecvMsg->m_szAuthAgentServerIP, pRecvMsg->m_wAuthAgentServerPort );
pAgentServer->SetWorldServerClientAddr( pRecvMsg->m_szWorldServerClientIP, pRecvMsg->m_wWorldServerClientPort );
#ifndef __WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
pAgentServer->ConnectTo( GAME_DBPROXY );
pAgentServer->ConnectTo( WORLD_SERVER );
pAgentServer->ConnectTo( AUTH_AGENT_SERVER );
pAgentServer->SetListenIP_s( pRecvMsg->m_szAgentServerInnerIP );
pAgentServer->SetListenPort_s( pRecvMsg->m_wAgentServerInnerPort );
pAgentServer->SetListenIP_c( pRecvMsg->m_szAgentServerIP );
pAgentServer->SetListenPort_c( pRecvMsg->m_wAgentServerPort );
pAgentServer->Listen( SERVER_IOHANDLER );
#else //__WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
pAgentServer->SetListenIP_s( pRecvMsg->m_szAgentServerInnerIP );
pAgentServer->SetListenPort_s( pRecvMsg->m_wAgentServerInnerPort );
pAgentServer->SetListenIP_c( pRecvMsg->m_szAgentServerIP );
pAgentServer->SetListenPort_c( pRecvMsg->m_wAgentServerPort );
#endif //
}
HANDLER_AM_IMPL(SERVERCOMMON_SERVERSHUTDOWN_REQ)
{
__TOUCHED((pServerSession, pMsg, wSize));
// 정상종료 들어간다!
AgentServer* pAgentServer = AgentServer::GetInstance();
pAgentServer->SERVER_EXIT.StartServerExitProcess();
// 종료한다고 알려줘~
MSG_SERVERCOMMON_SERVERSHUTDOWN_ANS msgANS;
msgANS.m_byCategory = SERVERCOMMON;
msgANS.m_byProtocol = SERVERCOMMON_SERVERSHUTDOWN_ANS;
pServerSession->Send( (BYTE*)&msgANS, sizeof(MSG_SERVERCOMMON_SERVERSHUTDOWN_ANS) );
}
//-------------------------------------------------------------------------------------------------
#ifdef __WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
#include <AgentServer.h>
#include <PacketStruct_ServerCommon.h>
#include <PacketStruct_AM.h>
#include <PacketHandler/PacketHandler.h>
#include <ServerSessions/MasterServerSession.h>
#include "Handler_FromMasterServer.h"
// MASTER SERVER "SM_CONNECTION_PHASE_SHIFT_CMD" 변경시 참조해야 한다.
// 애초, SM_CONNECTION_PHASE_SHIFT_CMD를 수정할 때 일괄적으로 변경해야 한다.
HANDLER_AM_IMPL( AM_CONNECTION_PHASE_SHIFT_CMD )
{
__TOUCHED((pServerSession, pMsg, wSize));
MSG_AM_CONNECTION_PHASE_SHIFT_CMD* pCMD = (MSG_AM_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 = AgentServer::GetInstance()->GetPhaseStatus();
switch( ePhase )
{
case PHASE_UNKNOWN:
// 인증 단계를 다시 거치라는 의미
break;
case PHASE_EXCHANGE:
{
if( PHASE_EXCHANGE == prevPhase )
return;
AgentServer::GetInstance()->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( pServerSession, pServerSession->GetSyncKey(), (DWORD)PHASE_EXCHANGE );
WORK_KEY workKey = WorkLoadManager::RegisterTask( pWorkNode );
if( WorkLoadManager::c_NotExistKey != workKey )
{
pServerSession->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;
}
AgentServer* pAgentServer = AgentServer::GetInstance();
pAgentServer->SetPhaseStatus( ePhase );
pAgentServer->ConnectTo( GAME_DBPROXY );
pAgentServer->ConnectTo( WORLD_SERVER );
pAgentServer->ConnectTo( AUTH_AGENT_SERVER );
}
break;
};
//printf( "RECEIVED {AM_CONNECTION_PHASE_SHIFT_CMD} SEND {MSG_AM_DATA_TRANSFER_PLZ_GIVEME_DATA_SYN}\n" );
}
//
//HANDLER_AM_IMPL( AM_DATA_TRANSFER_PLZ_GIVEME_DATA_SYN )
HANDLER_AM_IMPL( SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_ACK )
{
__TOUCHED((pServerSession, pMsg, wSize));
}
HANDLER_AM_IMPL( SERVERCOMMON_DATA_TRANSFER_PLZ_GIVEME_DATA_NAK )
{
__TOUCHED((pServerSession, pMsg, wSize));
}
HANDLER_AM_IMPL( SERVERCOMMON_DATA_TRANSFER_SENDDATA_CMD )
{
__TOUCHED((pServerSession, pMsg, wSize));
//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
);
//if( SCRIPT_CODE_KEY(FIELD) == dwDataType )
//{
// //printf( "\n\tDATA {Data Type=%u, Token no = %u, Buffer Size = %u\n", dwDataType, dwTokenNo, dwBufferSize );
// printf( (CHAR*)pMsgCMD->m_TOKEN_INFO.m_pSTREAM );
// printf( "\n\nDELIM %u\n\n", pMsgCMD->m_TOKEN_INFO.m_pSTREAM[dwBufferSize-1] );
//}
//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;
};
}
//HANDLER_AM_IMPL( AM_DATA_TRANSFER_SENDDATA_ACK )
//HANDLER_AM_IMPL( AM_DATA_TRANSFER_SENDDATA_NAK )
#endif //__WAVERIX_SOLAR_AUTH_SERVER_IMPLEMENTATION__
//-------------------------------------------------------------------------------------------------
HANDLER_AM_IMPL(AM_OPERATION_CHAR_DISCONNECT_SYN)
{
__TOUCHED((pServerSession, pMsg, wSize));
MSG_AM_OPERATION_CHAR_DISCONNECT_SYN* pRecvMsg = (MSG_AM_OPERATION_CHAR_DISCONNECT_SYN*)pMsg;
//1. Agent 서버에서 해당 캐릭터명의 유저가 있는지 검사하고,
// 유저가 있다면, 해당 캐릭터를 종료시킨다.
FINDnALIGN_USER( pUser, pRecvMsg->m_dwUserGuid );
MSG_CG_CONNECTION_DISCONNECT_CMD msgCMD;
msgCMD.m_dwErrorCode = RC::RC_CONNECTION_REQUESTFROMGAMESERVER;
pUser->SendPacket( &msgCMD, sizeof(msgCMD) );
// 해당 유저를 종료시킨다.
pUser->SetDisconnectCode( RC::RC_DISCONNECT_REQ_MASTER );
pUser->DisconnectUser();
//만일 게임서버에서 종료시키지 않고, Agent에서 종료시킨다면..
MSG_AM_OPERATION_CHAR_DISCONNECT_ACK msgACK;
msgACK.m_dwUserGuid = pRecvMsg->m_dwUserGuid;
if( pServerSession )
pServerSession->Send( (BYTE*)&msgACK, sizeof(msgACK) );
}
HANDLER_AM_IMPL(AM_OPERATION_CHAR_DISCONNECT_ACK)
{
__TOUCHED((pServerSession, pMsg, wSize));
MSG_AM_OPERATION_CHAR_DISCONNECT_ACK* pRecvMsg = (MSG_AM_OPERATION_CHAR_DISCONNECT_ACK*)pMsg;
//1. 게임서버에서 해당 유저를 종료 시켰으므로, 이 결과를 MASTER에게 통보한다.
}
HANDLER_AM_IMPL(AM_OPERATION_LOGIC_VIOLATION_DISCONNECT_CMD)
{
__TOUCHED((pServerSession, pMsg, wSize));
MSG_AM_OPERATION_LOGIC_VIOLATION_DISCONNECT_CMD* pMsgCMD = (MSG_AM_OPERATION_LOGIC_VIOLATION_DISCONNECT_CMD*)pMsg;
User* pUser = UserManager::Instance()->GetUser( pMsgCMD->UserGUID() );
if( pUser )
{
SUNLOG( eCRITICAL_LOG, "User(%d) Abusing Forced Disconnect!", pMsgCMD->UserGUID() );
// 해당 유저의 Disconnect
SecurePackNode4User& rSECURE = pUser->GetSecureNode();
rSECURE.ForcedDisconnectProcess( pUser );
}
}