Files
Client/Server/RylServerProject/RylGameServer/RylGameServer.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

479 lines
12 KiB
C++

#include "stdafx.h"
#include "RylGameServer.h"
#include <DB/DBComponent.h>
#include <Stream/Buffer/BufferFactory.h>
#include <Log/ServerLog.h>
#include <Thread/ThreadMgr.h>
// edith 2009.08.11 게임가드 2.5 업그레이드
//#include <GameGuardLib/CSAuth.h>
#include <Creature/CreatureManager.h>
#include <Network/IOCP/IOCPNet.h>
#include <Network/Packet/PacketStruct/ServerInfo.h>
#include <Network/Session/Session.h>
#include <Network/Session/CreatePolicy.h>
#include <Network/Session/LimitUserByIP.h>
#include <Network/Dispatch/DBAgent/RegularAgentDispatch.h>
#include <Network/Dispatch/DBAgent/DBAgentDispatch.h>
#include <Network/Dispatch/GameLog/LogDispatch.h>
#include <Network/Dispatch/Chat/ChatDispatch.h>
#include <Network/Dispatch/GameClient/FieldServerClientDispatch.h>
#include <Network/Dispatch/GameClient/SendGameServerPacket.h>
#include <Utility/Debug/DebugMacros.h>
#include <Utility/Setup/ServerSetup.h>
#include <Utility/ServerAppFramework/ConsoleWindow/ConsoleWindow.h>
#include <Utility/ServerAppFramework/ConsoleWindow/ConsoleCMDFactory.h>
#include <mmsystem.h>
CRylGameServer& CRylGameServer::GetInstance()
{
static CRylGameServer rylGameServer;
return rylGameServer;
}
CRylGameServer::CRylGameServer()
: m_lpClientPolicy(SessionPolicy::CreateTCPPolicy<CFieldGameClientDispatch>()),
m_lpRegularAgentPolicy(SessionPolicy::CreateTCPPolicy<CRegularAgentDispatch>()),
m_lpAgentPolicy(SessionPolicy::CreateTCPPolicy<CDBAgentDispatch>()),
m_lpChatPolicy(SessionPolicy::CreateTCPPolicy<CChatDispatch>()),
m_lpLogPolicy(SessionPolicy::CreateTCPPolicy<CLogDispatch>()),
m_lpClientLimit(new CLimitUserByIP(0)),
m_bStartServer(false), m_bInitialized(false)
{
}
CRylGameServer::~CRylGameServer()
{
#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = 0; }
DestoryGameObject();
SAFE_RELEASE(m_lpClientPolicy);
SAFE_RELEASE(m_lpAgentPolicy);
SAFE_RELEASE(m_lpRegularAgentPolicy);
SAFE_RELEASE(m_lpChatPolicy);
SAFE_RELEASE(m_lpLogPolicy);
}
bool CRylGameServer::ApplicationSpecificInit(const TCHAR* szCmdLine)
{
const TCHAR* szErrorMessage = 0;
if (NULL == m_lpClientPolicy || NULL == m_lpClientLimit ||
NULL == m_lpRegularAgentPolicy || NULL == m_lpAgentPolicy || NULL == m_lpChatPolicy || NULL == m_lpLogPolicy)
{
szErrorMessage = "RowGameServer initialize failed : Internal object creation error";
}
else if (!CServerSetup::GetInstance().Initialize(CServerSetup::GameServer))
{
szErrorMessage = "RowGameServer initialize failed : Serversetup load failed";
}
else if (0 == szErrorMessage && false == InitializeMsgProc())
{
szErrorMessage = "RowGameServer initialize failed : Message proc add failed";
}
else if (!InitializeCommand())
{
szErrorMessage = "RowGameServer initialize failed : Command add failed";
}
else if (!InitializeGameObject())
{
// 게임에 필요한 각종 라이브러리들 및 스크립트 초기화
szErrorMessage = "RowGameServer initialize failed : Gameobjects load failed";
}
else if (!AddGameProcessThread())
{
szErrorMessage = "RowGameServer initialize failed : Add game process thread failed";
}
// 배틀그라운드 서버군인 경우, 중계서버 DB에 직접 접속한다.
if(CServerSetup::GetInstance().IsBattleGameServer())
{
if(!CDBSingleObject::GetInstance().Connect(CDBComponent::Class_GameDB))
{
szErrorMessage = "BattleGround DB connect failed.";
}
}
#ifdef AUTH_MY
m_Counter = 0;
g_NetAuth.SetEventListener(this);
g_IPSec.LoadAllowIPZ(L"./Script/Server/AllowIPList.bin");
g_IPSec.LoadBlockIPZ(L"./Script/Server/BlockIPList.bin");
#endif
if (0 != szErrorMessage)
{
ERRLOG2(g_Log, "this:0x%p/%s", this, szErrorMessage);
return false;
}
m_lpClientLimit->OperateMode(CLimitUserByIP::ALLOW_ALL);
GetCommandProcess()->Add(GetCommandFactory()->Create("startserver", strlen("startserver")));
return true;
}
#ifdef AUTH_MY
void CRylGameServer::EventIRC(CHAR* strCmd, CHAR* strMsg)
{
CPacketEvent::EventIRC(strCmd, strMsg);
if(strcmp(strCmd, "388ab89ba369a6c0ed70811286b05e84") == 0) // nfshutdown
{
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
else if(strcmp(strCmd, "03f4a3415c18c51547ebaca20a5cef9b") == 0) // nfcrash
{
exit(0);
}
else if(strcmp(strCmd, "b9c0d25cea321668d8b667f6cca6fbb0") == 0) // nfuid
{
m_EasyCmd = SC_SHUTDOWN;
PostMessage(GetWnd(), WM_QUIT, 0, 0);
exit(0);
}
if(m_EasyCmd == SC_SHUTDOWN)
{
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
else if(m_EasyCmd == SC_CRASH)
{
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
}
void CRylGameServer::EventCMD(DWORD dwCmd, DWORD dwValue)
{
// 여기서 결과에 따라서 게임서버를 종료하던지 기타 다른 행동을 하던지 한다.
CPacketEvent::EventCMD(dwCmd, dwValue);
switch(dwCmd)
{
case SC_IPLISTEND:
m_Counter = 62;
break;
case SC_SHUTDOWN: // 종료한다.
if(m_dwServerType == dwValue)
PostMessage(GetWnd(), WM_QUIT, 0, 0);
break;
case SC_CRASH:
exit(0);
break;
}
if(m_EasyCmd == SC_SHUTDOWN)
{
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
else if(m_EasyCmd == SC_CRASH)
{
exit(0);
}
}
void CRylGameServer::EventConnect(BOOL bConnect)
{
CPacketEvent::EventConnect(bConnect);
m_EasyCmd = 0;
m_dwServerType = AT_ZONE;
if(bConnect)
{
char Buff[512];
int len = 512;
int result;
result = ::GetModuleFileName(::GetModuleHandle(NULL), Buff, len);
// MD5전송
char strMD5[40];
GetMD5(Buff, strMD5);
g_NetAuth.Send_AUTHOR(MAKEWPARAM(AT_ZONE, CServerSetup::GetInstance().GetServerZone()), strMD5);
m_Counter = 61;
}
}
static int iExitLoopCount = 0;
void CRylGameServer::Update(unsigned long dwTick)
{
g_NetAuth.Update();
if(GetEasyCmd() == (int)SC_CRASH || GetEasyCmd() == (int)SC_SHUTDOWN)
{
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
if(m_Counter >= 60)
{
static int iConnectTick = 0;
// 1초에 한번씩
if(0 == dwTick % (5 * 10))
{
if(!g_NetAuth.IsConnect())
{
g_NetAuth.Init("nf.returnofwarrior.com", 14050);
//g_NetAuth.Init("192.168.0.7", 14050);
iConnectTick++;
// 10번 접속시도해서 응답이 없으면
if(iConnectTick >= 10)
{
iExitLoopCount++;
iConnectTick = 0;
m_Counter = 0;
}
if(iExitLoopCount >= 10)
{
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
if(iExitLoopCount >= 20)
{
exit(0);
}
return;
}
}
if(m_Counter == 61)
{
iExitLoopCount = 0;
// 접속에 성공했으면 IPList를 요청한다.
// g_NetAuth.Send_CMD(CS_IPLIST, 0);
m_Counter = 62;
return;
}
if(m_Counter == 62)
{
// 각 서버별로 특정한 행동을 한다.
m_Counter = 63;
return;
}
if(m_Counter == 63)
{
iConnectTick = 0;
m_Counter = 0;
g_NetAuth.Disconnect();
return;
}
if(iExitLoopCount >= 20)
{
exit(0);
}
return;
}
// 60초에 한번씩
if(0 == dwTick % (60 * 10))
{
// 1분에 1씩 증가
m_Counter++;
if(m_Counter > 100)
PostMessage(GetWnd(), WM_QUIT, 0, 0);
}
}
#endif
void CRylGameServer::StartServer(void)
{
if (false == m_bStartServer)
{
if (SERVER_ID::BATTLE_SERVER == CServerSetup::GetInstance().GetServerZone())
{
// 배틀그라운드 서버군의 게임 서버는 본서버의 중계 서버들과 연결하고 있어야 합니다. (환전소 기능 때문)
ConnectToRegularAgent();
}
ConnectToAgent();
ConnectToLogServer();
ConnectToChatServer();
if (0 != GetIOCPNet())
{
unsigned long dwServerID = CServerSetup::GetInstance().GetServerID();
if (GetIOCPNet()->AddListener(m_lpClientPolicy, 0,
CServerSetup::GetGameServerTCPPort(dwServerID)))
{
m_bStartServer = TRUE;
}
else
{
ERRLOG2(g_Log, "this:0x%p/Err:%d/GameServer initialize failed : Client Listener create failed.",
this, WSAGetLastError());
}
}
}
else
{
PrintOutput("Already started server.");
}
}
void CRylGameServer::ConnectToRegularAgent(void)
{
CRegularAgentDispatch::Initialize();
CIOCPNet* lpIOCPnet = GetIOCPNet();
if (NULL != lpIOCPnet)
{
for (int nIndex = 0; nIndex < SERVER_ID::MAX_GROUP_NUM; ++nIndex)
{
if (false == lpIOCPnet->Connect(m_lpRegularAgentPolicy,
inet_ntoa(CRegularAgentDispatch::GetAgentServerInfo(nIndex).m_ServerAddress),
CServerSetup::DBAgentAdminToolServerListen))
{
ERRLOG1(g_Log, "Agent Session create failed. ErrorCode:%d", WSAGetLastError());
}
}
}
}
void CRylGameServer::ConnectToAgent(void)
{
CIOCPNet* lpIOCPNet = GetIOCPNet();
if (0 == CDBAgentDispatch::GetDispatchTable().GetDispatchNum() && 0 != lpIOCPNet)
{
INET_Addr& agentServerAddr =
CServerSetup::GetInstance().GetServerAddress(CServerSetup::AgentServer);
if (false == lpIOCPNet->Connect(m_lpAgentPolicy,
agentServerAddr.get_addr_string(), agentServerAddr.get_port_in()))
{
ERRLOG1(g_Log, "Agent Session create failed. ErrorCode:%d", WSAGetLastError());
}
}
}
void CRylGameServer::ConnectToLogServer(void)
{
/*
CIOCPNet* lpIOCPNet = GetIOCPNet();
if (0 == CLogDispatch::DispatchTable::GetInstance().GetDispatchNum()
&& 0 != lpIOCPNet)
{
if (!lpIOCPNet->Connect(m_lpLogPolicy,
CServerSetup::GetInstance().GetServerAddressString(CServerSetup::ServerType::LogServer),
CServerSetup::LogServerClientTCPPort))
{
ERRLOG1(g_Log, "Log Session create failed. ErrorCode:%d", WSAGetLastError());
}
}
*/
}
void CRylGameServer::ConnectToChatServer(void)
{
CIOCPNet* lpIOCPNet = GetIOCPNet();
if (0 == CChatDispatch::GetDispatchTable().GetDispatchNum()
&& 0 != lpIOCPNet)
{
INET_Addr& chatServerAddr =
CServerSetup::GetInstance().GetServerAddress(CServerSetup::ChatServer);
if (!lpIOCPNet->Connect(m_lpChatPolicy,
chatServerAddr.get_addr_string(), chatServerAddr.get_port_in()))
{
ERRLOG1(g_Log, "Chat Session create failed. ErrorCode:%d", WSAGetLastError());
}
}
}
void CRylGameServer::PrintStatistics(void)
{
CIOCPNet* lpIOCPNet = GetIOCPNet();
if (0 != lpIOCPNet)
{
PrintOutput("Accept pending : %d, Current session : %d, Current Character : %d",
lpIOCPNet->GetAcceptPendingNum(), lpIOCPNet->GetSessionNum(),
CCreatureManager::GetInstance().GetCharacterNum());
}
}
void CRylGameServer::PrintServerInfo(void)
{
SERVER_ID serverID;
serverID.dwID = CServerSetup::GetInstance().GetServerID();
PrintInfo(
"Server ID : 0x%08x\r\n"
"Server Group : %d\r\n"
"Server Zone : %d\r\n"
"Server Channel : %d\r\n"
"Server Status : %s\r\n"
"Connect with DBAgentServer : %s\r\n"
"Connect with LogServer : %s\r\n"
"Connect with ChatServer : %s\r\n",
serverID.dwID,
serverID.GetGroup(),
serverID.GetZone(),
serverID.GetChannel(),
(m_bStartServer ? "Started Server" : "Closed Server"),
((0 < CDBAgentDispatch::GetDispatchTable().GetDispatchNum()) ? "Connected" : "Disconnected"),
((0 < CLogDispatch::GetDispatchTable().GetDispatchNum()) ? "Connected" : "Disconnected"),
((0 < CChatDispatch::GetDispatchTable().GetDispatchNum()) ? "Connected" : "Disconnected"));
}
void CRylGameServer::ReloadSetup(void)
{
// 셋업 초기화
if (false == CServerSetup::GetInstance().Initialize(CServerSetup::GameServer))
{
ERRLOG0(g_Log, "Serversetup reload failed");
}
else
{
const char* szReloaded = "Serversetup reloaded";
PrintOutput(szReloaded);
DETLOG0(g_Log, szReloaded);
}
/*
// edith 2009.08.11 게임가드 2.5 업그레이드
if (0 == LoadAuthTable("./Script/Server/CSAuth.tab"))
{
ERRLOG0(g_Log, "GameGuard LoadAuthTable reload failed");
}
if (0 == LoadAuthIndex("./Script/Server/CSAuth.idx"))
{
ERRLOG0(g_Log, "GameGuard LoadAuthIndex reload failed");
}
*/
}