/* $Id: LoginSendPromiseHandler.java,v 1.2 2010/06/22 18:17:00 nhnb Exp $ */
/***************************************************************************
* (C) Copyright 2003-2010 - Marauroa *
***************************************************************************
***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
package marauroa.server.game.messagehandler;
import java.io.IOException;
import marauroa.common.Configuration;
import marauroa.common.Log4J;
import marauroa.common.crypto.Hash;
import marauroa.common.net.message.Message;
import marauroa.common.net.message.MessageC2SLoginSendPromise;
import marauroa.common.net.message.MessageS2CLoginNACK;
import marauroa.common.net.message.MessageS2CLoginSendNonce;
import marauroa.server.game.GameServerManager;
import marauroa.server.game.container.PlayerEntry;
/**
* Receive the client hash promise of the password. Now
* client has a PlayerEntry container.
*/
class LoginSendPromiseHandler extends MessageHandler {
/** the logger instance. */
private static final marauroa.common.Logger logger = Log4J.getLogger(GameServerManager.class);
private int maxNumberOfPlayers = 128;
public LoginSendPromiseHandler() {
try {
String temp = Configuration.getConfiguration().get("max_number_of_players");
if (temp != null) {
maxNumberOfPlayers = Integer.parseInt(temp.trim());
}
} catch (IOException e) {
logger.error(e, e);
}
}
/**
* This method is part of the crypto process to login the player. It creates
* a place for the player on the server, so we should handle some timeout
* here to avoid DOS attacks.
*
* @param msg
* the promise message.
*/
@Override
public void process(Message msg) {
try {
/*
* If there is no more room we try to get an idle player that we can
* disconnect We can define an idle player entry like a player that
* has connected to server and requested to login, but never
* actually completed login stage. This client is taking server
* resources but doing nothing useful at all.
*/
if (playerContainer.size() >= maxNumberOfPlayers) {
logger.info("Server is full, making room now");
/* Let's try to make some room for more players. */
PlayerEntry candidate = playerContainer.getIdleEntry();
if (candidate != null) {
/*
* Cool!, we got a candidate, so we remove and disconnect
* it.
*/
netMan.disconnectClient(candidate.channel);
/*
* HACK: Remove the entry now so we can continue.
*/
playerContainer.remove(candidate.clientid);
}
}
/*
* We give a new try to see if we can create a entry for this
* player.
*/
if (playerContainer.size() >= maxNumberOfPlayers) {
/* Error: Too many clients logged on the server. */
logger.warn("Server is full, Client(" + msg.getAddress().toString()
+ ") can't login. You may want to increase max_number_of_players in your server.init. Current value is: " + maxNumberOfPlayers);
/* Notify player of the event. */
MessageS2CLoginNACK msgLoginNACK = new MessageS2CLoginNACK(msg.getSocketChannel(),
MessageS2CLoginNACK.Reasons.SERVER_IS_FULL);
msgLoginNACK.setProtocolVersion(msg.getProtocolVersion());
netMan.sendMessage(msgLoginNACK);
return;
}
MessageC2SLoginSendPromise msgLoginSendPromise = (MessageC2SLoginSendPromise) msg;
PlayerEntry entry = playerContainer.add(msgLoginSendPromise.getSocketChannel());
entry.setProtocolVersion(msg.getProtocolVersion());
byte[] serverNonce = Hash.random(Hash.hashLength());
byte[] clientNonceHash = msgLoginSendPromise.getHash();
entry.loginInformations = new PlayerEntry.SecuredLoginInfo(key, clientNonceHash,
serverNonce, msgLoginSendPromise.getAddress());
MessageS2CLoginSendNonce msgLoginSendNonce = new MessageS2CLoginSendNonce(msg
.getSocketChannel(), serverNonce);
msgLoginSendNonce.setClientID(entry.clientid);
msgLoginSendNonce.setProtocolVersion(msg.getProtocolVersion());
netMan.sendMessage(msgLoginSendNonce);
} catch (Exception e) {
logger.error("client not found", e);
}
}
}