--- deliantra/server/ext/login.ext 2006/12/23 06:45:33 1.4 +++ deliantra/server/ext/login.ext 2007/01/08 14:11:05 1.17 @@ -7,7 +7,10 @@ my $PLAYERDIR = sprintf "%s/%s", cf::localdir, cf::playerdir; -# testbed for coroutines in crossfire : +# paranoia function to overwrite a string-in-place +sub nuke_str { + substr $_[0], 0, (length $_[0]), "x" x length $_[0] +} sub query { my ($ns, $flags, $text) = @_; @@ -34,7 +37,7 @@ sub check_playing { my ($ns, $user) = @_; - return unless cf::player::find $user; + return unless cf::player::find_active $user; $ns->send_drawinfo ( "That player is already logged in on this server. " @@ -51,6 +54,14 @@ 1 } +sub check_clean_save { + my ($pl) = @_; + + unless (delete $pl->{clean_save}) { + #d#TODO + } +} + # delete a player directory, be non-blocking AND synchronous... # (thats hard, so we crap out and fork). sub nuke_playerdir { @@ -62,12 +73,12 @@ . "&& (rm -rf ~\Q$Coro::current\E~deleting~ &)"; } -sub on_addme { +sub addme { my ($ns) = @_; $ns->destroy if $ns->pl; - $ns->coro (sub { + $ns->async (sub { my ($user, $pass); $ns->send_packet ("addme_success"); @@ -122,9 +133,6 @@ ); } - my $dir = "$PLAYERDIR/$user"; - my $plfile = "$dir/$user.pl"; - # lock this username for the remainder of this login session if ($cf::LOGIN_LOCK{$user}) { $ns->send_drawinfo ( @@ -139,7 +147,7 @@ check_playing $ns, $user and next; # try to read the user file and check the password - if (my $fh = aio_open $plfile, O_RDONLY, 0) { + if (my $fh = aio_open cf::player::path $user, O_RDONLY, 0) { my $mtime = (stat $fh)[9]; 0 < aio_read $fh, 0, 16384, my $buf, 0 or next; @@ -147,10 +155,12 @@ my $hash = $1; if ($hash eq crypt $pass, $hash) { + nuke_str $pass; # password matches, wonderful - my $pl = cf::player::load $plfile or next; - $pl->enable_save (1); + my $pl = cf::player::find $user or next; $pl->connect ($ns); + check_clean_save $pl; + $pl->{clean_save} = 1; last; } elsif (can_cleanup $buf, $mtime) { Coro::Timer::sleep 1; @@ -162,17 +172,20 @@ cf::NDI_RED ); + #TODO: nuke_str (query $ns, cf::CS_QUERY_SINGLECHAR, "Delete existing account and create a new one (Y/N)?") =~ /^[yY]/ or next; # check if the file hasn't changed - aio_stat $plfile and next; + aio_stat cf::player::path $user and next; $mtime == (stat _)[9] or next; nuke_playerdir $user; # fall through to creation } else { + nuke_str $pass; + Coro::Timer::sleep 1; $ns->send_drawinfo ( @@ -192,6 +205,8 @@ my $pass2 = query $ns, cf::CS_QUERY_HIDEINPUT, "Please type your password again."; if ($pass2 ne $pass) { + nuke_str $pass; + nuke_str $pass2; $ns->send_drawinfo ( "The passwords do not match, please try again.", cf::NDI_RED @@ -199,9 +214,11 @@ next; } - my $pl = cf::player::create; - $pl->ob->name ($user); + nuke_str $pass2; + + my $pl = cf::player::new $user; $pl->password (crypt $pass, join '', ('.', '/', 0..9, 'A'..'Z', 'a'..'z')[rand 64, rand 64]); + nuke_str $pass; $pl->connect ($ns); my $ob = $pl->ob; @@ -234,13 +251,42 @@ "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); $ns->state (cf::ST_CHANGE_CLASS); - $pl->enable_save (1);#d# too early + delete $pl->{deny_save};#d# too early last; } }); } +cf::register_command quit => sub { + my ($ob, $arg) = @_; + + $ob->reply (undef, + "Quitting will delete your character PERMANENTLY: It will be gone forever and any progress will be lost. " + . "If you are sure you want to do this, then use the quit_character command instead of quit.", + cf::NDI_UNIQUE | cf::NDI_RED); +}; + +cf::register_command quit_character => sub { + my ($ob, $arg) = @_; + + my $pl = $ob->contr; + + $pl->ns->query (cf::CS_QUERY_SINGLECHAR, "Do you want to PERMANENTLY delete your character and all associated data (y/n)?", sub { + if ($_[0] !~ /^[yY]/) { + $ob->reply (undef, + "Ok, not not quitting then.", + cf::NDI_UNIQUE | cf::NDI_RED); + } else { + $ob->reply (undef, + "Ok, quitting, hope to see you again.", + cf::NDI_UNIQUE | cf::NDI_RED); + $pl->ns->flush; + $pl->quit_character; + } + }); +}; + cf::object->attach ( type => cf::SAVEBED, on_apply => sub { @@ -248,23 +294,105 @@ return cf::override 0 unless $ob->type == cf::PLAYER; + my $pl = $ob->contr; + # update respawn position - $ob->contr->savebed ($bed->map->path, $bed->x, $bed->y); + $pl->savebed ($bed->map->path, $bed->x, $bed->y); - $ob->contr->killer ("left"); - $ob->check_score (); + $pl->killer ("left"); + $ob->check_score; $ob->reply (undef, "In the future, you will wake up here when you die."); - $ob->contr->save (); - $ob->contr->ns->query (cf::CS_QUERY_SINGLECHAR, "Do you want to continue playing (y/n)?", sub { - if ($_[0] !~ /^[yY]/) { - $ob->contr->save (1); - $ob->contr->ns->destroy (); - } + $pl->ns->query (cf::CS_QUERY_SINGLECHAR, "Do you want to continue playing (y/n)?", sub { + if ($_[0] !~ /^[yY]/) { + $pl->invoke (cf::EVENT_PLAYER_LOGOUT, 1); + $pl->deactivate; + $pl->ns->destroy; + } else { + cf::async { $pl->save }; + } }); }, ); -cf::client->attach (package => __PACKAGE__); +cf::player->attach ( + on_login => sub { + my ($pl) = @_; + my $name = $pl->ob->name; + + $_->ob->message ("$name has entered the game.", cf::NDI_DK_ORANGE | cf::NDI_UNIQUE) for cf::player::list; + }, + on_logout => sub { + my ($pl, $cleanly) = @_; + my $name = $pl->ob->name; + + if ($cleanly) { + $_->ob->message ("$name left the game.", cf::NDI_DK_ORANGE | cf::NDI_UNIQUE) for cf::player::list; + } else { + $_->ob->message ("$name uncerimoniously disconnected.", cf::NDI_DK_ORANGE | cf::NDI_UNIQUE) for cf::player::list; + delete $pl->{clean_save}; + } + }, +); + +cf::client->attach ( + on_addme => \&addme, +); + +############################################################################# + +our $SCHEDULE_INTERVAL = 10; # time the player scheduler sleeps between runs +our $SAVE_TIMEOUT = 200; # save players every n seconds +our $SAVE_INTERVAL = 0.1; # save at max. one player every $SAVE_INTERVAL + +our $SCHEDULER = cf::async_ext { + while () { + Coro::Timer::sleep $SCHEDULE_INTERVAL; + + # this weird form of iteration over values is used because + # the hash changes underneath us frequently, and for + # keeps a direct reference to the value without (in 5.8 perls) + # keeping a reference, so this is prone to crashes or worse. + my @players = keys %cf::PLAYER; + for (@players) { + my $pl = $cf::PLAYER{$_} + or next; + $pl->valid or next; + + eval { + if ($pl->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { + $pl->save; + Coro::Timer::sleep $SAVE_INTERVAL; + } + + unless ($pl->active) { + # check refcounts, this is tricky and needs to be adjusted to fit server internals + my $ob = $pl->ob; + Scalar::Util::weaken $pl; + Scalar::Util::weaken $ob; + my $a_ = $pl->refcnt; + my $b_ = $ob->refcnt; + my $pl_ref = $pl->refcnt_cnt; + my $ob_ref = $ob->refcnt_cnt; + + if ($pl_ref == 2 && $ob_ref == 1) { + warn "player-scheduler destroy ", $ob->name;#d# + delete $cf::PLAYER{$ob->name}; + # pl_ref == one from object + one from cf::PLAYER + # ob_ref == one from simply being an object + $ob->destroy; + $pl->destroy; + } else { + warn "player-scheduler refcnt ", $ob->name, " $pl_ref,$a_ $ob_ref,$b_\n";#d# + } + } + }; + warn $@ if $@; + Coro::cede; + }; + } +}; + +$SCHEDULER->prio (1);