I guess it was easier to compile the fragmented server than I thought
This commit is contained in:
+51
-99
@@ -29,13 +29,13 @@
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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//pack the data
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//pack the server's data
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packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
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packet.serverInfo.networkVersion = NETWORK_VERSION;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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packet.serverInfo.playerCount = playerMap.size();
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//send the data
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//bounce this packet
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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@@ -47,57 +47,32 @@ void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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newClient.address = packet.meta.srcAddress;
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clientMap[ClientEntry::uidCounter] = newClient;
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//create the new player
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//TODO: make the player
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//register the new player
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PlayerEntry newPlayer;
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newPlayer.clientIndex = ClientEntry::uidCounter;
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newPlayer.player = packet.clientInfo.player;
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newPlayer.handle = packet.clientInfo.handle;
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newPlayer.avatar = packet.clientInfo.avatar;
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playerMap[PlayerEntry::uidCounter] = newPlayer;
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//send the client their info
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packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = ClientEntry::uidCounter;
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packet.clientInfo.clientIndex = ClientEntry::uidCounter;
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packet.clientInfo.playerIndex = PlayerEntry::uidCounter;
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//bounce this packet
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
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//TODO: finish the player's initialization
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//finished this routine
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ClientEntry::uidCounter++;
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PlayerEntry::uidCounter++;
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std::cout << "Connect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//disconnect the specified client
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.index);
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//prep the delete packet
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SerialPacket delPacket;
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delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
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//TODO: can this use DeletePlayer() instead?
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//delete server and client side players
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//find the internal players to delete
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if (it.second.clientIndex == packet.clientInfo.index) {
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//send the delete player command to all clients
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delPacket.playerInfo.playerIndex = it.first;
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PumpPacket(delPacket);
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//delete this player object
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return true;
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}
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//don't delete this player object
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return false;
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});
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//finished this routine
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std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//TODO: compensate for large distances
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@@ -115,82 +90,57 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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//end the server
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running = false;
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void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//TODO: define the difference between unloading and deletng a player
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//disconnect all clients
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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PumpPacket(packet);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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}
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void ServerApplication::HandlePlayerNew(SerialPacket packet) {
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//register the new PlayerEntry
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//NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
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PlayerEntry newPlayer;
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//metadata
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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newPlayer.handle = packet.playerInfo.handle;
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newPlayer.avatar = packet.playerInfo.avatar;
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//position
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newPlayer.mapIndex = 0;
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newPlayer.position = {0,0};
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newPlayer.motion = {0,0};
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newPlayer.bbox = {0, 0, 0, 0};
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//TODO: Add the statistic creation code here
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//push this player
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playerMap[PlayerEntry::uidCounter] = newPlayer;
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//send the client their info
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packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
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packet.playerInfo.position = newPlayer.position;
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packet.playerInfo.motion = newPlayer.motion;
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//actually send to everyone
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PumpPacket(packet);
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//finish this routine
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PlayerEntry::uidCounter++;
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}
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//TODO: differentiate between delete and unload
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void ServerApplication::HandlePlayerDelete(SerialPacket packet) {
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//TODO: authenticate who is deleting this player
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot delete a non-existant player"));
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}
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//TODO: remove the deleted player from the database?
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//disconnect the specified client
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.clientIndex);
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//prep the delete packet
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SerialPacket delPacket;
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delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
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//delete the specified playerEntry
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//delete server and client side players
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//find the specified PlayerEntry
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if (it.first == packet.playerInfo.playerIndex) {
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//send to all
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//find the internal players to delete
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if (it.second.clientIndex == packet.clientInfo.clientIndex) {
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//send the delete player command to all clients
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delPacket.playerInfo.playerIndex = it.first;
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PumpPacket(delPacket);
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//delete this player
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//delete this player object
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return true;
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}
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//skip this player
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//don't delete this player object
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return false;
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});
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//finished this routine
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std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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//TODO: authenticate who is shitting the server down
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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packet.clientInfo.clientIndex = -1;
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PumpPacket(packet);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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}
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void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
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@@ -206,9 +156,11 @@ void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
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}
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void ServerApplication::HandleRegionRequest(SerialPacket packet) {
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = SerialPacket::Type::REGION_CONTENT;
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packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
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//send the content
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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}
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@@ -107,6 +107,8 @@ void ServerApplication::Proc() {
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//we need to go deeper
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HandlePacket(packet);
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}
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//update the internals
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//TODO: update the internals i.e. player positions
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//give the computer a break
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SDL_Delay(10);
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}
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