Merge branch 'client-fix' into develop (read more)

Summary of changes:
* Changed the way I handle packets
* RoomManager is now functional
* Split RegionPager into two classes
* Fixed several major and minor bugs
This commit is contained in:
Kayne Ruse
2014-06-14 04:03:55 +10:00
24 changed files with 487 additions and 394 deletions
+8 -11
View File
@@ -36,16 +36,6 @@ static const char* DELETE_USER_ACCOUNT = "DELETE FROM Accounts WHERE uid = ?;";
//Define the public methods
//-------------------------
AccountManager::AccountManager() {
//
}
AccountManager::~AccountManager() {
for (auto& it : accountMap) {
SaveAccount(it.first);
}
}
int AccountManager::CreateAccount(std::string username, int clientIndex) {
//create this user account, failing if it exists, leave this account in memory
sqlite3_stmt* statement = nullptr;
@@ -202,6 +192,13 @@ void AccountManager::DeleteAccount(int uid) {
accountMap.erase(uid);
}
void AccountManager::UnloadAll() {
for (auto& it : accountMap) {
SaveAccount(it.first);
}
accountMap.clear();
}
//-------------------------
//Define the accessors and mutators
//-------------------------
@@ -226,4 +223,4 @@ sqlite3* AccountManager::SetDatabase(sqlite3* db) {
sqlite3* AccountManager::GetDatabase() {
return database;
}
}
+4 -2
View File
@@ -30,8 +30,8 @@
class AccountManager {
public:
AccountManager();
~AccountManager();
AccountManager() = default;
~AccountManager() { UnloadAll(); };
//public access methods
int CreateAccount(std::string username, int clientIndex);
@@ -40,6 +40,8 @@ public:
void UnloadAccount(int uid);
void DeleteAccount(int uid);
void UnloadAll();
//accessors and mutators
AccountData* GetAccount(int uid);
std::map<int, AccountData>* GetContainer();
+7 -10
View File
@@ -58,16 +58,6 @@ static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
//Define the methods
//-------------------------
CharacterManager::CharacterManager() {
//
}
CharacterManager::~CharacterManager() {
for (auto& it : characterMap) {
SaveCharacter(it.first);
}
}
//TODO: default stats as a parameter? This would be good for differing beggining states or multiple classes
int CharacterManager::CreateCharacter(int owner, std::string handle, std::string avatar) {
//Create the character, failing if it exists
@@ -294,6 +284,13 @@ void CharacterManager::UnloadCharacterIf(std::function<bool(std::map<int, Charac
}
}
void CharacterManager::UnloadAll() {
for (auto& it : characterMap) {
SaveCharacter(it.first);
}
characterMap.clear();
}
//-------------------------
//Define the accessors and mutators
//-------------------------
+4 -2
View File
@@ -31,8 +31,8 @@
class CharacterManager {
public:
CharacterManager();
~CharacterManager();
CharacterManager() = default;
~CharacterManager() { UnloadAll(); };
//public access methods
int CreateCharacter(int owner, std::string handle, std::string avatar);
@@ -43,6 +43,8 @@ public:
void UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f);
void UnloadAll();
//accessors and mutators
CharacterData* GetCharacter(int uid);
std::map<int, CharacterData>* GetContainer();
+7 -7
View File
@@ -23,19 +23,19 @@
#define ROOMDATA_HPP_
//map system
#include "region_pager.hpp"
#include "region_pager_lua.hpp"
struct RoomData {
enum class RoomType {
OVERWORLD,
RUINS,
TOWERS,
FORESTS,
CAVES,
OVERWORLD = 0,
RUINS = 1,
TOWERS = 2,
FORESTS = 3,
CAVE = 4,
};
//members
RegionPager pager;
RegionPagerLua pager;
RoomType type;
//TODO: collision map
+35 -17
View File
@@ -21,34 +21,52 @@
*/
#include "room_manager.hpp"
#include <stdexcept>
//-------------------------
//public access methods
//-------------------------
//TODO
RoomData* RoomManager::CreateRoom(int uid) {
//don't overwrite existing rooms
std::map<int, RoomData*>::iterator it = roomMap.find(uid);
if (it != roomMap.end()) {
throw(std::runtime_error("Cannot overwrite an existing room"));
}
roomMap[uid] = new RoomData();
//TODO: create room in the API
if (luaState) {
roomMap[uid]->pager.SetLuaState(luaState);
}
return roomMap[uid];
}
//-------------------------
//accessors and mutators
//-------------------------
RoomData* RoomManager::UnloadRoom(int uid) {
//TODO: unload room in the API
delete roomMap[uid];
roomMap.erase(uid);
}
RoomData* RoomManager::GetRoom(int uid) {
std::map<int, RoomData>::iterator it = roomMap.find(uid);
RoomData* ptr = FindRoom(uid);
if (ptr) return ptr;
ptr = CreateRoom(uid);
return ptr;
}
RoomData* RoomManager::FindRoom(int uid) {
std::map<int, RoomData*>::iterator it = roomMap.find(uid);
if (it == roomMap.end()) {
return nullptr;
}
return &it->second;
return it->second;
}
std::map<int, RoomData>* RoomManager::GetContainer() {
return &roomMap;
}
lua_State* RoomManager::SetLuaState(lua_State* L) {
return luaState = L;
}
lua_State* RoomManager::GetLuaState() {
return luaState;
RoomData* RoomManager::PushRoom(int uid, RoomData* room) {
//unload existing rooms with this index
std::map<int, RoomData*>::iterator it = roomMap.find(uid);
if (it != roomMap.end()) {
UnloadRoom(uid);
}
roomMap[uid] = room;
}
+10 -6
View File
@@ -36,17 +36,21 @@ public:
~RoomManager() = default;
//public access methods
//TODO: Fill this out
RoomData* CreateRoom(int uid);
RoomData* UnloadRoom(int uid);
RoomData* GetRoom(int uid);
RoomData* FindRoom(int uid);
RoomData* PushRoom(int uid, RoomData*);
//accessors and mutators
RoomData* GetRoom(int uid);
std::map<int, RoomData>* GetContainer();
std::map<int, RoomData*>* GetContainer() { return &roomMap; }
lua_State* SetLuaState(lua_State*);
lua_State* GetLuaState();
lua_State* SetLuaState(lua_State* L) { return luaState = L; }
lua_State* GetLuaState() { return luaState; }
private:
std::map<int, RoomData> roomMap;
std::map<int, RoomData*> roomMap;
lua_State* luaState = nullptr;
};
+29 -20
View File
@@ -117,7 +117,7 @@ void ServerApplication::Init(int argc, char** argv) {
std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << std::endl;
std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
std::cout << "\tMAX_PACKET_SIZE: " << MAX_PACKET_SIZE << std::endl;
//-------------------------
@@ -134,22 +134,31 @@ void ServerApplication::Init(int argc, char** argv) {
}
void ServerApplication::Proc() {
char packetBuffer[MAX_PACKET_SIZE];
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
while(running) {
//suck in the waiting packets & process them
while(network.Receive(reinterpret_cast<SerialPacket*>(packetBuffer))) {
HandlePacket(reinterpret_cast<SerialPacket*>(packetBuffer));
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
//update the internals
//TODO: update the internals i.e. player positions
//give the computer a break
SDL_Delay(10);
}
free(static_cast<void*>(packetBuffer));
}
void ServerApplication::Quit() {
std::cout << "Shutting down" << std::endl;
//close the managers
clientMap.clear();
accountMgr.UnloadAll();
characterMgr.UnloadAll();
//TODO: unload combats
//TODO: unload enemies
//TODO: unload rooms
//APIs
lua_close(luaState);
sqlite3_close_v2(database);
@@ -168,21 +177,21 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
//basic connections
case SerialPacketType::BROADCAST_REQUEST:
HandleBroadcastRequest(dynamic_cast<SerialPacket*>(argPacket));
HandleBroadcastRequest(static_cast<SerialPacket*>(argPacket));
break;
case SerialPacketType::JOIN_REQUEST:
HandleJoinRequest(dynamic_cast<ClientPacket*>(argPacket));
HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT:
HandleDisconnect(dynamic_cast<ClientPacket*>(argPacket));
HandleDisconnect(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::SHUTDOWN:
HandleShutdown(dynamic_cast<SerialPacket*>(argPacket));
HandleShutdown(static_cast<SerialPacket*>(argPacket));
break;
//map management
case SerialPacketType::REGION_REQUEST:
HandleRegionRequest(dynamic_cast<RegionPacket*>(argPacket));
HandleRegionRequest(static_cast<RegionPacket*>(argPacket));
break;
//combat management
@@ -190,14 +199,14 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
//character management
case SerialPacketType::CHARACTER_NEW:
HandleCharacterNew(dynamic_cast<CharacterPacket*>(argPacket));
HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(dynamic_cast<CharacterPacket*>(argPacket));
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_UPDATE:
case SerialPacketType::CHARACTER_STATS_REQUEST:
HandleCharacterUpdate(dynamic_cast<CharacterPacket*>(argPacket));
HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
break;
//enemy management
@@ -205,12 +214,12 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
//mismanagement
case SerialPacketType::SYNCHRONIZE:
HandleSynchronize(dynamic_cast<ClientPacket*>(argPacket));
HandleSynchronize(static_cast<ClientPacket*>(argPacket));
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(argPacket->type))));
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(static_cast<int>(argPacket->type)) ));
break;
}
}
@@ -228,7 +237,7 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
newPacket.playerCount = characterMgr.GetContainer()->size();
newPacket.version = NETWORK_VERSION;
network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(&newPacket));
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
@@ -251,7 +260,7 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
newPacket.clientIndex = clientUID;
newPacket.accountIndex = accountIndex;
network.SendTo(&newClient.address, dynamic_cast<SerialPacket*>(&newPacket));
network.SendTo(&newClient.address, static_cast<SerialPacket*>(&newPacket));
//finished this routine
clientMap[clientUID++] = newClient;
@@ -264,7 +273,7 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
//forward to the specified client
network.SendTo(
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
dynamic_cast<SerialPacket*>(argPacket)
static_cast<SerialPacket*>(argPacket)
);
//save and unload this account's characters
@@ -315,7 +324,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y);
//send the content
network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
//-------------------------
@@ -435,7 +444,7 @@ void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
for (auto& it : *characterMgr.GetContainer()) {
newPacket.characterIndex = it.first;
CopyCharacterToPacket(&newPacket, it.first);
network.SendTo(&client.address, dynamic_cast<SerialPacket*>(&newPacket));
network.SendTo(&client.address, static_cast<SerialPacket*>(&newPacket));
}
//TODO: more in HandleSynchronize()
@@ -458,7 +467,7 @@ void ServerApplication::PumpCharacterUnload(int uid) {
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_DELETE;
newPacket.characterIndex = uid;
PumpPacket(dynamic_cast<SerialPacket*>(&newPacket));
PumpPacket(static_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {