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:
@@ -117,7 +117,7 @@ void ServerApplication::Init(int argc, char** argv) {
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std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
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std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << std::endl;
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std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
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std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
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std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
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std::cout << "\tMAX_PACKET_SIZE: " << MAX_PACKET_SIZE << std::endl;
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//-------------------------
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@@ -134,22 +134,31 @@ void ServerApplication::Init(int argc, char** argv) {
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}
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void ServerApplication::Proc() {
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char packetBuffer[MAX_PACKET_SIZE];
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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while(running) {
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//suck in the waiting packets & process them
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while(network.Receive(reinterpret_cast<SerialPacket*>(packetBuffer))) {
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HandlePacket(reinterpret_cast<SerialPacket*>(packetBuffer));
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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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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free(static_cast<void*>(packetBuffer));
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}
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void ServerApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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//close the managers
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clientMap.clear();
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accountMgr.UnloadAll();
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characterMgr.UnloadAll();
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//TODO: unload combats
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//TODO: unload enemies
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//TODO: unload rooms
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//APIs
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lua_close(luaState);
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sqlite3_close_v2(database);
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@@ -168,21 +177,21 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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//basic connections
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case SerialPacketType::BROADCAST_REQUEST:
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HandleBroadcastRequest(dynamic_cast<SerialPacket*>(argPacket));
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HandleBroadcastRequest(static_cast<SerialPacket*>(argPacket));
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break;
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case SerialPacketType::JOIN_REQUEST:
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HandleJoinRequest(dynamic_cast<ClientPacket*>(argPacket));
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HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(dynamic_cast<ClientPacket*>(argPacket));
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HandleDisconnect(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::SHUTDOWN:
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HandleShutdown(dynamic_cast<SerialPacket*>(argPacket));
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HandleShutdown(static_cast<SerialPacket*>(argPacket));
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break;
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//map management
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case SerialPacketType::REGION_REQUEST:
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HandleRegionRequest(dynamic_cast<RegionPacket*>(argPacket));
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HandleRegionRequest(static_cast<RegionPacket*>(argPacket));
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break;
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//combat management
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@@ -190,14 +199,14 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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//character management
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(dynamic_cast<CharacterPacket*>(argPacket));
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HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(dynamic_cast<CharacterPacket*>(argPacket));
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HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST:
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HandleCharacterUpdate(dynamic_cast<CharacterPacket*>(argPacket));
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HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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break;
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//enemy management
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@@ -205,12 +214,12 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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//mismanagement
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case SerialPacketType::SYNCHRONIZE:
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HandleSynchronize(dynamic_cast<ClientPacket*>(argPacket));
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HandleSynchronize(static_cast<ClientPacket*>(argPacket));
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(argPacket->type))));
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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break;
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}
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}
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@@ -228,7 +237,7 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
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newPacket.playerCount = characterMgr.GetContainer()->size();
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newPacket.version = NETWORK_VERSION;
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(&newPacket));
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network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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}
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void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
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@@ -251,7 +260,7 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
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newPacket.clientIndex = clientUID;
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newPacket.accountIndex = accountIndex;
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network.SendTo(&newClient.address, dynamic_cast<SerialPacket*>(&newPacket));
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network.SendTo(&newClient.address, static_cast<SerialPacket*>(&newPacket));
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//finished this routine
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clientMap[clientUID++] = newClient;
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@@ -264,7 +273,7 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
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//forward to the specified client
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network.SendTo(
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&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
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dynamic_cast<SerialPacket*>(argPacket)
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static_cast<SerialPacket*>(argPacket)
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);
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//save and unload this account's characters
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@@ -315,7 +324,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y);
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//send the content
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
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network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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}
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//-------------------------
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@@ -435,7 +444,7 @@ void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
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for (auto& it : *characterMgr.GetContainer()) {
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newPacket.characterIndex = it.first;
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CopyCharacterToPacket(&newPacket, it.first);
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network.SendTo(&client.address, dynamic_cast<SerialPacket*>(&newPacket));
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network.SendTo(&client.address, static_cast<SerialPacket*>(&newPacket));
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}
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//TODO: more in HandleSynchronize()
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@@ -458,7 +467,7 @@ void ServerApplication::PumpCharacterUnload(int uid) {
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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newPacket.characterIndex = uid;
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PumpPacket(dynamic_cast<SerialPacket*>(&newPacket));
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PumpPacket(static_cast<SerialPacket*>(&newPacket));
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}
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void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
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