Merge branch 'serial' into server (read more)

Conflicts:
	server/server_application.cpp (resolved)

After completing the serialization code, I'm merging it into the server's
development branch. This means that although the connection and
disconnection functionality work, I still need to test the player systems
from the new server with the new serialization code.

Immediately following this commit, I'll be merging the minor tweaks to the
editor from the master branch into this one.
This commit is contained in:
Kayne Ruse
2014-03-07 20:58:37 +11:00
9 changed files with 311 additions and 124 deletions
+96 -82
View File
@@ -30,20 +30,28 @@
using namespace std;
//-------------------------
//Define the ServerApplication
//-------------------------
ServerApplication::ServerApplication() {
//
int runSQLScript(sqlite3* db, std::string fname) {
ifstream is(fname);
if (!is.is_open()) {
return -1;
}
string script;
getline(is, script, '\0');
is.close();
//TODO: flesh out this error if needed
if (sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr) != SQLITE_OK) {
return -2;
}
return 0;
}
ServerApplication::~ServerApplication() {
//
}
//-------------------------
//Define the public members
//-------------------------
void ServerApplication::Init(int argc, char** argv) {
//TODO: proper command line option parsing
cout << "Beginning startup" << endl;
int ret = 0;
//load config
config.Load("rsc\\config.cfg");
@@ -52,101 +60,110 @@ void ServerApplication::Init(int argc, char** argv) {
if (SDL_Init(0)) {
throw(runtime_error("Failed to initialize SDL"));
}
cout << "initialized SDL" << endl;
cout << "Initialized SDL" << endl;
//Init SDL_net
if (SDLNet_Init()) {
throw(runtime_error("Failed to init SDL_net"));
throw(runtime_error("Failed to initialize SDL_net"));
}
network.Open(config.Int("server.port"), sizeof(NetworkPacket));
cout << "initialized SDL_net" << endl;
cout << "Initialized SDL_net" << endl;
//Init SQL
string dbname = (config["server.dbname"].size()) ? config["server.dbname"] : std::string(argv[0]) + ".db"; //fancy and unnecessary
int ret = sqlite3_open_v2(dbname.c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE|SQLITE_OPEN_FULLMUTEX, nullptr);
ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
if (ret != SQLITE_OK || !database) {
throw(runtime_error("Failed to open the server database"));
throw(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
}
cout << "initialized SQL" << endl;
cout << "Database filename: " << dbname << endl;
playerMgr.SetDatabase(database);
cout << "Initialized SQL" << endl;
//TODO: move this into a function?
//Run setup scripts
ifstream is("rsc\\scripts\\setup_server.sql");
if (!is.is_open()) {
throw(runtime_error("Failed to run database setup script"));
//setup the database
if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
throw(runtime_error("Failed to initialize SQL's setup script"));
}
string script;
getline(is, script, '\0');
is.close();
sqlite3_exec(database, script.c_str(), nullptr, nullptr, nullptr);
cout << "Initialized SQL's setup script" << endl;
//lua
luaState = luaL_newstate();
if (!luaState) {
throw(runtime_error("Failed to initialize lua"));
}
luaL_openlibs(luaState);
cout << "Initialized lua" << endl;
//run the startup script
if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
throw(runtime_error(string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
}
cout << "Initialized lua's setup script" << endl;
//finalize the startup
cout << "Startup completed successfully" << endl;
}
void ServerApplication::Loop() {
NetworkPacket packet;
while(running) {
//suck in the waiting packets & process them
try {
while(network.Receive()) {
deserialize(&packet, network.GetInData());
packet.meta.srcAddress = network.GetInPacket()->address;
HandlePacket(packet);
}
while(network.Receive()) {
//get the packet
deserialize(&packet, network.GetInData());
//cache the source address
packet.meta.srcAddress = network.GetInPacket()->address;
//we need to go deeper
HandlePacket(packet);
}
catch(exception& e) {
cerr << "Network Error: " << e.what() << endl;
}
//give the computer a break
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
//members
network.Close();
cout << "Shutting down" << endl;
//empty the members
//TODO: player manager
//TODO: client manager
//APIs
lua_close(luaState);
playerMgr.SetDatabase(nullptr);
sqlite3_close_v2(database);
network.Close();
SDLNet_Quit();
SDL_Quit();
cout << "Shutdown finished" << endl;
}
//-------------------------
//Define the uber switch
//-------------------------
void ServerApplication::HandlePacket(NetworkPacket packet) {
switch(packet.meta.type) {
case NetworkPacket::Type::BROADCAST_REQUEST:
HandleBroadcastRequest(packet);
break;
case NetworkPacket::Type::JOIN_REQUEST:
HandleJoinRequest(packet);
break;
case NetworkPacket::Type::DISCONNECT:
HandleDisconnect(packet);
break;
case NetworkPacket::Type::SYNCHRONIZE:
HandleSynchronize(packet);
// HandleSynchronize(packet);
break;
case NetworkPacket::Type::SHUTDOWN:
HandleShutdown(packet);
break;
case NetworkPacket::Type::PLAYER_NEW:
HandlePlayerNew(packet);
// HandlePlayerNew(packet);
break;
case NetworkPacket::Type::PLAYER_DELETE:
HandlePlayerDelete(packet);
// HandlePlayerDelete(packet);
break;
case NetworkPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
// HandlePlayerUpdate(packet);
break;
//handle errors
default:
throw(runtime_error("Unknown NetworkPacket::Type encountered"));
@@ -154,45 +171,45 @@ void ServerApplication::HandlePacket(NetworkPacket packet) {
}
}
//-------------------------
//Handle various network input
//-------------------------
void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
//send back the server's name
//send back the server's metadata
packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
//TODO: version info
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
//TODO: player count
char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, sizeof(NetworkPacket));
}
void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
//TODO: prevent duplicate logins from the same address?
//create the new client, filling it with the correct info
Client newClient;
newClient.address = packet.meta.srcAddress;
//push the new client
clientMap[clientCounter] = newClient;
//register the new client
int index = clientMgr.HandleConnection(packet.meta.srcAddress);
//send the client their info
packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = clientCounter;
packet.clientInfo.index = index;
char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer);
network.Send(&newClient.address, buffer, sizeof(NetworkPacket));
network.Send(&clientMgr.GetClient(index)->address, buffer, sizeof(NetworkPacket));
//finished this routine
clientCounter++;
cout << "connect, total: " << clientMap.size() << endl;
cout << "connect, total: " << clientMgr.Size() << endl;
}
void ServerApplication::HandleDisconnect(NetworkPacket packet) {
//disconnect the specified client
char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket));
clientMap.erase(packet.clientInfo.index);
network.Send(&clientMgr.GetClient(packet.clientInfo.index)->address, buffer, sizeof(NetworkPacket));
clientMgr.HandleDisconnection(packet.clientInfo.index);
//delete players
/* //delete players
erase_if(playerMap, [&](pair<int, Player> it) -> bool {
if (it.second.clientIndex == packet.clientInfo.index) {
NetworkPacket delPacket;
@@ -208,10 +225,12 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
}
return false;
});
*/
cout << "disconnect, total: " << clientMap.size() << endl;
//finished this routine
cout << "disconnect, total: " << clientMgr.Size() << endl;
}
/*
void ServerApplication::HandleSynchronize(NetworkPacket packet) {
//send all the server's data to this client
NetworkPacket newPacket;
@@ -229,18 +248,21 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket));
}
}
*/
void ServerApplication::HandleShutdown(NetworkPacket packet) {
//end the server
running = false;
//disconnect all clients
packet.meta.type = NetworkPacket::Type::DISCONNECT;
PumpPacket(packet);
clientMgr.ForEach([&](ClientManager::Iterator it) -> void {
this->network.Send(&it->second.address, &packet, sizeof(NetworkPacket));
});
//finished this routine
cout << "shutting down" << endl;
}
/*
void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
//create the new player object
Player newPlayer;
@@ -299,12 +321,4 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
PumpPacket(packet);
}
void ServerApplication::PumpPacket(NetworkPacket packet) {
//send this packet to all clients
char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer);
for (auto& it : clientMap) {
network.Send(&it.second.address, buffer, sizeof(NetworkPacket));
}
}
*/