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
+3
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@@ -94,6 +94,9 @@ union NetworkPacket {
Vector2 motion; Vector2 motion;
}playerInfo; }playerInfo;
//map data
//...
//defaults //defaults
NetworkPacket() { NetworkPacket() {
meta.type = Type::NONE; meta.type = Type::NONE;
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+1
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@@ -0,0 +1 @@
print("Lua script check OK")
+64
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@@ -0,0 +1,64 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_manager.hpp"
int ClientManager::HandleConnection(IPaddress add) {
ClientEntry c;
c.address = add;
clientMap[counter] = c;
return counter++;
}
int ClientManager::HandleDisconnection(int i) {
for (auto& it : clientMap) {
if (it.first == i) {
clientMap.erase(it.first);
return 0;
}
}
return -1;
}
void ClientManager::ForEach(Lambda fn) {
for(Iterator it = clientMap.begin(); it != clientMap.end(); it++) {
fn(it);
}
}
ClientEntry* ClientManager::GetClient(int i) {
for (auto& it : clientMap) {
if (it.first == i) {
return &it.second;
}
}
return nullptr;
}
ClientEntry* ClientManager::GetClient(IPaddress add) {
for (auto& it : clientMap) {
if (it.second.address.host == add.host &&
it.second.address.port == add.port) {
return &it.second;
}
}
return nullptr;
}
@@ -1,4 +1,4 @@
/* Copyright: (c) Kayne Ruse 2013 /* Copyright: (c) Kayne Ruse 2014
* *
* This software is provided 'as-is', without any express or implied * This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages * warranty. In no event will the authors be held liable for any damages
@@ -19,20 +19,39 @@
* 3. This notice may not be removed or altered from any source * 3. This notice may not be removed or altered from any source
* distribution. * distribution.
*/ */
#ifndef CLIENT_HPP_ #ifndef CLIENTMANAGER_HPP_
#define CLIENT_HPP_ #define CLIENTMANAGER_HPP_
#include "SDL/SDL_net.h" #include "SDL/SDL_net.h"
#include <functional>
#include <map> #include <map>
/* Hold the client info. struct ClientEntry {
*/
struct Client {
IPaddress address; IPaddress address;
}; };
typedef std::map<int, Client> ClientMap; class ClientManager {
public:
//clarity typedefs
typedef std::map<int, ClientEntry> Container;
typedef Container::iterator Iterator;
typedef std::function<void(Iterator)> Lambda;
//returns the internal index
int HandleConnection(IPaddress);
int HandleDisconnection(int i);
//lambdas
void ForEach(Lambda);
//accessors
ClientEntry* GetClient(int i);
ClientEntry* GetClient(IPaddress);
int Size() { return clientMap.size(); }
private:
Container clientMap;
int counter = 0;
};
#endif #endif
+33 -17
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@@ -1,4 +1,4 @@
/* Copyright: (c) Kayne Ruse 2013 /* Copyright: (c) Kayne Ruse 2014
* *
* This software is provided 'as-is', without any express or implied * This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages * warranty. In no event will the authors be held liable for any damages
@@ -19,25 +19,41 @@
* 3. This notice may not be removed or altered from any source * 3. This notice may not be removed or altered from any source
* distribution. * distribution.
*/ */
#ifndef PLAYER_HPP_ #include "player_manager.hpp"
#define PLAYER_HPP_
#include "vector2.hpp" int PlayerManager::HandlePlayerCreation(std::string name, std::string avatar) {
//
}
#include <string> int PlayerManager::HandlePlayerDeletion(int uniqueID) {
#include <map> //
}
/* Hold the player info. int PlayerManager::HandlePlayerLoad(int uniqueID, int clientIndex) {
*/ //
}
struct Player { int PlayerManager::HandlePlayerUnload(int uniqueID) {
int clientIndex; //
std::string handle; }
std::string avatar;
Vector2 position;
Vector2 motion;
};
typedef std::map<int, Player> PlayerMap; void PlayerManager::ForEach(Lambda fn) {
for(Iterator it = playerMap.begin(); it != playerMap.end(); it++) {
fn(it);
}
}
#endif PlayerEntry* PlayerManager::GetPlayer(int uniqueID) {
for (auto& it : playerMap) {
if (it.first == uniqueID) {
return &it.second;
}
}
return nullptr;
}
void PlayerManager::Update(double delta) {
for (auto& it : playerMap) {
it.second.position += it.second.motion * delta;
}
}
+71
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@@ -0,0 +1,71 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PLAYERMANAGER_HPP_
#define PLAYERMANAGER_HPP_
#include "vector2.hpp"
#include "sqlite3/sqlite3.h"
#include <functional>
#include <map>
#include <string>
struct PlayerEntry {
int clientIndex;
int mapIndex;
Vector2 position;
Vector2 motion;
};
class PlayerManager {
public:
//clarity typedefs
typedef std::map<int, PlayerEntry> Container;
typedef Container::iterator Iterator;
typedef std::function<void(Iterator)> Lambda;
//These functions interact with the database
//*Deletion, *Load and *Unload returns: 0 success, -1 failure
//*Creation returns the uniqueID, but doesn't load
// that object; call *Load directly afterward
int HandlePlayerCreation (std::string name, std::string avatar);
int HandlePlayerDeletion (int uniqueID);
int HandlePlayerLoad (int uniqueID, int clientIndex);
int HandlePlayerUnload (int uniqueID);
//lambdas
void ForEach(Lambda);
//accessors
PlayerEntry* GetPlayer(int uniqueID);
sqlite3* SetDatabase(sqlite3* db) { return database = db; }
sqlite3* GetDatabase() { return database; }
//update each player's position
void Update(double delta);
private:
Container playerMap;
sqlite3* database = nullptr;
};
#endif
+96 -82
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@@ -30,20 +30,28 @@
using namespace std; using namespace std;
//------------------------- int runSQLScript(sqlite3* db, std::string fname) {
//Define the ServerApplication ifstream is(fname);
//------------------------- if (!is.is_open()) {
return -1;
ServerApplication::ServerApplication() { }
// 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) { void ServerApplication::Init(int argc, char** argv) {
//TODO: proper command line option parsing cout << "Beginning startup" << endl;
int ret = 0;
//load config //load config
config.Load("rsc\\config.cfg"); config.Load("rsc\\config.cfg");
@@ -52,101 +60,110 @@ void ServerApplication::Init(int argc, char** argv) {
if (SDL_Init(0)) { if (SDL_Init(0)) {
throw(runtime_error("Failed to initialize SDL")); throw(runtime_error("Failed to initialize SDL"));
} }
cout << "initialized SDL" << endl; cout << "Initialized SDL" << endl;
//Init SDL_net //Init SDL_net
if (SDLNet_Init()) { 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)); network.Open(config.Int("server.port"), sizeof(NetworkPacket));
cout << "initialized SDL_net" << endl; cout << "Initialized SDL_net" << endl;
//Init SQL //Init SQL
string dbname = (config["server.dbname"].size()) ? config["server.dbname"] : std::string(argv[0]) + ".db"; //fancy and unnecessary ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
int ret = sqlite3_open_v2(dbname.c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE|SQLITE_OPEN_FULLMUTEX, nullptr);
if (ret != SQLITE_OK || !database) { 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; playerMgr.SetDatabase(database);
cout << "Database filename: " << dbname << endl; cout << "Initialized SQL" << endl;
//TODO: move this into a function? //setup the database
//Run setup scripts if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
ifstream is("rsc\\scripts\\setup_server.sql"); throw(runtime_error("Failed to initialize SQL's setup script"));
if (!is.is_open()) {
throw(runtime_error("Failed to run database setup script"));
} }
string script; cout << "Initialized SQL's setup script" << endl;
getline(is, script, '\0');
is.close(); //lua
sqlite3_exec(database, script.c_str(), nullptr, nullptr, nullptr); 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() { void ServerApplication::Loop() {
NetworkPacket packet; NetworkPacket packet;
while(running) { while(running) {
//suck in the waiting packets & process them //suck in the waiting packets & process them
try { while(network.Receive()) {
while(network.Receive()) { //get the packet
deserialize(&packet, network.GetInData()); deserialize(&packet, network.GetInData());
packet.meta.srcAddress = network.GetInPacket()->address; //cache the source address
HandlePacket(packet); 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 //give the computer a break
SDL_Delay(10); SDL_Delay(10);
} }
} }
void ServerApplication::Quit() { void ServerApplication::Quit() {
//members cout << "Shutting down" << endl;
network.Close(); //empty the members
//TODO: player manager
//TODO: client manager
//APIs //APIs
lua_close(luaState);
playerMgr.SetDatabase(nullptr);
sqlite3_close_v2(database); sqlite3_close_v2(database);
network.Close();
SDLNet_Quit(); SDLNet_Quit();
SDL_Quit(); SDL_Quit();
cout << "Shutdown finished" << endl;
} }
//-------------------------
//Define the uber switch
//-------------------------
void ServerApplication::HandlePacket(NetworkPacket packet) { void ServerApplication::HandlePacket(NetworkPacket packet) {
switch(packet.meta.type) { switch(packet.meta.type) {
case NetworkPacket::Type::BROADCAST_REQUEST: case NetworkPacket::Type::BROADCAST_REQUEST:
HandleBroadcastRequest(packet); HandleBroadcastRequest(packet);
break; break;
case NetworkPacket::Type::JOIN_REQUEST: case NetworkPacket::Type::JOIN_REQUEST:
HandleJoinRequest(packet); HandleJoinRequest(packet);
break; break;
case NetworkPacket::Type::DISCONNECT: case NetworkPacket::Type::DISCONNECT:
HandleDisconnect(packet); HandleDisconnect(packet);
break; break;
case NetworkPacket::Type::SYNCHRONIZE: case NetworkPacket::Type::SYNCHRONIZE:
HandleSynchronize(packet); // HandleSynchronize(packet);
break; break;
case NetworkPacket::Type::SHUTDOWN: case NetworkPacket::Type::SHUTDOWN:
HandleShutdown(packet); HandleShutdown(packet);
break; break;
case NetworkPacket::Type::PLAYER_NEW: case NetworkPacket::Type::PLAYER_NEW:
HandlePlayerNew(packet); // HandlePlayerNew(packet);
break; break;
case NetworkPacket::Type::PLAYER_DELETE: case NetworkPacket::Type::PLAYER_DELETE:
HandlePlayerDelete(packet); // HandlePlayerDelete(packet);
break; break;
case NetworkPacket::Type::PLAYER_UPDATE: case NetworkPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet); // HandlePlayerUpdate(packet);
break; break;
//handle errors //handle errors
default: default:
throw(runtime_error("Unknown NetworkPacket::Type encountered")); 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) { void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
//send back the server's name //send back the server's metadata
packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE; packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
//TODO: version info
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str()); snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
//TODO: player count
char buffer[sizeof(NetworkPacket)]; char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, sizeof(NetworkPacket)); network.Send(&packet.meta.srcAddress, buffer, sizeof(NetworkPacket));
} }
void ServerApplication::HandleJoinRequest(NetworkPacket packet) { void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
//TODO: prevent duplicate logins from the same address? //register the new client
int index = clientMgr.HandleConnection(packet.meta.srcAddress);
//create the new client, filling it with the correct info
Client newClient;
newClient.address = packet.meta.srcAddress;
//push the new client
clientMap[clientCounter] = newClient;
//send the client their info //send the client their info
packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE; packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = clientCounter; packet.clientInfo.index = index;
char buffer[sizeof(NetworkPacket)]; char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(&newClient.address, buffer, sizeof(NetworkPacket)); network.Send(&clientMgr.GetClient(index)->address, buffer, sizeof(NetworkPacket));
//finished this routine //finished this routine
clientCounter++; cout << "connect, total: " << clientMgr.Size() << endl;
cout << "connect, total: " << clientMap.size() << endl;
} }
void ServerApplication::HandleDisconnect(NetworkPacket packet) { void ServerApplication::HandleDisconnect(NetworkPacket packet) {
//disconnect the specified client //disconnect the specified client
char buffer[sizeof(NetworkPacket)]; char buffer[sizeof(NetworkPacket)];
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket)); network.Send(&clientMgr.GetClient(packet.clientInfo.index)->address, buffer, sizeof(NetworkPacket));
clientMap.erase(packet.clientInfo.index); clientMgr.HandleDisconnection(packet.clientInfo.index);
//delete players /* //delete players
erase_if(playerMap, [&](pair<int, Player> it) -> bool { erase_if(playerMap, [&](pair<int, Player> it) -> bool {
if (it.second.clientIndex == packet.clientInfo.index) { if (it.second.clientIndex == packet.clientInfo.index) {
NetworkPacket delPacket; NetworkPacket delPacket;
@@ -208,10 +225,12 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
} }
return false; return false;
}); });
*/
cout << "disconnect, total: " << clientMap.size() << endl; //finished this routine
cout << "disconnect, total: " << clientMgr.Size() << endl;
} }
/*
void ServerApplication::HandleSynchronize(NetworkPacket packet) { void ServerApplication::HandleSynchronize(NetworkPacket packet) {
//send all the server's data to this client //send all the server's data to this client
NetworkPacket newPacket; NetworkPacket newPacket;
@@ -229,18 +248,21 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket)); network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket));
} }
} }
*/
void ServerApplication::HandleShutdown(NetworkPacket packet) { void ServerApplication::HandleShutdown(NetworkPacket packet) {
//end the server //end the server
running = false; running = false;
//disconnect all clients //disconnect all clients
packet.meta.type = NetworkPacket::Type::DISCONNECT; 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; cout << "shutting down" << endl;
} }
/*
void ServerApplication::HandlePlayerNew(NetworkPacket packet) { void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
//create the new player object //create the new player object
Player newPlayer; Player newPlayer;
@@ -299,12 +321,4 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
PumpPacket(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));
}
}
+16 -17
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@@ -28,16 +28,18 @@
#include "serial.hpp" #include "serial.hpp"
//APIs //APIs
#include "lua/lua.hpp"
#include "sqlite3/sqlite3.h" #include "sqlite3/sqlite3.h"
#include "SDL/SDL.h" #include "SDL/SDL.h"
//misc //misc
#include "client_manager.hpp"
#include "player_manager.hpp"
//common
#include "config_utility.hpp" #include "config_utility.hpp"
#include "vector2.hpp" #include "vector2.hpp"
#include "client.hpp"
#include "player.hpp"
//STL //STL
#include <map> #include <map>
#include <string> #include <string>
@@ -46,8 +48,8 @@
class ServerApplication { class ServerApplication {
public: public:
//standard functions //standard functions
ServerApplication(); ServerApplication() = default;
~ServerApplication(); ~ServerApplication() = default;
void Init(int argc, char** argv); void Init(int argc, char** argv);
void Loop(); void Loop();
@@ -60,13 +62,11 @@ private:
void HandleBroadcastRequest(NetworkPacket); void HandleBroadcastRequest(NetworkPacket);
void HandleJoinRequest(NetworkPacket); void HandleJoinRequest(NetworkPacket);
void HandleDisconnect(NetworkPacket); void HandleDisconnect(NetworkPacket);
void HandleSynchronize(NetworkPacket); // void HandleSynchronize(NetworkPacket);
void HandleShutdown(NetworkPacket); void HandleShutdown(NetworkPacket);
void HandlePlayerNew(NetworkPacket); // void HandlePlayerNew(NetworkPacket);
void HandlePlayerDelete(NetworkPacket); // void HandlePlayerDelete(NetworkPacket);
void HandlePlayerUpdate(NetworkPacket); // void HandlePlayerUpdate(NetworkPacket);
void PumpPacket(NetworkPacket);
//networking //networking
UDPNetworkUtility network; UDPNetworkUtility network;
@@ -74,16 +74,15 @@ private:
//database //database
sqlite3* database = nullptr; sqlite3* database = nullptr;
//lua
lua_State* luaState = nullptr;
//misc //misc
bool running = true; bool running = true;
ConfigUtility config; ConfigUtility config;
//global lists ClientManager clientMgr;
ClientMap clientMap; PlayerManager playerMgr;
PlayerMap playerMap;
int clientCounter = 0;
int playerCounter = 0;
}; };
#endif #endif