Updated the server to use the packet methods

This commit is contained in:
Kayne Ruse
2014-08-28 21:48:29 +10:00
parent ac799bc583
commit 164247de4f
5 changed files with 50 additions and 49 deletions
+43 -43
View File
@@ -31,22 +31,22 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
//send the server's data
ServerPacket newPacket;
newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
strncpy(newPacket.name, config["server.name"].c_str(), PACKET_STRING_SIZE);
newPacket.playerCount = characterMgr.GetContainer()->size();
newPacket.version = NETWORK_VERSION;
newPacket.SetType(SerialPacketType::BROADCAST_RESPONSE);
newPacket.SetName(config["server.name"].c_str());
newPacket.SetPlayerCount(characterMgr.GetContainer()->size());
newPacket.SetVersion(NETWORK_VERSION);
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
network.SendTo(argPacket->GetAddressPtr(), static_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
//create the new client
ClientData newClient;
newClient.address = argPacket->srcAddress;
newClient.address = argPacket->GetAddress();
//load the user account
//TODO: handle passwords
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientIndex);
int accountIndex = accountMgr.LoadAccount(argPacket->GetUsername(), clientIndex);
if (accountIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
@@ -55,9 +55,9 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
//send the client their info
ClientPacket newPacket;
newPacket.type = SerialPacketType::JOIN_RESPONSE;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
newPacket.SetType(SerialPacketType::JOIN_RESPONSE);
newPacket.SetClientIndex(clientIndex);
newPacket.SetAccountIndex(accountIndex);
network.SendTo(&newClient.address, static_cast<SerialPacket*>(&newPacket));
@@ -80,14 +80,14 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
//forward to the specified client
network.SendTo(
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex() ].address,
&clientMap[ accountMgr.GetAccount(argPacket->GetAccountIndex())->GetClientIndex() ].address,
static_cast<SerialPacket*>(argPacket)
);
//save and unload this account's characters
//pump the unload message to all remaining clients
characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
if (argPacket->accountIndex == it->second.GetOwner()) {
if (argPacket->GetAccountIndex() == it->second.GetOwner()) {
PumpCharacterUnload(it->first);
return true;
}
@@ -95,8 +95,8 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
});
//erase the in-memory stuff
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex());
accountMgr.UnloadAccount(argPacket->accountIndex);
clientMap.erase(accountMgr.GetAccount(argPacket->GetAccountIndex())->GetClientIndex());
accountMgr.UnloadAccount(argPacket->GetAccountIndex());
//finished this routine
std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
@@ -115,8 +115,8 @@ void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
running = false;
//disconnect all clients
SerialPacket newPacket;
newPacket.type = SerialPacketType::DISCONNECT;
ServerPacket newPacket;
newPacket.SetType(SerialPacketType::DISCONNECT);
PumpPacket(&newPacket);
//finished this routine
@@ -130,15 +130,15 @@ void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
RegionPacket newPacket;
newPacket.type = SerialPacketType::REGION_CONTENT;
newPacket.roomIndex = argPacket->roomIndex;
newPacket.x = argPacket->x;
newPacket.y = argPacket->y;
newPacket.SetType(SerialPacketType::REGION_CONTENT);
newPacket.SetRoomIndex(argPacket->GetRoomIndex());
newPacket.SetX(argPacket->GetX());
newPacket.SetY(argPacket->GetY());
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
newPacket.SetRegion(roomMgr.GetRoom(argPacket->GetRoomIndex())->GetPager()->GetRegion(argPacket->GetX(), argPacket->GetY() ));
//send the content
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
network.SendTo(argPacket->GetAddressPtr(), static_cast<SerialPacket*>(&newPacket));
}
//-------------------------
@@ -148,7 +148,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
//BUG: #27 Characters can be created with an invalid account index
//NOTE: misnomer, try to load the character first
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
int characterIndex = characterMgr.LoadCharacter(argPacket->GetAccountIndex(), argPacket->GetHandle(), argPacket->GetAvatar());
if (characterIndex == -1) {
//TODO: rejection packet
@@ -164,7 +164,7 @@ void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
//send this new character to all clients
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_NEW;
newPacket.SetType(SerialPacketType::CHARACTER_NEW);
CopyCharacterToPacket(&newPacket, characterIndex);
PumpPacket(&newPacket);
}
@@ -173,7 +173,7 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
//NOTE: Disconnecting only unloads a character, this explicitly deletes it
//Authenticate the owner is doing this
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
int characterIndex = characterMgr.LoadCharacter(argPacket->GetAccountIndex(), argPacket->GetHandle(), argPacket->GetAvatar());
//if this is not your character
if (characterIndex == -2) {
@@ -197,7 +197,7 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
}
void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
CharacterData* character = characterMgr.GetCharacter(argPacket->characterIndex);
CharacterData* character = characterMgr.GetCharacter(argPacket->GetCharacterIndex());
//make a new character if this one doesn't exist
if (!character) {
@@ -208,11 +208,11 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
}
//accept client-side logic
character->SetRoomIndex(argPacket->roomIndex);
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->SetRoomIndex(argPacket->GetRoomIndex());
character->SetOrigin(argPacket->GetOrigin());
character->SetMotion(argPacket->GetMotion());
*character->GetBaseStats() = argPacket->stats;
*character->GetBaseStats() = *argPacket->GetStatistics();
//TODO: gameplay components: equipment, items, buffs, debuffs
@@ -228,14 +228,14 @@ void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
//NOTE: I quite dislike this function
//send all of the server's data to this client
ClientData& client = clientMap[argPacket->clientIndex];
ClientData& client = clientMap[argPacket->GetClientIndex()];
//send all characters
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
newPacket.SetType(SerialPacketType::CHARACTER_UPDATE);
for (auto& it : *characterMgr.GetContainer()) {
newPacket.characterIndex = it.first;
newPacket.SetCharacterIndex(it.first);
CopyCharacterToPacket(&newPacket, it.first);
network.SendTo(&client.address, static_cast<SerialPacket*>(&newPacket));
}
@@ -258,8 +258,8 @@ void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
void ServerApplication::PumpCharacterUnload(int uid) {
//delete the client-side character(s)
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_DELETE;
newPacket.characterIndex = uid;
newPacket.SetType(SerialPacketType::CHARACTER_DELETE);
newPacket.SetCharacterIndex(uid);
PumpPacket(static_cast<SerialPacket*>(&newPacket));
}
@@ -270,12 +270,12 @@ void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int
}
//TODO: keep this up to date when the character changes
packet->characterIndex = characterIndex;
strncpy(packet->handle, character->GetHandle().c_str(), PACKET_STRING_SIZE);
strncpy(packet->avatar, character->GetAvatar().c_str(), PACKET_STRING_SIZE);
packet->accountIndex = character->GetOwner();
packet->roomIndex = character->GetRoomIndex();
packet->origin = character->GetOrigin();
packet->motion = character->GetMotion();
packet->stats = *character->GetBaseStats();
packet->SetCharacterIndex(characterIndex);
packet->SetHandle(character->GetHandle().c_str());
packet->SetAvatar(character->GetAvatar().c_str());
packet->SetAccountIndex(character->GetOwner());
packet->SetRoomIndex(character->GetRoomIndex());
packet->SetOrigin(character->GetOrigin());
packet->SetMotion(character->GetMotion());
*packet->GetStatistics() = *character->GetBaseStats();
}