Merge branch 'new-server' (early part) into develop
Merging the server's refactored aspects into develop so that I can work on the map systems separately. See the logs for changes, because I'm too busy to add them here.
This commit is contained in:
+1
-1
@@ -1,5 +1,5 @@
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#config
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INCLUDES+=. ../common/gameplay ../common/graphics ../common/map ../common/network ../common/ui ../common/utilities
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INCLUDES+=. ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet ../common/network/serial ../common/ui ../common/utilities
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LIBS+=../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua
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CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES)) -DGRAPHICS
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@@ -45,7 +45,7 @@ struct CharacterData {
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std::string avatar;
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//world position
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int mapIndex = 0;
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int roomIndex = 0;
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Vector2 origin = {0.0,0.0};
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Vector2 motion = {0.0,0.0};
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Vector2 bounds = {0.0,0.0};
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@@ -19,12 +19,9 @@
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "account_data.hpp"
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#include "character_data.hpp"
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#include "client_data.hpp"
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#include "combat_data.hpp"
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#include "enemy_data.hpp"
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#include "room_data.hpp"
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#include "statistics.hpp"
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/* DOCS: Sanity check, read more
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@@ -28,6 +28,8 @@
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#include <string>
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//TODO: I'm unhappy with using this system, there needs to be a way to handle saving/loading better
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class DummyFormat {
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public:
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void Load(Region** const, int x, int y);
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@@ -22,9 +22,9 @@
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#ifndef REGION_HPP_
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#define REGION_HPP_
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#define REGION_WIDTH 20
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#define REGION_HEIGHT 20
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#define REGION_DEPTH 3
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constexpr int REGION_WIDTH = 20;
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constexpr int REGION_HEIGHT = 20;
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constexpr int REGION_DEPTH = 3;
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class Region {
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public:
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@@ -31,4 +31,14 @@
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//NOTE: SerialPacket is defined in serial_packet_base.hpp
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union MaxPacket {
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CharacterPacket a;
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ClientPacket b;
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CombatPacket c;
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EnemyPacket d;
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RegionPacket e;
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ServerPacket f;
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};
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constexpr int MAX_PACKET_SIZE = sizeof(MaxPacket);
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#endif
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@@ -30,6 +30,7 @@
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#include "SDL/SDL_net.h"
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#define NETWORK_VERSION 20140607
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#define PACKET_STRING_SIZE 100
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|
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struct SerialPacketBase {
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||||
@@ -39,7 +40,7 @@ struct SerialPacketBase {
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||||
|
||||
typedef SerialPacketType Type;
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virtual ~SerialPacketBase();
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virtual ~SerialPacketBase() {};
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};
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typedef SerialPacketBase SerialPacket;
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||||
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@@ -27,6 +27,8 @@
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#include "region_pager.hpp"
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//NOTE: When operating on a region, setTile() & getTile() *are not* zero indexed, but when operating on the entire map they *are* zero indexed.
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//TODO: enforce all possible parameter counts
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//TODO: update the map API to handle multiple rooms
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static int setTile(lua_State* L) {
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if (lua_gettop(L) == 5) {
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@@ -23,7 +23,7 @@ CREATE TABLE IF NOT EXISTS Characters (
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birth timestamp NOT NULL DEFAULT (datetime()),
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--position
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mapIndex INTEGER DEFAULT 0,
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roomIndex INTEGER DEFAULT 0,
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originX INTEGER DEFAULT 0,
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originY INTEGER DEFAULT 0,
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|
||||
|
||||
@@ -19,9 +19,7 @@
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||||
* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "server_application.hpp"
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#include "sqlite3/sqlite3.h"
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#include "account_manager.hpp"
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#include <stdexcept>
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@@ -35,10 +33,20 @@ static const char* SAVE_USER_ACCOUNT = "UPDATE OR FAIL Accounts SET blacklisted
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static const char* DELETE_USER_ACCOUNT = "DELETE FROM Accounts WHERE uid = ?;";
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|
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//-------------------------
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||||
//Define the methods
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||||
//Define the public methods
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||||
//-------------------------
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||||
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int ServerApplication::CreateUserAccount(std::string username, int clientIndex) {
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AccountManager::AccountManager() {
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//
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}
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||||
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||||
AccountManager::~AccountManager() {
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||||
for (auto& it : accountMap) {
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SaveAccount(it.first);
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||||
}
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}
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||||
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||||
int AccountManager::CreateAccount(std::string username, int clientIndex) {
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//create this user account, failing if it exists, leave this account in memory
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sqlite3_stmt* statement = nullptr;
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||||
|
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@@ -62,10 +70,10 @@ int ServerApplication::CreateUserAccount(std::string username, int clientIndex)
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sqlite3_finalize(statement);
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||||
//load this account into memory
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return LoadUserAccount(username, clientIndex);
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return LoadAccount(username, clientIndex);
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}
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int ServerApplication::LoadUserAccount(std::string username, int clientIndex) {
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int AccountManager::LoadAccount(std::string username, int clientIndex) {
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||||
//load this user account, failing if it is in memory, creating it if it doesn't exist
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||||
sqlite3_stmt* statement = nullptr;
|
||||
|
||||
@@ -111,13 +119,13 @@ int ServerApplication::LoadUserAccount(std::string username, int clientIndex) {
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||||
|
||||
if (ret == SQLITE_DONE) {
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//create the non-existant account instead
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return CreateUserAccount(username, clientIndex);
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||||
return CreateAccount(username, clientIndex);
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}
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||||
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadUserAccount: " + sqlite3_errmsg(database) ));
|
||||
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadAccount: " + sqlite3_errmsg(database) ));
|
||||
}
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||||
|
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int ServerApplication::SaveUserAccount(int uid) {
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||||
int AccountManager::SaveAccount(int uid) {
|
||||
//save this user account from memory, replacing it if it exists in the database
|
||||
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
|
||||
|
||||
@@ -160,14 +168,14 @@ int ServerApplication::SaveUserAccount(int uid) {
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||||
return 0;
|
||||
}
|
||||
|
||||
void ServerApplication::UnloadUserAccount(int uid) {
|
||||
void AccountManager::UnloadAccount(int uid) {
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||||
//save this user account, and then unload it
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||||
//NOTE: the associated characters are unloaded externally
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||||
SaveUserAccount(uid);
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||||
SaveAccount(uid);
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||||
accountMap.erase(uid);
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||||
}
|
||||
|
||||
void ServerApplication::DeleteUserAccount(int uid) {
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void AccountManager::DeleteAccount(int uid) {
|
||||
//delete a user account from the database, and remove it from memory
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||||
//NOTE: the associated characters should be deleted externally
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||||
sqlite3_stmt* statement = nullptr;
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||||
@@ -193,3 +201,29 @@ void ServerApplication::DeleteUserAccount(int uid) {
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sqlite3_finalize(statement);
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accountMap.erase(uid);
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}
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||||
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||||
//-------------------------
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//Define the accessors and mutators
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||||
//-------------------------
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||||
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||||
AccountData* AccountManager::GetAccount(int uid) {
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||||
std::map<int, AccountData>::iterator it = accountMap.find(uid);
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||||
|
||||
if (it == accountMap.end()) {
|
||||
return nullptr;
|
||||
}
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||||
|
||||
return &it->second;
|
||||
}
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||||
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||||
std::map<int, AccountData>* AccountManager::GetContainer() {
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return &accountMap;
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||||
}
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||||
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||||
sqlite3* AccountManager::SetDatabase(sqlite3* db) {
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return database = db;
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||||
}
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||||
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||||
sqlite3* AccountManager::GetDatabase() {
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||||
return database;
|
||||
}
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||||
@@ -0,0 +1,55 @@
|
||||
/* 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 ACCOUNTMANAGER_HPP_
|
||||
#define ACCOUNTMANAGER_HPP_
|
||||
|
||||
#include "account_data.hpp"
|
||||
|
||||
#include "sqlite3/sqlite3.h"
|
||||
|
||||
#include <map>
|
||||
|
||||
class AccountManager {
|
||||
public:
|
||||
AccountManager();
|
||||
~AccountManager();
|
||||
|
||||
//public access methods
|
||||
int CreateAccount(std::string username, int clientIndex);
|
||||
int LoadAccount(std::string username, int clientIndex);
|
||||
int SaveAccount(int uid);
|
||||
void UnloadAccount(int uid);
|
||||
void DeleteAccount(int uid);
|
||||
|
||||
//accessors and mutators
|
||||
AccountData* GetAccount(int uid);
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||||
std::map<int, AccountData>* GetContainer();
|
||||
|
||||
sqlite3* SetDatabase(sqlite3* db);
|
||||
sqlite3* GetDatabase();
|
||||
|
||||
private:
|
||||
std::map<int, AccountData> accountMap;
|
||||
sqlite3* database = nullptr;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -19,7 +19,7 @@
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*/
|
||||
#include "server_application.hpp"
|
||||
#include "character_manager.hpp"
|
||||
|
||||
#include "sqlite3/sqlite3.h"
|
||||
|
||||
@@ -33,7 +33,7 @@ static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, av
|
||||
static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
|
||||
|
||||
static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET "
|
||||
"mapIndex = ?2,"
|
||||
"roomIndex = ?2,"
|
||||
"originX = ?3,"
|
||||
"originY = ?4,"
|
||||
"level = ?5,"
|
||||
@@ -58,9 +58,18 @@ static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
|
||||
//Define the methods
|
||||
//-------------------------
|
||||
|
||||
//TODO: should statistics be stored separately?
|
||||
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 ServerApplication::CreateCharacter(int owner, std::string handle, std::string avatar) {
|
||||
int CharacterManager::CreateCharacter(int owner, std::string handle, std::string avatar) {
|
||||
//Create the character, failing if it exists
|
||||
sqlite3_stmt* statement = nullptr;
|
||||
|
||||
@@ -93,7 +102,7 @@ int ServerApplication::CreateCharacter(int owner, std::string handle, std::strin
|
||||
return LoadCharacter(owner, handle, avatar);
|
||||
}
|
||||
|
||||
int ServerApplication::LoadCharacter(int owner, std::string handle, std::string avatar) {
|
||||
int CharacterManager::LoadCharacter(int owner, std::string handle, std::string avatar) {
|
||||
//load the specified character, creating it if it doesn't exist
|
||||
//fail if it is already loaded, or does not belong to this account
|
||||
sqlite3_stmt* statement = nullptr;
|
||||
@@ -138,7 +147,7 @@ int ServerApplication::LoadCharacter(int owner, std::string handle, std::string
|
||||
//Don't cache the birth
|
||||
|
||||
//world origin
|
||||
newChar.mapIndex = sqlite3_column_int(statement, 5);
|
||||
newChar.roomIndex = sqlite3_column_int(statement, 5);
|
||||
newChar.origin.x = (double)sqlite3_column_int(statement, 6);
|
||||
newChar.origin.y = (double)sqlite3_column_int(statement, 7);
|
||||
|
||||
@@ -178,7 +187,7 @@ int ServerApplication::LoadCharacter(int owner, std::string handle, std::string
|
||||
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadCharacter: " + sqlite3_errmsg(database) ));
|
||||
}
|
||||
|
||||
int ServerApplication::SaveCharacter(int uid) {
|
||||
int CharacterManager::SaveCharacter(int uid) {
|
||||
//save this character from memory, replacing it if it exists in the database
|
||||
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
|
||||
|
||||
@@ -198,7 +207,7 @@ int ServerApplication::SaveCharacter(int uid) {
|
||||
//parameters
|
||||
bool ret = false;
|
||||
ret |= sqlite3_bind_int(statement, 1, uid) != SQLITE_OK;
|
||||
ret |= sqlite3_bind_int(statement, 2, character.mapIndex) != SQLITE_OK;
|
||||
ret |= sqlite3_bind_int(statement, 2, character.roomIndex) != SQLITE_OK;
|
||||
ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
|
||||
ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
|
||||
|
||||
@@ -241,13 +250,13 @@ int ServerApplication::SaveCharacter(int uid) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ServerApplication::UnloadCharacter(int uid) {
|
||||
void CharacterManager::UnloadCharacter(int uid) {
|
||||
//save this character, then unload it
|
||||
SaveCharacter(uid);
|
||||
characterMap.erase(uid);
|
||||
}
|
||||
|
||||
void ServerApplication::DeleteCharacter(int uid) {
|
||||
void CharacterManager::DeleteCharacter(int uid) {
|
||||
//delete this character from the database, then remove it from memory
|
||||
sqlite3_stmt* statement = nullptr;
|
||||
|
||||
@@ -272,3 +281,41 @@ void ServerApplication::DeleteCharacter(int uid) {
|
||||
sqlite3_finalize(statement);
|
||||
characterMap.erase(uid);
|
||||
}
|
||||
|
||||
void CharacterManager::UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f) {
|
||||
//save this character, then unload it if the parameter returns true
|
||||
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
|
||||
if (f(it)) {
|
||||
SaveCharacter(it->first);
|
||||
it = characterMap.erase(it);
|
||||
continue;
|
||||
}
|
||||
it++;
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//Define the accessors and mutators
|
||||
//-------------------------
|
||||
|
||||
CharacterData* CharacterManager::GetCharacter(int uid) {
|
||||
std::map<int, CharacterData>::iterator it = characterMap.find(uid);
|
||||
|
||||
if (it == characterMap.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return &it->second;
|
||||
}
|
||||
|
||||
std::map<int, CharacterData>* CharacterManager::GetContainer() {
|
||||
return &characterMap;
|
||||
}
|
||||
|
||||
sqlite3* CharacterManager::SetDatabase(sqlite3* db) {
|
||||
return database = db;
|
||||
}
|
||||
|
||||
sqlite3* CharacterManager::GetDatabase() {
|
||||
return database;
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
/* 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 CHARACTERMANAGER_HPP_
|
||||
#define CHARACTERMANAGER_HPP_
|
||||
|
||||
#include "character_data.hpp"
|
||||
|
||||
#include "sqlite3/sqlite3.h"
|
||||
|
||||
#include <map>
|
||||
#include <functional>
|
||||
|
||||
class CharacterManager {
|
||||
public:
|
||||
CharacterManager();
|
||||
~CharacterManager();
|
||||
|
||||
//public access methods
|
||||
int CreateCharacter(int owner, std::string handle, std::string avatar);
|
||||
int LoadCharacter(int owner, std::string handle, std::string avatar);
|
||||
int SaveCharacter(int uid);
|
||||
void UnloadCharacter(int uid);
|
||||
void DeleteCharacter(int uid);
|
||||
|
||||
void UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f);
|
||||
|
||||
//accessors and mutators
|
||||
CharacterData* GetCharacter(int uid);
|
||||
std::map<int, CharacterData>* GetContainer();
|
||||
|
||||
sqlite3* SetDatabase(sqlite3* db);
|
||||
sqlite3* GetDatabase();
|
||||
|
||||
private:
|
||||
std::map<int, CharacterData> characterMap;
|
||||
sqlite3* database = nullptr;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,54 @@
|
||||
/* 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 "combat_manager.hpp"
|
||||
|
||||
//-------------------------
|
||||
//public access methods
|
||||
//-------------------------
|
||||
|
||||
//TODO
|
||||
|
||||
//-------------------------
|
||||
//accessors and mutators
|
||||
//-------------------------
|
||||
|
||||
CombatData* CombatManager::GetCombat(int uid) {
|
||||
std::map<int, CombatData>::iterator it = combatMap.find(uid);
|
||||
|
||||
if (it == combatMap.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return &it->second;
|
||||
}
|
||||
|
||||
std::map<int, CombatData>* CombatManager::GetContainer() {
|
||||
return &combatMap;
|
||||
}
|
||||
|
||||
lua_State* CombatManager::SetLuaState(lua_State* L) {
|
||||
return luaState = L;
|
||||
}
|
||||
|
||||
lua_State* CombatManager::GetLuaState() {
|
||||
return luaState;
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
/* 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 COMBATMANAGER_HPP_
|
||||
#define COMBATMANAGER_HPP_
|
||||
|
||||
#include "combat_data.hpp"
|
||||
|
||||
#include "lua/lua.hpp"
|
||||
|
||||
#include <map>
|
||||
|
||||
class CombatManager {
|
||||
public:
|
||||
CombatManager() = default;
|
||||
~CombatManager() = default;
|
||||
|
||||
//public access methods
|
||||
//TODO
|
||||
|
||||
//accessors and mutators
|
||||
CombatData* GetCombat(int uid);
|
||||
std::map<int, CombatData>* GetContainer();
|
||||
|
||||
lua_State* SetLuaState(lua_State*);
|
||||
lua_State* GetLuaState();
|
||||
|
||||
private:
|
||||
std::map<int, CombatData> combatMap;
|
||||
lua_State* luaState = nullptr;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,54 @@
|
||||
/* 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 "enemy_manager.hpp"
|
||||
|
||||
//-------------------------
|
||||
//public access methods
|
||||
//-------------------------
|
||||
|
||||
//TODO
|
||||
|
||||
//-------------------------
|
||||
//accessors and mutators
|
||||
//-------------------------
|
||||
|
||||
EnemyData* EnemyManager::GetEnemy(int uid) {
|
||||
std::map<int, EnemyData>::iterator it = enemyMap.find(uid);
|
||||
|
||||
if (it == enemyMap.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return &it->second;
|
||||
}
|
||||
|
||||
std::map<int, EnemyData>* EnemyManager::GetContainer() {
|
||||
return &enemyMap;
|
||||
}
|
||||
|
||||
lua_State* EnemyManager::SetLuaState(lua_State* L) {
|
||||
return luaState = L;
|
||||
}
|
||||
|
||||
lua_State* EnemyManager::GetLuaState() {
|
||||
return luaState;
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
/* 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 ENEMYMANAGER_HPP_
|
||||
#define ENEMYMANAGER_HPP_
|
||||
|
||||
#include "enemy_data.hpp"
|
||||
|
||||
#include "lua/lua.hpp"
|
||||
|
||||
#include <map>
|
||||
|
||||
class EnemyManager {
|
||||
public:
|
||||
EnemyManager() = default;
|
||||
~EnemyManager() = default;
|
||||
|
||||
//public access methods
|
||||
//TODO
|
||||
|
||||
//accessors and mutators
|
||||
EnemyData* GetEnemy(int uid);
|
||||
std::map<int, EnemyData>* GetContainer();
|
||||
|
||||
lua_State* SetLuaState(lua_State*);
|
||||
lua_State* GetLuaState();
|
||||
|
||||
private:
|
||||
std::map<int, EnemyData> enemyMap;
|
||||
lua_State* luaState = nullptr;
|
||||
};
|
||||
|
||||
#endif
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
#config
|
||||
INCLUDES+=. ../common/gameplay ../common/map ../common/network ../common/script ../common/utilities
|
||||
INCLUDES+=. ../common/gameplay ../common/map ../common/network ../common/network/packet ../common/network/serial ../common/script ../common/utilities
|
||||
LIBS+=../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua -lsqlite3
|
||||
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
|
||||
|
||||
|
||||
@@ -22,6 +22,11 @@
|
||||
#ifndef ROOMDATA_HPP_
|
||||
#define ROOMDATA_HPP_
|
||||
|
||||
//map system
|
||||
#include "map_allocator.hpp"
|
||||
#include "map_file_format.hpp"
|
||||
#include "region_pager.hpp"
|
||||
|
||||
struct RoomData {
|
||||
enum class RoomType {
|
||||
OVERWORLD,
|
||||
@@ -31,11 +36,12 @@ struct RoomData {
|
||||
CAVES,
|
||||
};
|
||||
|
||||
/* TODO: more
|
||||
* "multiple rooms system" using this structure
|
||||
* Pager
|
||||
* collision map
|
||||
*/
|
||||
//members
|
||||
RegionPager<LuaAllocator, LuaFormat> pager;
|
||||
RoomType type;
|
||||
|
||||
//TODO: collision map
|
||||
//TODO: NPCs?
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,54 @@
|
||||
/* 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 "room_manager.hpp"
|
||||
|
||||
//-------------------------
|
||||
//public access methods
|
||||
//-------------------------
|
||||
|
||||
//TODO
|
||||
|
||||
//-------------------------
|
||||
//accessors and mutators
|
||||
//-------------------------
|
||||
|
||||
RoomData* RoomManager::GetRoom(int uid) {
|
||||
std::map<int, RoomData>::iterator it = roomMap.find(uid);
|
||||
|
||||
if (it == roomMap.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
/* 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 ROOMMANAGER_HPP_
|
||||
#define ROOMMANAGER_HPP_
|
||||
|
||||
#include "room_data.hpp"
|
||||
|
||||
#include "lua/lua.hpp"
|
||||
|
||||
#include <map>
|
||||
|
||||
class RoomManager {
|
||||
public:
|
||||
RoomManager() = default;
|
||||
~RoomManager() = default;
|
||||
|
||||
//public access methods
|
||||
//TODO
|
||||
//TODO: setup the pagers and functors of each room object
|
||||
|
||||
//accessors and mutators
|
||||
RoomData* GetRoom(int uid);
|
||||
std::map<int, RoomData>* GetContainer();
|
||||
|
||||
lua_State* SetLuaState(lua_State*);
|
||||
lua_State* GetLuaState();
|
||||
|
||||
private:
|
||||
std::map<int, RoomData> roomMap;
|
||||
lua_State* luaState = nullptr;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,478 @@
|
||||
/* 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 "server_application.hpp"
|
||||
|
||||
#include "sql_utility.hpp"
|
||||
#include "serial.hpp"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
//-------------------------
|
||||
//public methods
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::Init(int argc, char** argv) {
|
||||
//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
|
||||
std::cout << "Beginning startup" << std::endl;
|
||||
|
||||
//initial setup
|
||||
config.Load("rsc\\config.cfg");
|
||||
|
||||
//-------------------------
|
||||
//Initialize the APIs
|
||||
//-------------------------
|
||||
|
||||
//Init SDL
|
||||
if (SDL_Init(0)) {
|
||||
throw(std::runtime_error("Failed to initialize SDL"));
|
||||
}
|
||||
std::cout << "Initialized SDL" << std::endl;
|
||||
|
||||
//Init SDL_net
|
||||
if (SDLNet_Init()) {
|
||||
throw(std::runtime_error("Failed to initialize SDL_net"));
|
||||
}
|
||||
network.Open(config.Int("server.port"));
|
||||
std::cout << "Initialized SDL_net" << std::endl;
|
||||
|
||||
//Init SQL
|
||||
int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
|
||||
if (ret != SQLITE_OK || !database) {
|
||||
throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
|
||||
}
|
||||
std::cout << "Initialized SQL" << std::endl;
|
||||
|
||||
//Init lua
|
||||
luaState = luaL_newstate();
|
||||
if (!luaState) {
|
||||
throw(std::runtime_error("Failed to initialize lua"));
|
||||
}
|
||||
luaL_openlibs(luaState);
|
||||
std::cout << "Initialized lua" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Setup the objects
|
||||
//-------------------------
|
||||
|
||||
accountMgr.SetDatabase(database);
|
||||
characterMgr.SetDatabase(database);
|
||||
|
||||
combatMgr.SetLuaState(luaState);
|
||||
roomMgr.SetLuaState(luaState);
|
||||
enemyMgr.SetLuaState(luaState);
|
||||
|
||||
std::cout << "Internal managers ready" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Run the startup scripts
|
||||
//-------------------------
|
||||
|
||||
//setup the database
|
||||
if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
|
||||
throw(std::runtime_error("Failed to initialize SQL's setup script"));
|
||||
}
|
||||
std::cout << "Completed SQL's setup script" << std::endl;
|
||||
|
||||
//run lua's startup script
|
||||
if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
|
||||
throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
|
||||
}
|
||||
std::cout << "Completed lua's setup script" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//debug output
|
||||
//-------------------------
|
||||
|
||||
std::cout << "Internal sizes:" << std::endl;
|
||||
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;
|
||||
|
||||
//-------------------------
|
||||
//finalize the startup
|
||||
//-------------------------
|
||||
|
||||
std::cout << "Startup completed successfully" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//debugging
|
||||
//-------------------------
|
||||
|
||||
std::cout << "Debugging dump:" << std::endl;
|
||||
std::cout << "\tMAX_PACKET_SIZE:\t\t" << MAX_PACKET_SIZE << std::endl;
|
||||
std::cout << "\tsizeof(SerialPacket):\t\t" << sizeof(SerialPacket) << std::endl;
|
||||
std::cout << "\tsizeof(CharacterPacket):\t" << sizeof(CharacterPacket) << std::endl;
|
||||
std::cout << "\t\tsizeof(Statistics):\t" << sizeof(Statistics) << std::endl;
|
||||
std::cout << "\tsizeof(ClientPacket):\t\t" << sizeof(ClientPacket) << std::endl;
|
||||
std::cout << "\tsizeof(CombatPacket):\t\t" << sizeof(CombatPacket) << std::endl;
|
||||
std::cout << "\tsizeof(EnemyPacket):\t\t" << sizeof(EnemyPacket) << std::endl;
|
||||
std::cout << "\tsizeof(RegionPacket):\t\t" << sizeof(RegionPacket) << std::endl;
|
||||
std::cout << "\tsizeof(ServerPacket):\t\t" << sizeof(ServerPacket) << std::endl;
|
||||
}
|
||||
|
||||
void ServerApplication::Proc() {
|
||||
char packetBuffer[MAX_PACKET_SIZE];
|
||||
while(running) {
|
||||
//suck in the waiting packets & process them
|
||||
while(network.Receive(reinterpret_cast<SerialPacket*>(packetBuffer))) {
|
||||
HandlePacket(reinterpret_cast<SerialPacket*>(packetBuffer));
|
||||
}
|
||||
//update the internals
|
||||
//TODO: update the internals i.e. player positions
|
||||
//give the computer a break
|
||||
SDL_Delay(10);
|
||||
}
|
||||
}
|
||||
|
||||
void ServerApplication::Quit() {
|
||||
std::cout << "Shutting down" << std::endl;
|
||||
|
||||
//APIs
|
||||
lua_close(luaState);
|
||||
sqlite3_close_v2(database);
|
||||
network.Close();
|
||||
SDLNet_Quit();
|
||||
SDL_Quit();
|
||||
|
||||
std::cout << "Shutdown finished" << std::endl;
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//handle incoming traffic
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
|
||||
switch(argPacket->type) {
|
||||
//basic connections
|
||||
case SerialPacketType::BROADCAST_REQUEST:
|
||||
HandleBroadcastRequest(dynamic_cast<SerialPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::JOIN_REQUEST:
|
||||
HandleJoinRequest(dynamic_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::DISCONNECT:
|
||||
HandleDisconnect(dynamic_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::SHUTDOWN:
|
||||
HandleShutdown(dynamic_cast<SerialPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//map management
|
||||
case SerialPacketType::REGION_REQUEST:
|
||||
HandleRegionRequest(dynamic_cast<RegionPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//combat management
|
||||
//TODO: combat management
|
||||
|
||||
//character management
|
||||
case SerialPacketType::CHARACTER_NEW:
|
||||
HandleCharacterNew(dynamic_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_DELETE:
|
||||
HandleCharacterDelete(dynamic_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_UPDATE:
|
||||
case SerialPacketType::CHARACTER_STATS_REQUEST:
|
||||
HandleCharacterUpdate(dynamic_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//enemy management
|
||||
//TODO: enemy management
|
||||
|
||||
//mismanagement
|
||||
case SerialPacketType::SYNCHRONIZE:
|
||||
HandleSynchronize(dynamic_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))));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//basic connections
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
|
||||
//send the server's data
|
||||
ServerPacket newPacket;
|
||||
|
||||
newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
|
||||
snprintf(newPacket.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
|
||||
newPacket.playerCount = characterMgr.GetContainer()->size();
|
||||
newPacket.version = NETWORK_VERSION;
|
||||
|
||||
network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(&newPacket));
|
||||
}
|
||||
|
||||
void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
|
||||
//create the new client
|
||||
ClientData newClient;
|
||||
newClient.address = argPacket->srcAddress;
|
||||
|
||||
//load the user account
|
||||
//TODO: handle passwords
|
||||
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientUID);
|
||||
if (accountIndex < 0) {
|
||||
//TODO: send rejection packet
|
||||
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
//send the client their info
|
||||
ClientPacket newPacket;
|
||||
newPacket.type = SerialPacketType::JOIN_RESPONSE;
|
||||
newPacket.clientIndex = clientUID;
|
||||
newPacket.accountIndex = accountIndex;
|
||||
|
||||
network.SendTo(&newClient.address, dynamic_cast<SerialPacket*>(&newPacket));
|
||||
|
||||
//finished this routine
|
||||
clientMap[clientUID++] = newClient;
|
||||
std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
|
||||
}
|
||||
|
||||
void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
|
||||
//TODO: authenticate who is disconnecting/kicking
|
||||
|
||||
//forward to the specified client
|
||||
network.SendTo(
|
||||
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
|
||||
dynamic_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.owner) {
|
||||
PumpCharacterUnload(it->first);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
//erase the in-memory stuff
|
||||
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->clientIndex);
|
||||
accountMgr.UnloadAccount(argPacket->accountIndex);
|
||||
|
||||
//finished this routine
|
||||
std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
|
||||
}
|
||||
|
||||
void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
|
||||
//TODO: authenticate who is shutting the server down
|
||||
|
||||
//end the server
|
||||
running = false;
|
||||
|
||||
//disconnect all clients
|
||||
SerialPacket newPacket;
|
||||
newPacket.type = SerialPacketType::DISCONNECT;
|
||||
PumpPacket(&newPacket);
|
||||
|
||||
//finished this routine
|
||||
std::cout << "Shutdown signal accepted" << std::endl;
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//map management
|
||||
//-------------------------
|
||||
|
||||
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.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y);
|
||||
|
||||
//send the content
|
||||
network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//combat management
|
||||
//-------------------------
|
||||
|
||||
//TODO: combat management
|
||||
|
||||
//-------------------------
|
||||
//Character Management
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
|
||||
int characterIndex = characterMgr.CreateCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
|
||||
|
||||
if (characterIndex == -1) {
|
||||
//TODO: rejection packet
|
||||
std::cerr << "Warning: Character already loaded" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
if (characterIndex == -2) {
|
||||
//TODO: rejection packet
|
||||
std::cerr << "Warning: Character already exists" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
//send this new character to all clients
|
||||
CharacterPacket newPacket;
|
||||
newPacket.type = SerialPacketType::CHARACTER_NEW;
|
||||
CopyCharacterToPacket(&newPacket, characterIndex);
|
||||
PumpPacket(&newPacket);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
//if this is not your character
|
||||
if (characterIndex == -2) {
|
||||
//TODO: rejection packet
|
||||
std::cerr << "Warning: Character cannot be deleted" << std::endl;
|
||||
|
||||
//unload an unneeded character
|
||||
if (characterIndex != -1) {
|
||||
characterMgr.UnloadCharacter(characterIndex);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//delete it
|
||||
characterMgr.DeleteCharacter(characterIndex);
|
||||
|
||||
//TODO: success packet
|
||||
|
||||
//Unload this character from all clients
|
||||
PumpCharacterUnload(characterIndex);
|
||||
}
|
||||
|
||||
void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
|
||||
CharacterData* character = characterMgr.GetCharacter(argPacket->characterIndex);
|
||||
|
||||
//make a new character if this one doesn't exist
|
||||
if (!character) {
|
||||
//this isn't normal
|
||||
std::cerr << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
|
||||
HandleCharacterNew(argPacket);
|
||||
return;
|
||||
}
|
||||
|
||||
/* TODO: rewrite this design flaw, read more
|
||||
* Slaving the client to the server here is a terrible idea, instead there
|
||||
* needs to be a utility function to update and send the server-side character
|
||||
* to the clients.
|
||||
*
|
||||
* Other things to consider include functionality to reequip the character,
|
||||
* apply status effects and to change the stats as well. These should all be
|
||||
* handled server-side.
|
||||
*/
|
||||
character->roomIndex = argPacket->roomIndex;
|
||||
character->origin = argPacket->origin;
|
||||
character->motion = argPacket->motion;
|
||||
|
||||
character->stats = argPacket->stats;
|
||||
|
||||
//TODO: equipment
|
||||
//TODO: items
|
||||
//TODO: buffs
|
||||
//TODO: debuffs
|
||||
|
||||
PumpPacket(argPacket);
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//enemy management
|
||||
//-------------------------
|
||||
|
||||
//TODO: enemy management
|
||||
|
||||
//-------------------------
|
||||
//mismanagement
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
|
||||
//TODO: compensate for large distances
|
||||
//NOTE: I quite dislike this function
|
||||
|
||||
//send all of the server's data to this client
|
||||
ClientData& client = clientMap[argPacket->clientIndex];
|
||||
|
||||
//send all characters
|
||||
CharacterPacket newPacket;
|
||||
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
|
||||
|
||||
for (auto& it : *characterMgr.GetContainer()) {
|
||||
newPacket.characterIndex = it.first;
|
||||
CopyCharacterToPacket(&newPacket, it.first);
|
||||
network.SendTo(&client.address, dynamic_cast<SerialPacket*>(&newPacket));
|
||||
}
|
||||
|
||||
//TODO: more in HandleSynchronize()
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//utility methods
|
||||
//-------------------------
|
||||
|
||||
//TODO: a function that only sends to characters in a certain proximity
|
||||
|
||||
void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
|
||||
for (auto& it : clientMap) {
|
||||
network.SendTo(&it.second.address, argPacket);
|
||||
}
|
||||
}
|
||||
|
||||
void ServerApplication::PumpCharacterUnload(int uid) {
|
||||
//delete the client-side character(s)
|
||||
CharacterPacket newPacket;
|
||||
newPacket.type = SerialPacketType::CHARACTER_DELETE;
|
||||
newPacket.characterIndex = uid;
|
||||
PumpPacket(dynamic_cast<SerialPacket*>(&newPacket));
|
||||
}
|
||||
|
||||
void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
|
||||
CharacterData* character = characterMgr.GetCharacter(characterIndex);
|
||||
if (!character) {
|
||||
throw(std::runtime_error("Failed to copy a character to a packet"));
|
||||
}
|
||||
|
||||
//TODO: keep this up to date when the character changes
|
||||
packet->characterIndex = characterIndex;
|
||||
snprintf(packet->handle, PACKET_STRING_SIZE, "%s", character->handle.c_str());
|
||||
snprintf(packet->avatar, PACKET_STRING_SIZE, "%s", character->avatar.c_str());
|
||||
packet->accountIndex = character->owner;
|
||||
packet->roomIndex = character->roomIndex;
|
||||
packet->origin = character->origin;
|
||||
packet->motion = character->motion;
|
||||
packet->stats = character->stats;
|
||||
}
|
||||
@@ -23,23 +23,16 @@
|
||||
#define SERVERAPPLICATION_HPP_
|
||||
|
||||
//server specific stuff
|
||||
#include "account_manager.hpp"
|
||||
#include "character_manager.hpp"
|
||||
#include "client_data.hpp"
|
||||
#include "account_data.hpp"
|
||||
#include "character_data.hpp"
|
||||
#include "combat_data.hpp"
|
||||
#include "enemy_factory_generic.hpp"
|
||||
#include "combat_manager.hpp"
|
||||
#include "enemy_manager.hpp"
|
||||
#include "room_manager.hpp"
|
||||
|
||||
//maps
|
||||
#include "map_allocator.hpp"
|
||||
#include "map_file_format.hpp"
|
||||
#include "region_pager.hpp"
|
||||
|
||||
//networking
|
||||
//common utilities
|
||||
#include "udp_network_utility.hpp"
|
||||
|
||||
//common
|
||||
#include "config_utility.hpp"
|
||||
#include "vector2.hpp"
|
||||
|
||||
//APIs
|
||||
#include "lua/lua.hpp"
|
||||
@@ -51,10 +44,9 @@
|
||||
#include <string>
|
||||
|
||||
//The main application class
|
||||
//TODO: modulate this god class
|
||||
class ServerApplication {
|
||||
public:
|
||||
//standard functions
|
||||
//public methods
|
||||
ServerApplication() = default;
|
||||
~ServerApplication() = default;
|
||||
|
||||
@@ -63,61 +55,57 @@ public:
|
||||
void Quit();
|
||||
|
||||
private:
|
||||
void HandlePacket(SerialPacket);
|
||||
|
||||
//handle incoming traffic
|
||||
void HandleBroadcastRequest(SerialPacket);
|
||||
void HandleJoinRequest(SerialPacket);
|
||||
void HandleSynchronize(SerialPacket);
|
||||
void HandleDisconnect(SerialPacket);
|
||||
void HandleShutdown(SerialPacket);
|
||||
void HandleCharacterUpdate(SerialPacket);
|
||||
void HandleRegionRequest(SerialPacket);
|
||||
void HandlePacket(SerialPacket* const);
|
||||
|
||||
//TODO: a function that only sends to characters in a certain proximity
|
||||
void PumpPacket(SerialPacket);
|
||||
void PumpCharacterUnload(int uid);
|
||||
//basic connections
|
||||
void HandleBroadcastRequest(SerialPacket* const);
|
||||
void HandleJoinRequest(ClientPacket* const);
|
||||
void HandleDisconnect(ClientPacket* const);
|
||||
void HandleShutdown(SerialPacket* const);
|
||||
|
||||
//Account management
|
||||
int CreateUserAccount(std::string username, int clientIndex);
|
||||
int LoadUserAccount(std::string username, int clientIndex);
|
||||
int SaveUserAccount(int uid);
|
||||
void UnloadUserAccount(int uid);
|
||||
void DeleteUserAccount(int uid);
|
||||
|
||||
//character management
|
||||
int CreateCharacter(int owner, std::string handle, std::string avatar);
|
||||
int LoadCharacter(int owner, std::string handle, std::string avatar);
|
||||
int SaveCharacter(int uid);
|
||||
void UnloadCharacter(int uid);
|
||||
void DeleteCharacter(int uid);
|
||||
//map management
|
||||
void HandleRegionRequest(RegionPacket* const);
|
||||
|
||||
//combat management
|
||||
//TODO: combat management
|
||||
|
||||
//APIs
|
||||
UDPNetworkUtility network;
|
||||
//character management
|
||||
void HandleCharacterNew(CharacterPacket* const);
|
||||
void HandleCharacterDelete(CharacterPacket* const);
|
||||
void HandleCharacterUpdate(CharacterPacket* const);
|
||||
|
||||
//enemy management
|
||||
//TODO: enemy management
|
||||
|
||||
//mismanagement
|
||||
void HandleSynchronize(ClientPacket* const);
|
||||
|
||||
//utility methods
|
||||
//TODO: a function that only sends to characters in a certain proximity
|
||||
void PumpPacket(SerialPacket* const);
|
||||
void PumpCharacterUnload(int uid);
|
||||
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
|
||||
|
||||
//APIs and utilities
|
||||
sqlite3* database = nullptr;
|
||||
lua_State* luaState = nullptr;
|
||||
UDPNetworkUtility network;
|
||||
ConfigUtility config;
|
||||
|
||||
//server tables
|
||||
//simple tables
|
||||
std::map<int, ClientData> clientMap;
|
||||
std::map<int, AccountData> accountMap;
|
||||
std::map<int, CharacterData> characterMap;
|
||||
std::map<int, CombatData> combatMap;
|
||||
std::map<int, EnemyData> enemyMap;
|
||||
|
||||
//maps
|
||||
//TODO: I need to handle multiple map objects
|
||||
//TODO: Unload regions that are distant from any characters
|
||||
RegionPager<LuaAllocator, LuaFormat> regionPager;
|
||||
EnemyFactoryGeneric enemyFactory;
|
||||
//managers
|
||||
AccountManager accountMgr;
|
||||
CharacterManager characterMgr;
|
||||
CombatManager combatMgr;
|
||||
EnemyManager enemyMgr;
|
||||
RoomManager roomMgr;
|
||||
|
||||
//misc
|
||||
bool running = true;
|
||||
ConfigUtility config;
|
||||
int clientUID = 0;
|
||||
int combatUID = 0;
|
||||
int enemyUID = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,194 +0,0 @@
|
||||
/* Copyright: (c) Kayne Ruse 2013, 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 "server_application.hpp"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
|
||||
//-------------------------
|
||||
//Handle various network input
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
|
||||
//pack the server's data
|
||||
packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
|
||||
packet.serverInfo.networkVersion = NETWORK_VERSION;
|
||||
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
|
||||
packet.serverInfo.playerCount = characterMap.size();
|
||||
|
||||
//bounce this packet
|
||||
network.SendTo(&packet.meta.srcAddress, &packet);
|
||||
}
|
||||
|
||||
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
|
||||
//create the new client
|
||||
ClientData newClient;
|
||||
newClient.address = packet.meta.srcAddress;
|
||||
|
||||
//load the user account
|
||||
int accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
|
||||
if (accountIndex < 0) {
|
||||
//TODO: send rejection packet
|
||||
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
//load the new character
|
||||
int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
|
||||
if (characterIndex < 0) {
|
||||
//TODO: send rejection packet
|
||||
std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
|
||||
UnloadUserAccount(accountIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
//send the client their info
|
||||
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
|
||||
packet.clientInfo.clientIndex = clientUID;
|
||||
packet.clientInfo.accountIndex = accountIndex;
|
||||
packet.clientInfo.characterIndex = characterIndex;
|
||||
|
||||
//bounce this packet
|
||||
network.SendTo(&newClient.address, &packet);
|
||||
|
||||
//reference to prevent multiple lookups
|
||||
//TODO: I need a way to pack structures unto packets more easily
|
||||
//NOTE: this chunk of code is similar to HandleSynchronize
|
||||
CharacterData& character = characterMap[characterIndex];
|
||||
|
||||
//send the new character to all clients
|
||||
packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
|
||||
packet.characterInfo.characterIndex = characterIndex;
|
||||
strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
|
||||
strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
|
||||
packet.characterInfo.mapIndex = character.mapIndex;
|
||||
packet.characterInfo.origin = character.origin;
|
||||
packet.characterInfo.motion = character.motion;
|
||||
packet.characterInfo.stats = character.stats;
|
||||
|
||||
PumpPacket(packet);
|
||||
|
||||
//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
|
||||
//finished this routine
|
||||
clientMap[clientUID++] = newClient;
|
||||
std::cout << "Connect, total: " << clientMap.size() << std::endl;
|
||||
}
|
||||
|
||||
void ServerApplication::HandleSynchronize(SerialPacket packet) {
|
||||
//TODO: compensate for large distances
|
||||
|
||||
//send all the server's data to this client
|
||||
SerialPacket newPacket;
|
||||
|
||||
//characters
|
||||
newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
|
||||
for (auto& it : characterMap) {
|
||||
//TODO: update this for the expanded CharacterData structure
|
||||
newPacket.characterInfo.characterIndex = it.first;
|
||||
snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
|
||||
snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
|
||||
newPacket.characterInfo.mapIndex = it.second.mapIndex;
|
||||
newPacket.characterInfo.origin = it.second.origin;
|
||||
newPacket.characterInfo.motion = it.second.motion;
|
||||
newPacket.characterInfo.stats = it.second.stats;
|
||||
|
||||
network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
|
||||
}
|
||||
}
|
||||
|
||||
void ServerApplication::HandleDisconnect(SerialPacket packet) {
|
||||
//TODO: authenticate who is disconnecting/kicking
|
||||
|
||||
//forward to the specified client
|
||||
network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
|
||||
|
||||
//unload client and server-side characters
|
||||
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
|
||||
if (it->second.owner == packet.clientInfo.accountIndex) {
|
||||
PumpCharacterUnload(it->first);
|
||||
SaveCharacter(it->first);
|
||||
it = characterMap.erase(it); //efficient
|
||||
continue;
|
||||
}
|
||||
else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
//erase the in-memory stuff
|
||||
clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
|
||||
UnloadUserAccount(packet.clientInfo.accountIndex);
|
||||
|
||||
//finished this routine
|
||||
std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
|
||||
}
|
||||
|
||||
void ServerApplication::HandleShutdown(SerialPacket packet) {
|
||||
//TODO: authenticate who is shutting the server down
|
||||
|
||||
//end the server
|
||||
running = false;
|
||||
|
||||
//disconnect all clients
|
||||
packet.meta.type = SerialPacket::Type::DISCONNECT;
|
||||
PumpPacket(packet);
|
||||
|
||||
//finished this routine
|
||||
std::cout << "Shutdown signal accepted" << std::endl;
|
||||
}
|
||||
|
||||
void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
|
||||
//TODO: this should be moved elsewhere
|
||||
if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
|
||||
throw(std::runtime_error("Cannot update a non-existant character"));
|
||||
}
|
||||
|
||||
//TODO: the server needs it's own movement system too
|
||||
characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
|
||||
characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
|
||||
|
||||
PumpPacket(packet);
|
||||
}
|
||||
|
||||
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
|
||||
//TODO: this should be moved elsewhere
|
||||
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
|
||||
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
|
||||
|
||||
//send the content
|
||||
network.SendTo(&packet.meta.srcAddress, &packet);
|
||||
}
|
||||
|
||||
void ServerApplication::PumpPacket(SerialPacket packet) {
|
||||
//NOTE: I don't really like this, but it'll do for now
|
||||
for (auto& it : clientMap) {
|
||||
network.SendTo(&it.second.address, &packet);
|
||||
}
|
||||
}
|
||||
|
||||
void ServerApplication::PumpCharacterUnload(int uid) {
|
||||
//delete the client-side character(s)
|
||||
SerialPacket delPacket;
|
||||
delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
|
||||
delPacket.characterInfo.characterIndex = uid;
|
||||
PumpPacket(delPacket);
|
||||
}
|
||||
@@ -1,190 +0,0 @@
|
||||
/* 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 "server_application.hpp"
|
||||
|
||||
#include "sql_utility.hpp"
|
||||
#include "serial.hpp"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
//-------------------------
|
||||
//Define the public members
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::Init(int argc, char** argv) {
|
||||
//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
|
||||
std::cout << "Beginning startup" << std::endl;
|
||||
|
||||
//initial setup
|
||||
config.Load("rsc\\config.cfg");
|
||||
|
||||
//-------------------------
|
||||
//Initialize the APIs
|
||||
//-------------------------
|
||||
|
||||
//Init SDL
|
||||
if (SDL_Init(0)) {
|
||||
throw(std::runtime_error("Failed to initialize SDL"));
|
||||
}
|
||||
std::cout << "Initialized SDL" << std::endl;
|
||||
|
||||
//Init SDL_net
|
||||
if (SDLNet_Init()) {
|
||||
throw(std::runtime_error("Failed to initialize SDL_net"));
|
||||
}
|
||||
network.Open(config.Int("server.port"));
|
||||
std::cout << "Initialized SDL_net" << std::endl;
|
||||
|
||||
//Init SQL
|
||||
int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
|
||||
if (ret != SQLITE_OK || !database) {
|
||||
throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
|
||||
}
|
||||
std::cout << "Initialized SQL" << std::endl;
|
||||
|
||||
//Init lua
|
||||
luaState = luaL_newstate();
|
||||
if (!luaState) {
|
||||
throw(std::runtime_error("Failed to initialize lua"));
|
||||
}
|
||||
luaL_openlibs(luaState);
|
||||
std::cout << "Initialized lua" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Setup the objects
|
||||
//-------------------------
|
||||
|
||||
//setup the map object
|
||||
regionPager.GetAllocator()->SetLuaState(luaState);
|
||||
regionPager.GetFormat()->SetLuaState(luaState);
|
||||
regionPager.GetFormat()->SetSaveDir(config["dir.maps"] + config["map.savename"]);
|
||||
std::cout << "Prepared the map system" << std::endl;
|
||||
|
||||
//push the pager onto the lua registry
|
||||
lua_pushstring(luaState, "pager");
|
||||
lua_pushlightuserdata(luaState, reinterpret_cast<void*>(®ionPager));
|
||||
lua_settable(luaState, LUA_REGISTRYINDEX);
|
||||
std::cout << "Registered the map system in lua" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Run the startup scripts
|
||||
//-------------------------
|
||||
|
||||
//setup the database
|
||||
if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
|
||||
throw(std::runtime_error("Failed to initialize SQL's setup script"));
|
||||
}
|
||||
std::cout << "Completed SQL's setup script" << std::endl;
|
||||
|
||||
//run lua's startup script
|
||||
if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
|
||||
throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
|
||||
}
|
||||
std::cout << "Completed lua's setup script" << std::endl;
|
||||
|
||||
//debug output
|
||||
std::cout << "Internal sizes:" << std::endl;
|
||||
std::cout << "\tsizeof(SerialPacket): " << sizeof(SerialPacket) << std::endl;
|
||||
std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
|
||||
|
||||
//finalize the startup
|
||||
std::cout << "Startup completed successfully" << std::endl;
|
||||
|
||||
//debugging
|
||||
//
|
||||
}
|
||||
|
||||
void ServerApplication::Proc() {
|
||||
SerialPacket packet;
|
||||
while(running) {
|
||||
//suck in the waiting packets & process them
|
||||
while(network.Receive(&packet)) {
|
||||
HandlePacket(packet);
|
||||
}
|
||||
//update the internals
|
||||
//TODO: update the internals i.e. player positions
|
||||
//give the computer a break
|
||||
SDL_Delay(10);
|
||||
}
|
||||
}
|
||||
|
||||
void ServerApplication::Quit() {
|
||||
std::cout << "Shutting down" << std::endl;
|
||||
|
||||
//save the server state
|
||||
for (auto& it : accountMap) {
|
||||
SaveUserAccount(it.first);
|
||||
}
|
||||
for (auto& it : characterMap) {
|
||||
SaveCharacter(it.first);
|
||||
}
|
||||
|
||||
//empty the members
|
||||
accountMap.clear();
|
||||
characterMap.clear();
|
||||
regionPager.UnloadAll();
|
||||
|
||||
//APIs
|
||||
lua_close(luaState);
|
||||
sqlite3_close_v2(database);
|
||||
network.Close();
|
||||
SDLNet_Quit();
|
||||
SDL_Quit();
|
||||
|
||||
std::cout << "Shutdown finished" << std::endl;
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//Define the uber switch
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandlePacket(SerialPacket packet) {
|
||||
switch(packet.meta.type) {
|
||||
case SerialPacket::Type::BROADCAST_REQUEST:
|
||||
HandleBroadcastRequest(packet);
|
||||
break;
|
||||
case SerialPacket::Type::JOIN_REQUEST:
|
||||
HandleJoinRequest(packet);
|
||||
break;
|
||||
case SerialPacket::Type::SYNCHRONIZE:
|
||||
HandleSynchronize(packet);
|
||||
break;
|
||||
case SerialPacket::Type::DISCONNECT:
|
||||
HandleDisconnect(packet);
|
||||
break;
|
||||
case SerialPacket::Type::SHUTDOWN:
|
||||
HandleShutdown(packet);
|
||||
break;
|
||||
case SerialPacket::Type::CHARACTER_UPDATE:
|
||||
HandleCharacterUpdate(packet);
|
||||
break;
|
||||
case SerialPacket::Type::REGION_REQUEST:
|
||||
HandleRegionRequest(packet);
|
||||
break;
|
||||
//handle errors
|
||||
default:
|
||||
throw(std::runtime_error("Unknown SerialPacketType encountered"));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,11 @@
|
||||
TODO: Modulate this god class
|
||||
TODO: Segment SerialPacket?
|
||||
TODO: Not all structures in common/gameplay are needed by the client
|
||||
TODO: MapLoader, in place of FileFormat
|
||||
TODO: Get the rooms working
|
||||
TODO: update the map API to handle multiple rooms
|
||||
|
||||
TODO: Rejection packets
|
||||
TODO: Authentication
|
||||
TODO: server is slaved to the client
|
||||
|
||||
TODO: I need to keep the documentation up to date. Namely, the GDD is getting out of date.
|
||||
TODO: I completely forgot about status ailments
|
||||
TODO: Time delay for requesting region packets
|
||||
|
||||
Reference in New Issue
Block a user