Finished the server-side modifications (read more)
* There seems to be something iffy with this branch * The size of SerialPacket may have changed I've implemented the accountIndex variable as best I can, but I really shouldn't code at night. I'll need to go over the changes again before merging this.
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@@ -42,27 +42,28 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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}
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void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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//load the user account
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int accountIndex = LoadUserAccount(packet.clientInfo.username, ClientData::uidCounter, CharacterData::uidCounter);
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if (accountIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
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return;
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}
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//create the new client
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ClientData newClient;
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newClient.address = packet.meta.srcAddress;
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//load the user account
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int uid = LoadUserAccount(packet.clientInfo.username, ClientData::uidCounter);
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if (uid < 0) {
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std::cerr << "Error: Account already loaded: " << uid << std::endl;
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return;
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}
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//TODO: move this into the character management code
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//create the new character
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CharacterData newCharacter;
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newCharacter.clientIndex = ClientData::uidCounter;
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newCharacter.handle = packet.clientInfo.handle;
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newCharacter.avatar = packet.clientInfo.avatar;
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//send the client their info
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packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.clientIndex = ClientData::uidCounter;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = CharacterData::uidCounter;
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//bounce this packet
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@@ -79,11 +80,10 @@ void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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packet.characterInfo.motion = newCharacter.motion;
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PumpPacket(packet);
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//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
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//finished this routine
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clientMap[ClientData::uidCounter] = newClient;
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characterMap[CharacterData::uidCounter] = newCharacter;
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ClientData::uidCounter++;
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CharacterData::uidCounter++;
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clientMap[ClientData::uidCounter++] = newClient;
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characterMap[CharacterData::uidCounter++] = newCharacter;
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std::cout << "Connect, total: " << clientMap.size() << std::endl;
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}
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@@ -113,43 +113,24 @@ void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//TODO: define the difference between unloading and deletng a character
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//disconnect the specified client
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//forward to the specified client
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.clientIndex);
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network.Send(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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//unload the client's account
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//TODO: change clientIndex to accountIndex for player ID
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for (auto it : accountMap) {
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if (it.second.clientIndex == packet.clientInfo.clientIndex) {
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UnloadUserAccount(it.first);
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break;
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}
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}
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//prep the delete packet
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//delete the client side character
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SerialPacket delPacket;
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delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
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delPacket.characterInfo.characterIndex = accountMap[packet.clientInfo.accountIndex].characterIndex;
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PumpPacket(delPacket);
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//delete server and client side characters
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erase_if(characterMap, [&](std::pair<int, CharacterData> it) -> bool {
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//find the internal characters to delete
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if (it.second.clientIndex == packet.clientInfo.clientIndex) {
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//send the delete characters command to all clients
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delPacket.characterInfo.characterIndex = it.first;
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PumpPacket(delPacket);
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//delete this characters object
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return true;
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}
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//don't delete this characters object
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return false;
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});
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//erase the in-memory stuff
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clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
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characterMap.erase(accountMap[packet.clientInfo.accountIndex].characterIndex);
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UnloadUserAccount(packet.clientInfo.accountIndex);
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//finished this routine
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std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
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std::cout << "Disconnect, total: " << accountMap.size() << std::endl;
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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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@@ -160,7 +141,6 @@ void ServerApplication::HandleShutdown(SerialPacket packet) {
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//disconnect all clients
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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packet.clientInfo.clientIndex = -1;
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PumpPacket(packet);
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//finished this routine
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