The server is building, but still needs work
There is some missing character creation/unloading code, and there are a few other issues highlighted by TODO tags, see below. In general, 'mapIndex' has been renamed to 'roomIndex'. Multiple rooms have not been fully implemented yet, but I'm working on it. Other issues: * FileFormat needs to be changed to MapLoader * Server's character movement is still slaved to the clients The client does not build.
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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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@@ -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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@@ -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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@@ -33,7 +33,7 @@ static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, av
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static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
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static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET "
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"mapIndex = ?2,"
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"roomIndex = ?2,"
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"originX = ?3,"
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"originY = ?4,"
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"level = ?5,"
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@@ -148,7 +148,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
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//Don't cache the birth
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//world origin
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newChar.mapIndex = sqlite3_column_int(statement, 5);
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newChar.roomIndex = sqlite3_column_int(statement, 5);
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newChar.origin.x = (double)sqlite3_column_int(statement, 6);
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newChar.origin.y = (double)sqlite3_column_int(statement, 7);
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@@ -208,7 +208,7 @@ int CharacterManager::SaveCharacter(int uid) {
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//parameters
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bool ret = false;
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ret |= sqlite3_bind_int(statement, 1, uid) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 2, character.mapIndex) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 2, character.roomIndex) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
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ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
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+11
-5
@@ -22,6 +22,11 @@
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#ifndef ROOMDATA_HPP_
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#define ROOMDATA_HPP_
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//map system
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#include "map_allocator.hpp"
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#include "map_file_format.hpp"
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#include "region_pager.hpp"
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struct RoomData {
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enum class RoomType {
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OVERWORLD,
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@@ -31,11 +36,12 @@ struct RoomData {
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CAVES,
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};
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/* TODO: more
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* "multiple rooms system" using this structure
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* Pager
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* collision map
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*/
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//members
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RegionPager<LuaAllocator, LuaFormat> pager;
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RoomType type;
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//TODO: collision map
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//TODO: NPCs?
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};
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#endif
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@@ -35,6 +35,7 @@ public:
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//public access methods
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//TODO
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//TODO: setup the pagers and functors of each room object
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//accessors and mutators
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RoomData* GetRoom(int uid);
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@@ -174,14 +174,14 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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//character management
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(dynamic_cast<SerialPacket*>(argPacket));
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HandleCharacterNew(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(dynamic_cast<SerialPacket*>(argPacket));
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HandleCharacterDelete(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST: //TODO: ?
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HandleCharacterUpdate(dynamic_cast<SerialPacket*>(argPacket));
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HandleCharacterUpdate(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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//enemy management
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@@ -189,7 +189,7 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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//mismanagement
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case SerialPacketType::SYNCHRONIZE:
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HandleSynchronize(dynamic_cast<SerialPacket*>(argPacket));
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HandleSynchronize(dynamic_cast<ClientPacket*>(argPacket));
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break;
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//handle errors
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@@ -296,7 +296,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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newPacket.x = argPacket->x;
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newPacket.y = argPacket->y;
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newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
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newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y);
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//send the content
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
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@@ -312,25 +312,46 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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//Character Management
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//-------------------------
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void ServerApplication::HandleCharacterNew(SerialPacket) {
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void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
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//TODO: fill this
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}
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void ServerApplication::HandleCharacterDelete(SerialPacket) {
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void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: fill this
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}
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void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
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//TODO: this should be moved elsewhere
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if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
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throw(std::runtime_error("Cannot update a non-existant character"));
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void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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CharacterData* character = characterMgr.GetCharacter(argPacket->characterIndex);
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//make a new character if this one doesn't exist
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if (!character) {
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//this isn't normal
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std::cerr << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
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HandleCharacterNew(argPacket);
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return;
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}
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//TODO: the server needs it's own movement system too
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characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
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characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
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/* TODO: rewrite this design flaw, read more
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* Slaving the client to the server here is a terrible idea, instead there
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* needs to be a utility function to update and send the server-side character
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* to the clients.
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*
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* Other things to consider include functionality to reequip the character,
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* apply status effects and to change the stats as well. These should all be
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* handled server-side.
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*/
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character->roomIndex = argPacket->roomIndex;
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character->origin = argPacket->origin;
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character->motion = argPacket->motion;
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PumpPacket(packet);
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character->stats = argPacket->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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PumpPacket(argPacket);
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}
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//-------------------------
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@@ -343,26 +364,29 @@ void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
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//mismanagement
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//-------------------------
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void ServerApplication::HandleSynchronize(SerialPacket packet) {
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void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
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//TODO: compensate for large distances
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//TODO: I quite dislike this function
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//send all the server's data to this client
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SerialPacket newPacket;
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CharacterPacket characterPacket;
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//characters
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newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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for (auto& it : characterMap) {
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characterPacket.type = SerialPacketType::CHARACTER_UPDATE;
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for (auto& it : *characterMgr.GetContainer()) {
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//TODO: update this for the expanded CharacterData structure
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newPacket.characterInfo.characterIndex = it.first;
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snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.characterInfo.mapIndex = it.second.mapIndex;
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newPacket.characterInfo.origin = it.second.origin;
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newPacket.characterInfo.motion = it.second.motion;
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newPacket.characterInfo.stats = it.second.stats;
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characterPacket.characterIndex = it.first;
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snprintf(characterPacket.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(characterPacket.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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characterPacket.roomIndex = it.second.roomIndex;
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characterPacket.origin = it.second.origin;
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characterPacket.motion = it.second.motion;
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characterPacket.stats = it.second.stats;
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network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
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network.SendTo(&clientMap[argPacket->clientIndex].address, dynamic_cast<SerialPacket*>(&characterPacket));
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}
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//TODO: more
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}
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//-------------------------
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@@ -371,17 +395,16 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//TODO: a function that only sends to characters in a certain proximity
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void ServerApplication::PumpPacket(SerialPacket packet) {
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//NOTE: I don't really like this, but it'll do for now
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void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
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for (auto& it : clientMap) {
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network.SendTo(&it.second.address, &packet);
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network.SendTo(&it.second.address, argPacket);
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}
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}
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void ServerApplication::PumpCharacterUnload(int uid) {
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//delete the client-side character(s)
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SerialPacket delPacket;
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delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
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delPacket.characterInfo.characterIndex = uid;
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PumpPacket(delPacket);
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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newPacket.characterIndex = uid;
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PumpPacket(dynamic_cast<SerialPacket*>(&newPacket));
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}
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@@ -30,11 +30,6 @@
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#include "enemy_manager.hpp"
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#include "room_manager.hpp"
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//maps
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#include "map_allocator.hpp"
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#include "map_file_format.hpp"
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#include "region_pager.hpp"
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//common utilities
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#include "udp_network_utility.hpp"
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#include "config_utility.hpp"
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@@ -76,15 +71,15 @@ private:
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//TODO: combat management
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//character management
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void HandleCharacterNew(SerialPacket* const);
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void HandleCharacterDelete(SerialPacket* const);
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void HandleCharacterUpdate(SerialPacket* const);
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void HandleCharacterNew(CharacterPacket* const);
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void HandleCharacterDelete(CharacterPacket* const);
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void HandleCharacterUpdate(CharacterPacket* const);
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//enemy management
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//TODO: enemy management
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//mismanagement
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void HandleSynchronize(SerialPacket* const);
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void HandleSynchronize(ClientPacket* const);
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//utility methods
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//TODO: a function that only sends to characters in a certain proximity
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