Renamed server_connections.cpp => network_handlers.cpp
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/* Copyright: (c) Kayne Ruse 2013, 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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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 <stdexcept>
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#include <iostream>
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//-------------------------
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//Handle various network input
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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//pack the server's data
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packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
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packet.serverInfo.networkVersion = NETWORK_VERSION;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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packet.serverInfo.playerCount = characterMap.size();
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//bounce this packet
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network.SendTo(&packet.meta.srcAddress, &packet);
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}
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void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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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 accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
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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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//load the new character
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int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
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if (characterIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
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UnloadUserAccount(accountIndex);
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return;
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}
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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 = clientUID;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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//bounce this packet
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network.SendTo(&newClient.address, &packet);
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//reference to prevent multiple lookups
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//TODO: I need a way to pack structures unto packets more easily
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//NOTE: this chunk of code is similar to HandleSynchronize
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CharacterData& character = characterMap[characterIndex];
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//send the new character to all clients
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packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
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packet.characterInfo.characterIndex = characterIndex;
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strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
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strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
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packet.characterInfo.mapIndex = character.mapIndex;
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packet.characterInfo.origin = character.origin;
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packet.characterInfo.motion = character.motion;
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packet.characterInfo.stats = character.stats;
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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[clientUID++] = newClient;
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std::cout << "Connect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//TODO: compensate for large distances
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//send all the server's data to this client
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SerialPacket newPacket;
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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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//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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network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
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}
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}
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void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//forward to the specified client
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network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
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//unload client and server-side characters
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
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if (it->second.owner == packet.clientInfo.accountIndex) {
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PumpCharacterUnload(it->first);
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SaveCharacter(it->first);
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it = characterMap.erase(it); //efficient
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continue;
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}
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else {
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++it;
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}
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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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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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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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//TODO: authenticate who is shutting the server down
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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PumpPacket(packet);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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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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}
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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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PumpPacket(packet);
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}
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void ServerApplication::HandleRegionRequest(SerialPacket packet) {
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//TODO: this should be moved elsewhere
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packet.meta.type = SerialPacket::Type::REGION_CONTENT;
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packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
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//send the content
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network.SendTo(&packet.meta.srcAddress, &packet);
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}
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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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for (auto& it : clientMap) {
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network.SendTo(&it.second.address, &packet);
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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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}
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