Merge branch 'network' (read more)

I've refactored the network layout. Here is a brief list of changes:

* The new player object is created server-side rather than client-side
* serial.cpp now uses macros to prevent hard-to-find logic errors
* A few method definitions have been re-ordered
* SerialPacket's internals have been slightly changed
* SerialPacket now carries a datestamp defining the network protocol
* server_application.cpp has been split into two separate files
* HandleJoinRequest() has been modified to create the new player object
This commit is contained in:
Kayne Ruse
2014-04-29 02:14:25 +10:00
21 changed files with 610 additions and 644 deletions
+2 -2
View File
@@ -119,10 +119,10 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
activeScene = new OptionsMenu(&config); activeScene = new OptionsMenu(&config);
break; break;
case SceneList::LOBBYMENU: case SceneList::LOBBYMENU:
activeScene = new LobbyMenu(&config, &network, &clientIndex); activeScene = new LobbyMenu(&config, &network, &clientIndex, &playerIndex);
break; break;
case SceneList::INWORLD: case SceneList::INWORLD:
activeScene = new InWorld(&config, &network, &clientIndex); activeScene = new InWorld(&config, &network, &clientIndex, &playerIndex);
break; break;
case SceneList::INCOMBAT: case SceneList::INCOMBAT:
activeScene = new InCombat(); activeScene = new InCombat();
+3 -1
View File
@@ -44,9 +44,11 @@ private:
BaseScene* activeScene = nullptr; BaseScene* activeScene = nullptr;
//shared parameters
ConfigUtility config; ConfigUtility config;
UDPNetworkUtility network; UDPNetworkUtility network;
int clientIndex = -1; //replace with a struct? int clientIndex = -1;
int playerIndex = -1;
}; };
#endif #endif
+56 -62
View File
@@ -31,10 +31,11 @@
//Public access members //Public access members
//------------------------- //-------------------------
InWorld::InWorld(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex): InWorld::InWorld(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argPlayerIndex):
config(*argConfig), config(*argConfig),
network(*argNetwork), network(*argNetwork),
clientIndex(*argClientIndex) clientIndex(*argClientIndex),
playerIndex(*argPlayerIndex)
{ {
//setup the utility objects //setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp"); buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
@@ -61,23 +62,12 @@ InWorld::InWorld(ConfigUtility* const argConfig, UDPNetworkUtility* const argNet
//TODO: add the tilesheet to the map system? //TODO: add the tilesheet to the map system?
tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15); tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 12, 15);
//create the server-side player object
//TODO: the login system needs an overhaul
SerialPacket packet;
packet.meta.type = SerialPacket::Type::PLAYER_NEW;
packet.playerInfo.clientIndex = clientIndex;
snprintf(packet.playerInfo.handle, PACKET_STRING_SIZE, "%s", config["player.handle"].c_str());
snprintf(packet.playerInfo.avatar, PACKET_STRING_SIZE, "%s", config["player.avatar"].c_str());
packet.playerInfo.position = {0,0};
packet.playerInfo.motion = {0,0};
//send it
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
//request a sync //request a sync
SerialPacket packet;
char buffer[PACKET_STRING_SIZE];
packet.meta.type = SerialPacket::Type::SYNCHRONIZE; packet.meta.type = SerialPacket::Type::SYNCHRONIZE;
packet.clientInfo.clientIndex = clientIndex;
packet.clientInfo.playerIndex = playerIndex;
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
@@ -190,28 +180,28 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
case SDLK_LEFT: case SDLK_LEFT:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST); localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
SendState(); SendPlayerUpdate();
} }
break; break;
case SDLK_RIGHT: case SDLK_RIGHT:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST); localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
SendState(); SendPlayerUpdate();
} }
break; break;
case SDLK_UP: case SDLK_UP:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH); localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
SendState(); SendPlayerUpdate();
} }
break; break;
case SDLK_DOWN: case SDLK_DOWN:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH); localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
SendState(); SendPlayerUpdate();
} }
break; break;
} }
@@ -223,28 +213,28 @@ void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
case SDLK_LEFT: case SDLK_LEFT:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST); localCharacter->AdjustDirection(PlayerCharacter::Direction::EAST);
SendState(); SendPlayerUpdate();
} }
break; break;
case SDLK_RIGHT: case SDLK_RIGHT:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST); localCharacter->AdjustDirection(PlayerCharacter::Direction::WEST);
SendState(); SendPlayerUpdate();
} }
break; break;
case SDLK_UP: case SDLK_UP:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH); localCharacter->AdjustDirection(PlayerCharacter::Direction::SOUTH);
SendState(); SendPlayerUpdate();
} }
break; break;
case SDLK_DOWN: case SDLK_DOWN:
if (localCharacter) { if (localCharacter) {
localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH); localCharacter->AdjustDirection(PlayerCharacter::Direction::NORTH);
SendState(); SendPlayerUpdate();
} }
break; break;
} }
@@ -259,18 +249,18 @@ void InWorld::HandlePacket(SerialPacket packet) {
case SerialPacket::Type::DISCONNECT: case SerialPacket::Type::DISCONNECT:
HandleDisconnect(packet); HandleDisconnect(packet);
break; break;
case SerialPacket::Type::REGION_CONTENT:
HandleRegionContent(packet);
break;
case SerialPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
break;
case SerialPacket::Type::PLAYER_NEW: case SerialPacket::Type::PLAYER_NEW:
HandlePlayerNew(packet); HandlePlayerNew(packet);
break; break;
case SerialPacket::Type::PLAYER_DELETE: case SerialPacket::Type::PLAYER_DELETE:
HandlePlayerDelete(packet); HandlePlayerDelete(packet);
break; break;
case SerialPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
break;
case SerialPacket::Type::REGION_CONTENT:
HandleRegionContent(packet);
break;
//handle errors //handle errors
default: default:
throw(std::runtime_error("Unknown SerialPacket::Type encountered")); throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
@@ -281,23 +271,49 @@ void InWorld::HandlePacket(SerialPacket packet) {
void InWorld::HandleDisconnect(SerialPacket packet) { void InWorld::HandleDisconnect(SerialPacket packet) {
network.Unbind(Channels::SERVER); network.Unbind(Channels::SERVER);
clientIndex = -1; clientIndex = -1;
playerIndex = -1;
SetNextScene(SceneList::MAINMENU); SetNextScene(SceneList::MAINMENU);
} }
void InWorld::HandleRegionContent(SerialPacket packet) {
//replace existing regions
//TODO: account for map index
if (regionPager.FindRegion(packet.regionInfo.x, packet.regionInfo.y)) {
regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y);
}
regionPager.PushRegion(packet.regionInfo.region);
packet.regionInfo.region = nullptr;
}
void InWorld::HandlePlayerUpdate(SerialPacket packet) {
if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) {
HandlePlayerNew(packet);
return;
}
//update only if the message didn't originate from here
if (packet.playerInfo.clientIndex != clientIndex) {
playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position);
playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
}
playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
}
void InWorld::HandlePlayerNew(SerialPacket packet) { void InWorld::HandlePlayerNew(SerialPacket packet) {
if (playerCharacters.find(packet.playerInfo.playerIndex) != playerCharacters.end()) { if (playerCharacters.find(packet.playerInfo.playerIndex) != playerCharacters.end()) {
throw(std::runtime_error("Cannot create duplicate players")); throw(std::runtime_error("Cannot create duplicate players"));
} }
//TODO: set the handle
playerCharacters[packet.playerInfo.playerIndex].GetSprite()->LoadSurface(config["dir.sprites"] + packet.playerInfo.avatar, 4, 4); playerCharacters[packet.playerInfo.playerIndex].GetSprite()->LoadSurface(config["dir.sprites"] + packet.playerInfo.avatar, 4, 4);
playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position); playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position);
playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion); playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
playerCharacters[packet.playerInfo.playerIndex].ResetDirection(); playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
//catch this client's player object //catch this client's player object
if (packet.playerInfo.clientIndex == clientIndex && !localCharacter) { if (packet.playerInfo.playerIndex == playerIndex && !localCharacter) {
playerIndex = packet.playerInfo.playerIndex;
localCharacter = &playerCharacters[playerIndex]; localCharacter = &playerCharacters[playerIndex];
//setup the camera //setup the camera
camera.width = GetScreen()->w; camera.width = GetScreen()->w;
camera.height = GetScreen()->h; camera.height = GetScreen()->h;
@@ -315,40 +331,17 @@ void InWorld::HandlePlayerDelete(SerialPacket packet) {
playerCharacters.erase(packet.playerInfo.playerIndex); playerCharacters.erase(packet.playerInfo.playerIndex);
//catch this client's player object //catch this client's player object
if (packet.playerInfo.clientIndex == clientIndex) { if (packet.playerInfo.playerIndex == playerIndex) {
playerIndex = -1; playerIndex = -1;
localCharacter = nullptr; localCharacter = nullptr;
} }
} }
void InWorld::HandlePlayerUpdate(SerialPacket packet) {
if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) {
HandlePlayerNew(packet);
return;
}
//update only if the message didn't originate from here
if (packet.playerInfo.clientIndex != clientIndex) {
playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position);
playerCharacters[packet.playerInfo.playerIndex].SetMotion(packet.playerInfo.motion);
}
playerCharacters[packet.playerInfo.playerIndex].ResetDirection();
}
void InWorld::HandleRegionContent(SerialPacket packet) {
//replace existing regions
if (regionPager.FindRegion(packet.regionInfo.x, packet.regionInfo.y)) {
regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y);
}
regionPager.PushRegion(packet.regionInfo.region);
packet.regionInfo.region = nullptr;
}
//------------------------- //-------------------------
//Server control //Server control
//------------------------- //-------------------------
void InWorld::SendState() { void InWorld::SendPlayerUpdate() {
SerialPacket packet; SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE]; char buffer[PACKET_BUFFER_SIZE];
@@ -369,7 +362,7 @@ void InWorld::RequestDisconnect() {
//send a disconnect request //send a disconnect request
packet.meta.type = SerialPacket::Type::DISCONNECT; packet.meta.type = SerialPacket::Type::DISCONNECT;
packet.clientInfo.index = clientIndex; packet.clientInfo.clientIndex = clientIndex;
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
} }
@@ -380,17 +373,18 @@ void InWorld::RequestShutDown() {
//send a shutdown request //send a shutdown request
packet.meta.type = SerialPacket::Type::SHUTDOWN; packet.meta.type = SerialPacket::Type::SHUTDOWN;
packet.clientInfo.index = clientIndex; packet.clientInfo.clientIndex = clientIndex;
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE); network.Send(Channels::SERVER, buffer, PACKET_BUFFER_SIZE);
} }
void InWorld::RequestRegion(int x, int y) { void InWorld::RequestRegion(int mapIndex, int x, int y) {
SerialPacket packet; SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE]; char buffer[PACKET_BUFFER_SIZE];
//pack the region's data //pack the region's data
packet.meta.type = SerialPacket::Type::REGION_REQUEST; packet.meta.type = SerialPacket::Type::REGION_REQUEST;
packet.regionInfo.mapIndex = mapIndex;
packet.regionInfo.x = x; packet.regionInfo.x = x;
packet.regionInfo.y = y; packet.regionInfo.y = y;
serialize(&packet, buffer); serialize(&packet, buffer);
@@ -430,7 +424,7 @@ void InWorld::UpdateMap() {
for (int i = xStart; i <= xEnd; i += REGION_WIDTH) { for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) { for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
if (!regionPager.FindRegion(i, j)) { if (!regionPager.FindRegion(i, j)) {
RequestRegion(i, j); RequestRegion(0, i, j);
} }
} }
} }
+6 -6
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@@ -52,7 +52,7 @@
class InWorld : public BaseScene { class InWorld : public BaseScene {
public: public:
//Public access members //Public access members
InWorld(ConfigUtility* const, UDPNetworkUtility* const, int* const); InWorld(ConfigUtility* const, UDPNetworkUtility* const, int* const, int* const);
~InWorld(); ~InWorld();
protected: protected:
@@ -80,19 +80,19 @@ protected:
void HandleRegionContent(SerialPacket); void HandleRegionContent(SerialPacket);
//Server control //Server control
void SendState(); void SendPlayerUpdate();
void RequestDisconnect(); void RequestDisconnect();
void RequestShutDown(); void RequestShutDown();
void RequestRegion(int x, int y); void RequestRegion(int mapIndex, int x, int y);
//utilities //utilities
void UpdateMap(); void UpdateMap();
//globals //shared parameters
ConfigUtility& config; ConfigUtility& config;
FrameRate fps;
UDPNetworkUtility& network; UDPNetworkUtility& network;
int& clientIndex; int& clientIndex;
int& playerIndex;
//graphics //graphics
Image buttonImage; Image buttonImage;
@@ -111,11 +111,11 @@ protected:
int width = 0, height = 0; int width = 0, height = 0;
int marginX = 0, marginY = 0; int marginX = 0, marginY = 0;
} camera; } camera;
FrameRate fps;
//game //game
std::map<int, PlayerCharacter> playerCharacters; std::map<int, PlayerCharacter> playerCharacters;
PlayerCharacter* localCharacter = nullptr; PlayerCharacter* localCharacter = nullptr;
int playerIndex = -1;
}; };
#endif #endif
+13 -8
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@@ -30,10 +30,11 @@
//Public access members //Public access members
//------------------------- //-------------------------
LobbyMenu::LobbyMenu(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex): LobbyMenu::LobbyMenu(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, int* const argClientIndex, int* const argPlayerIndex):
config(*argConfig), config(*argConfig),
network(*argNetwork), network(*argNetwork),
clientIndex(*argClientIndex) clientIndex(*argClientIndex),
playerIndex(*argPlayerIndex)
{ {
//setup the utility objects //setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp"); image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
@@ -155,13 +156,17 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
} }
else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) { else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
//TODO: The player login information should be collected by the lobby screen
//the vars //the vars
SerialPacket packet; SerialPacket packet;
char buffer[PACKET_BUFFER_SIZE]; char buffer[PACKET_BUFFER_SIZE];
//join the selected server //pack the packet
packet.meta.type = SerialPacket::Type::JOIN_REQUEST; packet.meta.type = SerialPacket::Type::JOIN_REQUEST;
strncpy(packet.clientInfo.player, config["client.player"].c_str(), PACKET_STRING_SIZE);
strncpy(packet.clientInfo.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
strncpy(packet.clientInfo.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
//join the selected server
serialize(&packet, buffer); serialize(&packet, buffer);
network.Send(&selection->address, buffer, PACKET_BUFFER_SIZE); network.Send(&selection->address, buffer, PACKET_BUFFER_SIZE);
selection = nullptr; selection = nullptr;
@@ -203,20 +208,20 @@ void LobbyMenu::HandlePacket(SerialPacket packet) {
//extract the data //extract the data
ServerInformation server; ServerInformation server;
server.address = packet.meta.srcAddress; server.address = packet.meta.srcAddress;
server.networkVersion = packet.serverInfo.networkVersion;
server.name = packet.serverInfo.name; server.name = packet.serverInfo.name;
server.playerCount = packet.serverInfo.playerCount; server.playerCount = packet.serverInfo.playerCount;
//NOTE: Check compatibility here //NOTE: Check compatibility here
server.compatible = packet.serverInfo.regionWidth == REGION_WIDTH && server.compatible = server.networkVersion == NETWORK_VERSION;
packet.serverInfo.regionHeight == REGION_HEIGHT &&
packet.serverInfo.regionDepth == REGION_DEPTH;
//push //push
serverInfo.push_back(server); serverInfo.push_back(server);
} }
break; break;
case SerialPacket::Type::JOIN_RESPONSE: case SerialPacket::Type::JOIN_RESPONSE:
clientIndex = packet.clientInfo.index; clientIndex = packet.clientInfo.clientIndex;
playerIndex = packet.clientInfo.playerIndex;
network.Bind(&packet.meta.srcAddress, Channels::SERVER); network.Bind(&packet.meta.srcAddress, Channels::SERVER);
SetNextScene(SceneList::INWORLD); SetNextScene(SceneList::INWORLD);
break; break;
+4 -6
View File
@@ -28,9 +28,6 @@
#include "button.hpp" #include "button.hpp"
#include "config_utility.hpp" #include "config_utility.hpp"
//map
#include "region.hpp"
//network //network
#include "udp_network_utility.hpp" #include "udp_network_utility.hpp"
#include "serial_packet.hpp" #include "serial_packet.hpp"
@@ -45,7 +42,7 @@
class LobbyMenu : public BaseScene { class LobbyMenu : public BaseScene {
public: public:
//Public access members //Public access members
LobbyMenu(ConfigUtility* const, UDPNetworkUtility* const, int* const); LobbyMenu(ConfigUtility* const, UDPNetworkUtility* const, int* const, int* const);
~LobbyMenu(); ~LobbyMenu();
protected: protected:
@@ -64,10 +61,11 @@ protected:
void HandlePacket(SerialPacket); void HandlePacket(SerialPacket);
//global //shared parameters
ConfigUtility& config; ConfigUtility& config;
UDPNetworkUtility& network; UDPNetworkUtility& network;
int& clientIndex; int& clientIndex;
int& playerIndex;
//members //members
Image image; Image image;
@@ -79,7 +77,7 @@ protected:
//server list //server list
struct ServerInformation { struct ServerInformation {
IPaddress address; IPaddress address;
//TODO: version info int networkVersion;
std::string name; std::string name;
int playerCount; int playerCount;
bool compatible; bool compatible;
+1 -1
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@@ -49,7 +49,7 @@ protected:
void KeyDown(SDL_KeyboardEvent const&); void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&); void KeyUp(SDL_KeyboardEvent const&);
//globals //shared parameters
ConfigUtility& config; ConfigUtility& config;
//members //members
+1 -1
View File
@@ -49,7 +49,7 @@ protected:
void KeyDown(SDL_KeyboardEvent const&); void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&); void KeyUp(SDL_KeyboardEvent const&);
//globals //shared parameters
ConfigUtility& config; ConfigUtility& config;
//members //members
+1 -1
View File
@@ -40,7 +40,7 @@ protected:
void Update(double delta); void Update(double delta);
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
//globals //shared parameters
ConfigUtility& config; ConfigUtility& config;
//members //members
+107 -128
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@@ -25,85 +25,59 @@
#include <cstring> #include <cstring>
//-------------------------
//Convenience Macros
//-------------------------
#define SERIALIZE(buffer, data, size) memcpy(buffer, data, size); buffer += size;
#define DESERIALIZE(buffer, data, size) memcpy(data, buffer, size); buffer += size;
//------------------------- //-------------------------
//internal serialization functions //internal serialization functions
//------------------------- //-------------------------
void serializeType(SerialPacket* packet, char* buffer) { void serializeType(SerialPacket* packet, char* buffer) {
memcpy(buffer, &packet->meta.type, sizeof(SerialPacket::Type)); SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
} }
void serializeServer(SerialPacket* packet, char* buffer) { void serializeServer(SerialPacket* packet, char* buffer) {
memcpy(buffer, &packet->meta.type, sizeof(SerialPacket::Type)); SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//server info //server info
//Note: version info serialization goes here SERIALIZE(buffer, &packet->serverInfo.networkVersion, sizeof(int));
memcpy(buffer, packet->serverInfo.name, PACKET_STRING_SIZE); SERIALIZE(buffer, packet->serverInfo.name, PACKET_STRING_SIZE);
buffer += PACKET_STRING_SIZE; SERIALIZE(buffer, &packet->serverInfo.playerCount, sizeof(int));
memcpy(buffer, &packet->serverInfo.playerCount, sizeof(int));
buffer += sizeof(int);
//map format
memcpy(buffer, &packet->serverInfo.regionWidth, sizeof(int));
buffer += sizeof(int);
memcpy(buffer, &packet->serverInfo.regionHeight, sizeof(int));
buffer += sizeof(int);
memcpy(buffer, &packet->serverInfo.regionDepth, sizeof(int));
} }
void serializeClient(SerialPacket* packet, char* buffer) { void serializeClient(SerialPacket* packet, char* buffer) {
memcpy(buffer, &packet->meta.type, sizeof(SerialPacket::Type)); SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
memcpy(buffer, &packet->clientInfo.index, sizeof(int));
}
void serializePlayer(SerialPacket* packet, char* buffer) {
memcpy(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//indexes //indexes
memcpy(buffer, &packet->playerInfo.clientIndex, sizeof(int)); SERIALIZE(buffer, &packet->clientInfo.clientIndex, sizeof(int));
buffer += sizeof(int); SERIALIZE(buffer, &packet->clientInfo.playerIndex, sizeof(int));
memcpy(buffer, &packet->playerInfo.playerIndex, sizeof(int));
buffer += sizeof(int);
//text //texts
memcpy(buffer, packet->playerInfo.handle, PACKET_STRING_SIZE); SERIALIZE(buffer, packet->clientInfo.player, PACKET_STRING_SIZE);
buffer += PACKET_STRING_SIZE; SERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
memcpy(buffer, packet->playerInfo.avatar, PACKET_STRING_SIZE); SERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
buffer += PACKET_STRING_SIZE;
//vectors
memcpy(buffer, &packet->playerInfo.position.x, sizeof(double));
buffer += sizeof(double);
memcpy(buffer, &packet->playerInfo.position.y, sizeof(double));
buffer += sizeof(double);
memcpy(buffer, &packet->playerInfo.motion.x, sizeof(double));
buffer += sizeof(double);
memcpy(buffer, &packet->playerInfo.motion.y, sizeof(double));
} }
void serializeRegionFormat(SerialPacket* packet, char* buffer) { void serializeRegionFormat(SerialPacket* packet, char* buffer) {
memcpy(buffer, &packet->meta.type, sizeof(SerialPacket::Type)); SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//x & y //format
memcpy(buffer, &packet->regionInfo.x, sizeof(int)); SERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
buffer += sizeof(int); SERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
memcpy(buffer, &packet->regionInfo.y, sizeof(int)); SERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
} }
void serializeRegionContent(SerialPacket* packet, char* buffer) { void serializeRegionContent(SerialPacket* packet, char* buffer) {
//format SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
memcpy(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//x & y //format
*reinterpret_cast<int*>(buffer) = packet->regionInfo.region->GetX(); SERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
buffer += sizeof(int); SERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
*reinterpret_cast<int*>(buffer) = packet->regionInfo.region->GetY(); SERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
buffer += sizeof(int);
//content //content
for (register int i = 0; i < REGION_WIDTH; i++) { for (register int i = 0; i < REGION_WIDTH; i++) {
@@ -116,92 +90,79 @@ void serializeRegionContent(SerialPacket* packet, char* buffer) {
} }
} }
void serializePlayer(SerialPacket* packet, char* buffer) {
SERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//indexes
SERIALIZE(buffer, &packet->playerInfo.clientIndex, sizeof(int));
SERIALIZE(buffer, &packet->playerInfo.playerIndex, sizeof(int));
//texts
SERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
SERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
//vectors
SERIALIZE(buffer, &packet->playerInfo.position.x, sizeof(double));
SERIALIZE(buffer, &packet->playerInfo.position.y, sizeof(double));
SERIALIZE(buffer, &packet->playerInfo.motion.x, sizeof(double));
SERIALIZE(buffer, &packet->playerInfo.motion.y, sizeof(double));
}
//------------------------- //-------------------------
//internal deserialization functions //internal deserialization functions
//------------------------- //-------------------------
void deserializeType(SerialPacket* packet, char* buffer) { void deserializeType(SerialPacket* packet, char* buffer) {
memcpy(&packet->meta.type, buffer, sizeof(SerialPacket::Type)); DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
} }
void deserializeServer(SerialPacket* packet, char* buffer) { void deserializeServer(SerialPacket* packet, char* buffer) {
memcpy(&packet->meta.type, buffer, sizeof(SerialPacket::Type)); DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//server info //server info
//Note: version info deserialization goes here DESERIALIZE(buffer, &packet->serverInfo.networkVersion, sizeof(int));
memcpy(packet->serverInfo.name, buffer, PACKET_STRING_SIZE); DESERIALIZE(buffer, packet->serverInfo.name, PACKET_STRING_SIZE);
buffer += PACKET_STRING_SIZE; DESERIALIZE(buffer, &packet->serverInfo.playerCount, sizeof(int));
memcpy(&packet->serverInfo.playerCount, buffer, sizeof(int));
buffer += sizeof(int);
//map format
memcpy(&packet->serverInfo.regionWidth, buffer, sizeof(int));
buffer += sizeof(int);
memcpy(&packet->serverInfo.regionHeight, buffer, sizeof(int));
buffer += sizeof(int);
memcpy(&packet->serverInfo.regionDepth, buffer, sizeof(int));
} }
void deserializeClient(SerialPacket* packet, char* buffer) { void deserializeClient(SerialPacket* packet, char* buffer) {
memcpy(&packet->meta.type, buffer, sizeof(SerialPacket::Type)); DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
memcpy(&packet->clientInfo.index, buffer, sizeof(int));
}
void deserializePlayer(SerialPacket* packet, char* buffer) {
memcpy(&packet->meta.type, buffer, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//indexes //indexes
memcpy(&packet->playerInfo.clientIndex, buffer, sizeof(int)); DESERIALIZE(buffer, &packet->clientInfo.clientIndex, sizeof(int));
buffer += sizeof(int); DESERIALIZE(buffer, &packet->clientInfo.playerIndex, sizeof(int));
memcpy(&packet->playerInfo.playerIndex, buffer, sizeof(int));
buffer += sizeof(int);
//text //texts
memcpy(packet->playerInfo.handle, buffer, PACKET_STRING_SIZE); DESERIALIZE(buffer, packet->clientInfo.player, PACKET_STRING_SIZE);
buffer += PACKET_STRING_SIZE; DESERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
memcpy(packet->playerInfo.avatar, buffer, PACKET_STRING_SIZE); DESERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
buffer += PACKET_STRING_SIZE;
//vectors
memcpy(&packet->playerInfo.position.x, buffer, sizeof(double));
buffer += sizeof(double);
memcpy(&packet->playerInfo.position.y, buffer, sizeof(double));
buffer += sizeof(double);
memcpy(&packet->playerInfo.motion.x, buffer, sizeof(double));
buffer += sizeof(double);
memcpy(&packet->playerInfo.motion.y, buffer, sizeof(double));
} }
void deserializeRegionFormat(SerialPacket* packet, char* buffer) { void deserializeRegionFormat(SerialPacket* packet, char* buffer) {
memcpy(&packet->meta.type, buffer, sizeof(SerialPacket::Type)); DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//x & y //format
memcpy(&packet->regionInfo.x, buffer, sizeof(int)); DESERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
buffer += sizeof(int); DESERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
memcpy(&packet->regionInfo.y, buffer, sizeof(int)); DESERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
} }
void deserializeRegionContent(SerialPacket* packet, char* buffer) { void deserializeRegionContent(SerialPacket* packet, char* buffer) {
memcpy(&packet->meta.type, buffer, sizeof(SerialPacket::Type)); DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
buffer += sizeof(SerialPacket::Type);
//x & y //format
memcpy(&packet->regionInfo.x, buffer, sizeof(int)); DESERIALIZE(buffer, &packet->regionInfo.mapIndex, sizeof(int));
buffer += sizeof(int); DESERIALIZE(buffer, &packet->regionInfo.x, sizeof(int));
memcpy(&packet->regionInfo.y, buffer, sizeof(int)); DESERIALIZE(buffer, &packet->regionInfo.y, sizeof(int));
buffer += sizeof(int);
//content //an object to work on
BlankAllocator().Create( BlankAllocator().Create(
&packet->regionInfo.region, &packet->regionInfo.region,
packet->regionInfo.x, packet->regionInfo.x,
packet->regionInfo.y packet->regionInfo.y
); );
//content
for (register int i = 0; i < REGION_WIDTH; i++) { for (register int i = 0; i < REGION_WIDTH; i++) {
for (register int j = 0; j < REGION_HEIGHT; j++) { for (register int j = 0; j < REGION_HEIGHT; j++) {
for (register int k = 0; k < REGION_DEPTH; k++) { for (register int k = 0; k < REGION_DEPTH; k++) {
@@ -212,6 +173,24 @@ void deserializeRegionContent(SerialPacket* packet, char* buffer) {
} }
} }
void deserializePlayer(SerialPacket* packet, char* buffer) {
DESERIALIZE(buffer, &packet->meta.type, sizeof(SerialPacket::Type));
//indexes
DESERIALIZE(buffer, &packet->playerInfo.clientIndex, sizeof(int));
DESERIALIZE(buffer, &packet->playerInfo.playerIndex, sizeof(int));
//texts
DESERIALIZE(buffer, packet->clientInfo.handle, PACKET_STRING_SIZE);
DESERIALIZE(buffer, packet->clientInfo.avatar, PACKET_STRING_SIZE);
//vectors
DESERIALIZE(buffer, &packet->playerInfo.position.x, sizeof(double));
DESERIALIZE(buffer, &packet->playerInfo.position.y, sizeof(double));
DESERIALIZE(buffer, &packet->playerInfo.motion.x, sizeof(double));
DESERIALIZE(buffer, &packet->playerInfo.motion.y, sizeof(double));
}
//------------------------- //-------------------------
//the interface functions //the interface functions
//------------------------- //-------------------------
@@ -223,8 +202,6 @@ void serialize(SerialPacket* packet, void* buffer) {
case SerialPacket::Type::PING: case SerialPacket::Type::PING:
case SerialPacket::Type::PONG: case SerialPacket::Type::PONG:
case SerialPacket::Type::BROADCAST_REQUEST: case SerialPacket::Type::BROADCAST_REQUEST:
case SerialPacket::Type::JOIN_REQUEST:
case SerialPacket::Type::SYNCHRONIZE:
serializeType(packet, reinterpret_cast<char*>(buffer)); serializeType(packet, reinterpret_cast<char*>(buffer));
break; break;
@@ -234,19 +211,14 @@ void serialize(SerialPacket* packet, void* buffer) {
break; break;
//Client info //Client info
case SerialPacket::Type::JOIN_REQUEST:
case SerialPacket::Type::JOIN_RESPONSE: case SerialPacket::Type::JOIN_RESPONSE:
case SerialPacket::Type::SYNCHRONIZE:
case SerialPacket::Type::DISCONNECT: case SerialPacket::Type::DISCONNECT:
case SerialPacket::Type::SHUTDOWN: case SerialPacket::Type::SHUTDOWN:
serializeClient(packet, reinterpret_cast<char*>(buffer)); serializeClient(packet, reinterpret_cast<char*>(buffer));
break; break;
//Player info
case SerialPacket::Type::PLAYER_NEW:
case SerialPacket::Type::PLAYER_DELETE:
case SerialPacket::Type::PLAYER_UPDATE:
serializePlayer(packet, reinterpret_cast<char*>(buffer));
break;
//region info //region info
case SerialPacket::Type::REGION_REQUEST: case SerialPacket::Type::REGION_REQUEST:
serializeRegionFormat(packet, reinterpret_cast<char*>(buffer)); serializeRegionFormat(packet, reinterpret_cast<char*>(buffer));
@@ -255,6 +227,13 @@ void serialize(SerialPacket* packet, void* buffer) {
case SerialPacket::Type::REGION_CONTENT: case SerialPacket::Type::REGION_CONTENT:
serializeRegionContent(packet, reinterpret_cast<char*>(buffer)); serializeRegionContent(packet, reinterpret_cast<char*>(buffer));
break; break;
//Player info
case SerialPacket::Type::PLAYER_NEW:
case SerialPacket::Type::PLAYER_DELETE:
case SerialPacket::Type::PLAYER_UPDATE:
serializePlayer(packet, reinterpret_cast<char*>(buffer));
break;
} }
} }
@@ -267,8 +246,6 @@ void deserialize(SerialPacket* packet, void* buffer) {
case SerialPacket::Type::PING: case SerialPacket::Type::PING:
case SerialPacket::Type::PONG: case SerialPacket::Type::PONG:
case SerialPacket::Type::BROADCAST_REQUEST: case SerialPacket::Type::BROADCAST_REQUEST:
case SerialPacket::Type::JOIN_REQUEST:
case SerialPacket::Type::SYNCHRONIZE:
//NOTHING //NOTHING
break; break;
@@ -278,19 +255,14 @@ void deserialize(SerialPacket* packet, void* buffer) {
break; break;
//Client info //Client info
case SerialPacket::Type::JOIN_REQUEST:
case SerialPacket::Type::JOIN_RESPONSE: case SerialPacket::Type::JOIN_RESPONSE:
case SerialPacket::Type::SYNCHRONIZE:
case SerialPacket::Type::DISCONNECT: case SerialPacket::Type::DISCONNECT:
case SerialPacket::Type::SHUTDOWN: case SerialPacket::Type::SHUTDOWN:
deserializeClient(packet, reinterpret_cast<char*>(buffer)); deserializeClient(packet, reinterpret_cast<char*>(buffer));
break; break;
//Player info
case SerialPacket::Type::PLAYER_NEW:
case SerialPacket::Type::PLAYER_DELETE:
case SerialPacket::Type::PLAYER_UPDATE:
deserializePlayer(packet, reinterpret_cast<char*>(buffer));
break;
//region info //region info
case SerialPacket::Type::REGION_REQUEST: case SerialPacket::Type::REGION_REQUEST:
deserializeRegionFormat(packet, reinterpret_cast<char*>(buffer)); deserializeRegionFormat(packet, reinterpret_cast<char*>(buffer));
@@ -299,5 +271,12 @@ void deserialize(SerialPacket* packet, void* buffer) {
case SerialPacket::Type::REGION_CONTENT: case SerialPacket::Type::REGION_CONTENT:
deserializeRegionContent(packet, reinterpret_cast<char*>(buffer)); deserializeRegionContent(packet, reinterpret_cast<char*>(buffer));
break; break;
//Player info
case SerialPacket::Type::PLAYER_NEW:
case SerialPacket::Type::PLAYER_DELETE:
case SerialPacket::Type::PLAYER_UPDATE:
deserializePlayer(packet, reinterpret_cast<char*>(buffer));
break;
} }
} }
+2 -2
View File
@@ -27,10 +27,10 @@
/* NOTE: Keep the PACKET_BUFFER_SIZE up to date /* NOTE: Keep the PACKET_BUFFER_SIZE up to date
* NOTE: REGION_CONTENT is currently the largest type of packet * NOTE: REGION_CONTENT is currently the largest type of packet
* map content: REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizoeof(region::type_t) * map content: REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizoeof(region::type_t)
* map format: sizeof(int) * 2 * map format: sizeof(int) * 3
* metadata: sizeof(metadata) * metadata: sizeof(metadata)
*/ */
#define PACKET_BUFFER_SIZE REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) + sizeof(int) * 2 + sizeof(SerialPacket::Metadata) #define PACKET_BUFFER_SIZE REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) + sizeof(int) * 3 + sizeof(SerialPacket::Metadata)
void serialize(SerialPacket* const, void*); void serialize(SerialPacket* const, void*);
void deserialize(SerialPacket* const, void*); void deserialize(SerialPacket* const, void*);
+27 -27
View File
@@ -27,6 +27,7 @@
#include "SDL/SDL_net.h" #include "SDL/SDL_net.h"
#define NETWORK_VERSION 20140428
#define PACKET_STRING_SIZE 100 #define PACKET_STRING_SIZE 100
#pragma pack(push, 0) #pragma pack(push, 0)
@@ -49,23 +50,23 @@ union SerialPacket {
JOIN_REQUEST = 5, JOIN_REQUEST = 5,
JOIN_RESPONSE = 6, JOIN_RESPONSE = 6,
//disconnect from the server
DISCONNECT = 7,
//mass update //mass update
SYNCHRONIZE = 8, SYNCHRONIZE = 7,
//disconnect from the server
DISCONNECT = 8,
//shut down the server //shut down the server
SHUTDOWN = 9, SHUTDOWN = 9,
//Player movement, etc.
PLAYER_NEW = 10,
PLAYER_DELETE = 11,
PLAYER_UPDATE = 12,
//map data //map data
REGION_REQUEST = 13, REGION_REQUEST = 10,
REGION_CONTENT = 14, REGION_CONTENT = 11,
//Player movement, etc.
PLAYER_NEW = 12,
PLAYER_DELETE = 13,
PLAYER_UPDATE = 14,
//TODO: combat packets //TODO: combat packets
}; };
@@ -79,42 +80,41 @@ union SerialPacket {
//information about the server //information about the server
struct ServerInformation { struct ServerInformation {
Metadata meta; Metadata meta;
//TODO: version info int networkVersion;
char name[PACKET_STRING_SIZE]; char name[PACKET_STRING_SIZE];
int playerCount; int playerCount;
//map format
int regionWidth;
int regionHeight;
int regionDepth;
}serverInfo; }serverInfo;
//information about the client //information about the client
//TODO: login credentials
struct ClientInformation { struct ClientInformation {
Metadata meta; Metadata meta;
int index; int clientIndex;
int playerIndex;
char player[PACKET_STRING_SIZE];
char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE];
}clientInfo; }clientInfo;
//map data
struct RegionInformation {
Metadata meta;
int mapIndex;
int x, y;
Region* region;
}regionInfo;
//information about a player //information about a player
struct PlayerInformation { struct PlayerInformation {
Metadata meta; Metadata meta;
int clientIndex; int clientIndex;
int playerIndex; int playerIndex;
//TODO: should move handle/avatar into clientInfo; these might actually do better during the login system
char handle[PACKET_STRING_SIZE]; char handle[PACKET_STRING_SIZE];
char avatar[PACKET_STRING_SIZE]; char avatar[PACKET_STRING_SIZE];
int mapIndex;
Vector2 position; Vector2 position;
Vector2 motion; Vector2 motion;
}playerInfo; }playerInfo;
//map data
struct RegionInformation {
Metadata meta;
int x, y;
Region* region;
}regionInfo;
//defaults //defaults
SerialPacket() { SerialPacket() {
meta.type = Type::NONE; meta.type = Type::NONE;
+3 -2
View File
@@ -23,7 +23,8 @@ map.pager.height = 20
map.pager.depth = 3 map.pager.depth = 3
#player options #player options
player.handle = username client.player = Kayne Ruse
player.avatar = elliot2.bmp client.handle = Ratstail91
client.avatar = elliot2.bmp
#debugging #debugging
+1 -1
View File
@@ -21,4 +21,4 @@
*/ */
#include "client_entry.hpp" #include "client_entry.hpp"
unsigned int ClientEntry::uidCounter; int ClientEntry::uidCounter = 0;
+2 -2
View File
@@ -25,8 +25,8 @@
#include "SDL/SDL_net.h" #include "SDL/SDL_net.h"
struct ClientEntry { struct ClientEntry {
IPaddress address; IPaddress address = {0,0};
static unsigned int uidCounter; static int uidCounter;
}; };
#endif #endif
+1 -1
View File
@@ -21,4 +21,4 @@
*/ */
#include "player_entry.hpp" #include "player_entry.hpp"
unsigned int PlayerEntry::uidCounter; int PlayerEntry::uidCounter = 0;
+19 -18
View File
@@ -31,32 +31,33 @@
struct PlayerEntry { struct PlayerEntry {
//metadata //metadata
int clientIndex; int clientIndex;
std::string player;
std::string handle; std::string handle;
std::string avatar; std::string avatar;
//world position //world position
int mapIndex; int mapIndex = 0;
Vector2 position; Vector2 position = {0.0,0.0};
Vector2 motion; Vector2 motion = {0.0,0.0};
BBox bbox; BBox bbox = {0,0,0,0};
//statistics //statistics
int level; int level = 0;
int exp; int exp = 0;
int maxHP; int maxHP = 0;
int health; int health = 0;
int maxMP; int maxMP = 0;
int mana; int mana = 0;
int attack; int attack = 0;
int defence; int defence = 0;
int intelligence; int intelligence = 0;
int resistance; int resistance = 0;
float accuracy; float accuracy = 0.0;
float evasion; float evasion = 0.0;
float luck; float luck = 0.0;
//uid //uid
static unsigned int uidCounter; static int uidCounter;
}; };
#endif #endif
-368
View File
@@ -1,368 +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 "utility.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
ClientEntry::uidCounter = 0;
PlayerEntry::uidCounter = 0;
config.Load("rsc\\config.cfg");
//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"), PACKET_BUFFER_SIZE);
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;
//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 << "Initialized SQL's setup script" << std::endl;
//lua
luaState = luaL_newstate();
if (!luaState) {
throw(std::runtime_error("Failed to initialize lua"));
}
luaL_openlibs(luaState);
std::cout << "Initialized lua" << std::endl;
//run the 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 << "Initialized lua's setup script" << std::endl;
//setup the map object
regionPager.GetAllocator()->SetLuaState(luaState);
regionPager.GetFormat()->SetLuaState(luaState);
//TODO: config parameter
regionPager.GetFormat()->SetSaveDir("save/mapname/");
std::cout << "Initialized the map system" << 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()) {
//get the packet
deserialize(&packet, network.GetInData());
//cache the source address
packet.meta.srcAddress = network.GetInPacket()->address;
//we need to go deeper
HandlePacket(packet);
}
//give the computer a break
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
std::cout << "Shutting down" << std::endl;
//empty the members
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::DISCONNECT:
HandleDisconnect(packet);
break;
case SerialPacket::Type::SYNCHRONIZE:
HandleSynchronize(packet);
break;
case SerialPacket::Type::SHUTDOWN:
HandleShutdown(packet);
break;
case SerialPacket::Type::PLAYER_NEW:
HandlePlayerNew(packet);
break;
case SerialPacket::Type::PLAYER_DELETE:
HandlePlayerDelete(packet);
break;
case SerialPacket::Type::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
break;
case SerialPacket::Type::REGION_REQUEST:
HandleRegionRequest(packet);
break;
//handle errors
default:
throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
break;
}
}
//-------------------------
//Handle various network input
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
//send back the server's metadata
packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
//pack the data
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
packet.serverInfo.playerCount = playerMap.size();
packet.serverInfo.regionWidth = REGION_WIDTH;
packet.serverInfo.regionHeight = REGION_HEIGHT;
packet.serverInfo.regionDepth = REGION_DEPTH;
//send the data
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
//register the new client
ClientEntry newClient;
newClient.address = packet.meta.srcAddress;
clientMap[ClientEntry::uidCounter] = newClient;
//send the client their index
char buffer[PACKET_BUFFER_SIZE];
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = ClientEntry::uidCounter;
serialize(&packet, buffer);
//bounce this packet
network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
//finished this routine
ClientEntry::uidCounter++;
std::cout << "Connect, total: " << clientMap.size() << std::endl;
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//disconnect the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
clientMap.erase(packet.clientInfo.index);
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
//TODO: can this use DeletePlayer() instead?
//delete server and client side players
erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
//find the internal players to delete
if (it.second.clientIndex == packet.clientInfo.index) {
//send the delete player command to all clients
delPacket.playerInfo.playerIndex = it.first;
PumpPacket(delPacket);
//delete this player object
return true;
}
//don't delete this player object
return false;
});
//finished this routine
std::cout << "Disconnect, 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;
char buffer[PACKET_BUFFER_SIZE];
//players
newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE;
for (auto& it : playerMap) {
//TODO: update this for the expanded PlayerEntry structure
newPacket.playerInfo.playerIndex = it.first;
snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.playerInfo.position = it.second.position;
newPacket.playerInfo.motion = it.second.motion;
serialize(&newPacket, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
}
}
void ServerApplication::HandleShutdown(SerialPacket packet) {
//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::HandlePlayerNew(SerialPacket packet) {
//register the new PlayerEntry
//NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
PlayerEntry newPlayer;
//metadata
newPlayer.clientIndex = packet.playerInfo.clientIndex;
newPlayer.handle = packet.playerInfo.handle;
newPlayer.avatar = packet.playerInfo.avatar;
//position
newPlayer.mapIndex = 0;
newPlayer.position = {0,0};
newPlayer.motion = {0,0};
newPlayer.bbox = {0, 0, 0, 0};
//TODO: Add the statistic creation code here
//push this player
playerMap[PlayerEntry::uidCounter] = newPlayer;
//send the client their info
packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
packet.playerInfo.position = newPlayer.position;
packet.playerInfo.motion = newPlayer.motion;
//actually send to everyone
PumpPacket(packet);
//finish this routine
PlayerEntry::uidCounter++;
}
//TODO: differentiate between delete and unload
void ServerApplication::HandlePlayerDelete(SerialPacket packet) {
//TODO: authenticate who is deleting this player
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot delete a non-existant player"));
}
//TODO: remove the deleted player from the database?
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
//delete the specified playerEntry
erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
//find the specified PlayerEntry
if (it.first == packet.playerInfo.playerIndex) {
//send to all
delPacket.playerInfo.playerIndex = it.first;
PumpPacket(delPacket);
//delete this player
return true;
}
//skip this player
return false;
});
}
void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot update a non-existant player"));
}
//TODO: the server needs it's own movement system too
playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
PumpPacket(packet);
}
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
char buffer[PACKET_BUFFER_SIZE];
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
for (auto& it : clientMap) {
network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
}
}
+7 -7
View File
@@ -23,7 +23,6 @@
#define SERVERAPPLICATION_HPP_ #define SERVERAPPLICATION_HPP_
//server specific stuff //server specific stuff
#include "server_utility.hpp"
#include "client_entry.hpp" #include "client_entry.hpp"
#include "player_entry.hpp" #include "player_entry.hpp"
@@ -63,28 +62,29 @@ public:
private: private:
void HandlePacket(SerialPacket); void HandlePacket(SerialPacket);
//high cohesion utility functions //handle incoming traffic
void HandleBroadcastRequest(SerialPacket); void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket); void HandleJoinRequest(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleSynchronize(SerialPacket); void HandleSynchronize(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket); void HandleShutdown(SerialPacket);
void HandlePlayerNew(SerialPacket);
void HandlePlayerDelete(SerialPacket);
void HandlePlayerUpdate(SerialPacket); void HandlePlayerUpdate(SerialPacket);
void HandleRegionRequest(SerialPacket); void HandleRegionRequest(SerialPacket);
//TODO: a function that only sends to players in a certain proximity //TODO: a function that only sends to players in a certain proximity
void PumpPacket(SerialPacket); void PumpPacket(SerialPacket);
//TODO: manage the database
//TODO: combat systems
//APIs //APIs
UDPNetworkUtility network; UDPNetworkUtility network;
sqlite3* database = nullptr; sqlite3* database = nullptr;
lua_State* luaState = nullptr; lua_State* luaState = nullptr;
//server tables //server tables
std::map<unsigned int, ClientEntry> clientMap; std::map<int, ClientEntry> clientMap;
std::map<unsigned int, PlayerEntry> playerMap; std::map<int, PlayerEntry> playerMap;
//maps //maps
//TODO: I need to handle multiple map objects //TODO: I need to handle multiple map objects
+186
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@@ -0,0 +1,186 @@
/* 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 = playerMap.size();
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
//create the new client
ClientEntry newClient;
newClient.address = packet.meta.srcAddress;
//TODO: move this into the player management code
//create the new player
PlayerEntry newPlayer;
newPlayer.clientIndex = ClientEntry::uidCounter;
newPlayer.player = packet.clientInfo.player;
newPlayer.handle = packet.clientInfo.handle;
newPlayer.avatar = packet.clientInfo.avatar;
//send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.clientIndex = ClientEntry::uidCounter;
packet.clientInfo.playerIndex = PlayerEntry::uidCounter;
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
//send the new player to all clients
packet.meta.type = SerialPacket::Type::PLAYER_NEW;
packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
strncpy(packet.playerInfo.handle, newPlayer.handle.c_str(), PACKET_STRING_SIZE);
strncpy(packet.playerInfo.avatar, newPlayer.avatar.c_str(), PACKET_STRING_SIZE);
packet.playerInfo.position = newPlayer.position;
packet.playerInfo.motion = newPlayer.motion;
PumpPacket(packet);
//finished this routine
clientMap[ClientEntry::uidCounter] = newClient;
playerMap[PlayerEntry::uidCounter] = newPlayer;
ClientEntry::uidCounter++;
PlayerEntry::uidCounter++;
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;
char buffer[PACKET_BUFFER_SIZE];
//players
newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE;
for (auto& it : playerMap) {
//TODO: update this for the expanded PlayerEntry structure
newPacket.playerInfo.playerIndex = it.first;
snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.playerInfo.mapIndex = it.second.mapIndex;
newPacket.playerInfo.position = it.second.position;
newPacket.playerInfo.motion = it.second.motion;
serialize(&newPacket, buffer);
network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
}
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//TODO: define the difference between unloading and deletng a player
//disconnect the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
clientMap.erase(packet.clientInfo.clientIndex);
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
//delete server and client side players
erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
//find the internal players to delete
if (it.second.clientIndex == packet.clientInfo.clientIndex) {
//send the delete player command to all clients
delPacket.playerInfo.playerIndex = it.first;
PumpPacket(delPacket);
//delete this player object
return true;
}
//don't delete this player object
return false;
});
//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;
packet.clientInfo.clientIndex = -1;
PumpPacket(packet);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
//TODO: this should be moved elsewhere
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot update a non-existant player"));
}
//TODO: the server needs it's own movement system too
playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.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
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
for (auto& it : clientMap) {
network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
}
}
+168
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@@ -0,0 +1,168 @@
/* 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 "server_utility.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");
//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"), PACKET_BUFFER_SIZE);
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;
//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 << "Initialized SQL's setup script" << std::endl;
//lua
luaState = luaL_newstate();
if (!luaState) {
throw(std::runtime_error("Failed to initialize lua"));
}
luaL_openlibs(luaState);
std::cout << "Initialized lua" << std::endl;
//run the 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 << "Initialized lua's setup script" << std::endl;
//setup the map object
regionPager.GetAllocator()->SetLuaState(luaState);
regionPager.GetFormat()->SetLuaState(luaState);
//TODO: config parameter
regionPager.GetFormat()->SetSaveDir("save/mapname/");
std::cout << "Initialized the map system" << 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()) {
//get the packet
deserialize(&packet, network.GetInData());
//cache the source address
packet.meta.srcAddress = network.GetInPacket()->address;
//we need to go deeper
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
//TODO: save the existing players
//empty the members
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::PLAYER_UPDATE:
HandlePlayerUpdate(packet);
break;
case SerialPacket::Type::REGION_REQUEST:
HandleRegionRequest(packet);
break;
//handle errors
default:
throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
break;
}
}