Refactored UDPNetworkUtility, and tied it to SerialPacket
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@@ -35,9 +35,7 @@
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#include "region_pager.hpp"
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//networking
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#include "serial_packet.hpp"
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#include "udp_network_utility.hpp"
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#include "serial.hpp"
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//common
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#include "config_utility.hpp"
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@@ -36,9 +36,7 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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packet.serverInfo.playerCount = characterMap.size();
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//bounce this packet
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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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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@@ -70,9 +68,7 @@ void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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packet.clientInfo.characterIndex = characterIndex;
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//bounce this packet
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
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network.SendTo(&newClient.address, &packet);
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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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@@ -94,7 +90,6 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//send all the server's data to this client
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SerialPacket newPacket;
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char buffer[PACKET_BUFFER_SIZE];
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//characters
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newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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@@ -108,8 +103,7 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
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newPacket.characterInfo.motion = it.second.motion;
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newPacket.characterInfo.stats = it.second.stats;
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
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}
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}
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@@ -117,9 +111,7 @@ 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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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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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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@@ -175,17 +167,13 @@ void ServerApplication::HandleRegionRequest(SerialPacket packet) {
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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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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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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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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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for (auto& it : clientMap) {
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network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
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network.SendTo(&it.second.address, &packet);
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}
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}
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@@ -22,6 +22,7 @@
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#include "server_application.hpp"
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#include "sql_utility.hpp"
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#include "serial.hpp"
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#include <stdexcept>
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#include <iostream>
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@@ -52,7 +53,7 @@ void ServerApplication::Init(int argc, char** argv) {
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(config.Int("server.port"), PACKET_BUFFER_SIZE);
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network.Open(config.Int("server.port"));
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std::cout << "Initialized SDL_net" << std::endl;
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//Init SQL
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@@ -119,12 +120,7 @@ void ServerApplication::Proc() {
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SerialPacket packet;
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while(running) {
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//suck in the waiting packets & process them
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while(network.Receive()) {
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//get the packet
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deserialize(&packet, network.GetInData());
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//cache the source address
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packet.meta.srcAddress = network.GetInPacket()->address;
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//we need to go deeper
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while(network.Receive(&packet)) {
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HandlePacket(packet);
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}
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//update the internals
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