Began segmenting the server's code
I've created a separate branch for this because it's gonna be a bitch to get compiled, and then I'll still have to ensure that the client & server are work together correctly. This build does not compile.
This commit is contained in:
@@ -21,4 +21,4 @@
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*/
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#include "client_entry.hpp"
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unsigned int ClientEntry::uidCounter;
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int ClientEntry::uidCounter = 0;
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@@ -26,7 +26,7 @@
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struct ClientEntry {
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IPaddress address;
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static unsigned int uidCounter;
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static int uidCounter;
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};
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#endif
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@@ -21,167 +21,19 @@
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*/
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#include "server_application.hpp"
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#include "utility.hpp"
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#include <stdexcept>
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#include <iostream>
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#include <string>
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//-------------------------
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//Define the public members
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//-------------------------
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void ServerApplication::Init(int argc, char** argv) {
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
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std::cout << "Beginning startup" << std::endl;
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//initial setup
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ClientEntry::uidCounter = 0;
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PlayerEntry::uidCounter = 0;
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config.Load("rsc\\config.cfg");
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//Init SDL
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if (SDL_Init(0)) {
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throw(std::runtime_error("Failed to initialize SDL"));
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}
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std::cout << "Initialized SDL" << std::endl;
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//Init SDL_net
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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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std::cout << "Initialized SDL_net" << std::endl;
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//Init SQL
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int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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if (ret != SQLITE_OK || !database) {
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throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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std::cout << "Initialized SQL" << std::endl;
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//setup the database
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if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
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throw(std::runtime_error("Failed to initialize SQL's setup script"));
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}
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std::cout << "Initialized SQL's setup script" << std::endl;
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//lua
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luaState = luaL_newstate();
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if (!luaState) {
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throw(std::runtime_error("Failed to initialize lua"));
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}
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luaL_openlibs(luaState);
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std::cout << "Initialized lua" << std::endl;
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//run the startup script
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if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
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throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
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}
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std::cout << "Initialized lua's setup script" << std::endl;
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//setup the map object
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regionPager.GetAllocator()->SetLuaState(luaState);
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regionPager.GetFormat()->SetLuaState(luaState);
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//TODO: config parameter
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regionPager.GetFormat()->SetSaveDir("save/mapname/");
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std::cout << "Initialized the map system" << std::endl;
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std::cout << "\tsizeof(SerialPacket): " << sizeof(SerialPacket) << std::endl;
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std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
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//finalize the startup
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std::cout << "Startup completed successfully" << std::endl;
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//debugging
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//
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}
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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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HandlePacket(packet);
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}
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//give the computer a break
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SDL_Delay(10);
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}
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}
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void ServerApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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//empty the members
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regionPager.UnloadAll();
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//APIs
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lua_close(luaState);
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sqlite3_close_v2(database);
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network.Close();
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SDLNet_Quit();
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SDL_Quit();
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std::cout << "Shutdown finished" << std::endl;
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}
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//-------------------------
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//Define the uber switch
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//-------------------------
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void ServerApplication::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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case SerialPacket::Type::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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break;
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case SerialPacket::Type::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case SerialPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case SerialPacket::Type::SYNCHRONIZE:
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HandleSynchronize(packet);
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break;
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case SerialPacket::Type::SHUTDOWN:
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HandleShutdown(packet);
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break;
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case SerialPacket::Type::PLAYER_NEW:
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HandlePlayerNew(packet);
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break;
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case SerialPacket::Type::PLAYER_DELETE:
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HandlePlayerDelete(packet);
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break;
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case SerialPacket::Type::PLAYER_UPDATE:
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HandlePlayerUpdate(packet);
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break;
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case SerialPacket::Type::REGION_REQUEST:
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HandleRegionRequest(packet);
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break;
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//handle errors
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default:
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throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
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break;
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}
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}
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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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//send back the server's metadata
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packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
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//pack the 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 = playerMap.size();
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packet.serverInfo.regionWidth = REGION_WIDTH;
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packet.serverInfo.regionHeight = REGION_HEIGHT;
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packet.serverInfo.regionDepth = REGION_DEPTH;
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//send the data
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char buffer[PACKET_BUFFER_SIZE];
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@@ -195,13 +47,16 @@ void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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newClient.address = packet.meta.srcAddress;
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clientMap[ClientEntry::uidCounter] = newClient;
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//send the client their index
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char buffer[PACKET_BUFFER_SIZE];
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//create the new player
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//TODO: make the player
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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.index = ClientEntry::uidCounter;
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serialize(&packet, buffer);
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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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//finished this routine
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@@ -224,7 +79,7 @@ void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: can this use DeletePlayer() instead?
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//delete server and client side players
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//find the internal players to delete
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if (it.second.clientIndex == packet.clientInfo.index) {
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//send the delete player command to all clients
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@@ -323,7 +178,7 @@ void ServerApplication::HandlePlayerDelete(SerialPacket packet) {
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delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
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//delete the specified playerEntry
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//find the specified PlayerEntry
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if (it.first == packet.playerInfo.playerIndex) {
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//send to all
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@@ -21,4 +21,4 @@
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*/
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#include "player_entry.hpp"
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unsigned int PlayerEntry::uidCounter;
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int PlayerEntry::uidCounter = 0;
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@@ -31,6 +31,7 @@
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struct PlayerEntry {
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//metadata
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int clientIndex;
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std::string player;
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std::string handle;
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std::string avatar;
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@@ -56,7 +57,7 @@ struct PlayerEntry {
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float luck;
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//uid
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static unsigned int uidCounter;
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static int uidCounter;
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};
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#endif
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@@ -0,0 +1,46 @@
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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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//-------------------------
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//player management
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//-------------------------
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void ServerApplication::LoadPlayer() {
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//
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}
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void ServerApplication::UnloadPlayer() {
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//
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}
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void ServerApplication::CreatePlayer() {
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//
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}
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void ServerApplication::DeletePlayer() {
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//
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}
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void ServerApplication::SavePlayer() {
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//
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}
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@@ -23,7 +23,6 @@
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#define SERVERAPPLICATION_HPP_
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//server specific stuff
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#include "server_utility.hpp"
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#include "client_entry.hpp"
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#include "player_entry.hpp"
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@@ -63,28 +62,33 @@ public:
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private:
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void HandlePacket(SerialPacket);
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//high cohesion utility functions
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//handle incoming traffic
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void HandleBroadcastRequest(SerialPacket);
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void HandleJoinRequest(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandleSynchronize(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandleShutdown(SerialPacket);
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void HandlePlayerNew(SerialPacket);
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void HandlePlayerDelete(SerialPacket);
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void HandlePlayerUpdate(SerialPacket);
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void HandleRegionRequest(SerialPacket);
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//TODO: a function that only sends to players in a certain proximity
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void PumpPacket(SerialPacket);
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//player management
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void LoadPlayer();
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void UnloadPlayer();
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void CreatePlayer();
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void DeletePlayer();
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void SavePlayer();
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//APIs
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UDPNetworkUtility network;
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sqlite3* database = nullptr;
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lua_State* luaState = nullptr;
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//server tables
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std::map<unsigned int, ClientEntry> clientMap;
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std::map<unsigned int, PlayerEntry> playerMap;
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std::map<int, ClientEntry> clientMap;
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std::map<int, PlayerEntry> playerMap;
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//maps
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//TODO: I need to handle multiple map objects
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@@ -0,0 +1,166 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* 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"
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|
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#include "server_utility.hpp"
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|
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#include <stdexcept>
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#include <iostream>
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#include <string>
|
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|
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//-------------------------
|
||||
//Define the public members
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::Init(int argc, char** argv) {
|
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
|
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std::cout << "Beginning startup" << std::endl;
|
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|
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//initial setup
|
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config.Load("rsc\\config.cfg");
|
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|
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//Init SDL
|
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if (SDL_Init(0)) {
|
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throw(std::runtime_error("Failed to initialize SDL"));
|
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}
|
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std::cout << "Initialized SDL" << std::endl;
|
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|
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//Init SDL_net
|
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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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std::cout << "Initialized SDL_net" << std::endl;
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|
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//Init SQL
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int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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if (ret != SQLITE_OK || !database) {
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throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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std::cout << "Initialized SQL" << std::endl;
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//setup the database
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if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
|
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throw(std::runtime_error("Failed to initialize SQL's setup script"));
|
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}
|
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std::cout << "Initialized SQL's setup script" << std::endl;
|
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|
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//lua
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luaState = luaL_newstate();
|
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if (!luaState) {
|
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throw(std::runtime_error("Failed to initialize lua"));
|
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}
|
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luaL_openlibs(luaState);
|
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std::cout << "Initialized lua" << std::endl;
|
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|
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//run the startup script
|
||||
if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
|
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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;
|
||||
|
||||
//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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user