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.
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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
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "server_application.hpp"
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#include "server_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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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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//save the server state
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//TODO: save the existing players
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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::SYNCHRONIZE:
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HandleSynchronize(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::SHUTDOWN:
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HandleShutdown(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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