Merge branch 'refactor-server' into develop
This is mostly just back end refactoring.
This commit is contained in:
@@ -21,14 +21,14 @@
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*/
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#include "character.hpp"
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void Character::Update(double delta) {
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void Character::Update() {
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if (motion.x && motion.y) {
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origin += motion * delta * CHARACTER_WALKING_MOD;
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origin += motion * CHARACTER_WALKING_MOD;
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}
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else if (motion != 0) {
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origin += motion * delta;
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origin += motion;
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}
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sprite.Update(delta);
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sprite.Update(0.016);
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}
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void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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@@ -40,7 +40,7 @@ public:
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Character() = default;
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~Character() = default;
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void Update(double delta);
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void Update();
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//graphics
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void DrawTo(SDL_Surface* const, int camX, int camY);
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@@ -120,7 +120,6 @@ void ClientApplication::Proc() {
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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std::chrono::duration<int, std::milli> delta(16);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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@@ -138,8 +137,9 @@ void ClientApplication::Proc() {
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//simulate game time
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den);
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simTime += delta;
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activeScene->RunFrame();
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//~60 FPS
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simTime += std::chrono::duration<int, std::milli>(16);
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}
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//draw the game to the screen
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@@ -75,10 +75,10 @@ SceneList BaseScene::GetNextScene() const {
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//Frame loop
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//-------------------------
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void BaseScene::RunFrame(double delta) {
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void BaseScene::RunFrame() {
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FrameStart();
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HandleEvents();
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Update(delta);
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Update();
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FrameEnd();
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}
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@@ -86,6 +86,7 @@ void BaseScene::RenderFrame() {
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SDL_FillRect(screen, 0, 0);
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Render(screen);
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SDL_Flip(screen);
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SDL_Delay(10);
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}
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//-------------------------
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@@ -40,13 +40,13 @@ public:
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SceneList GetNextScene() const;
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//Frame loop
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virtual void RunFrame(double delta);
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virtual void RunFrame();
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virtual void RenderFrame();
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protected:
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virtual void FrameStart() {}
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virtual void HandleEvents();
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virtual void Update(double delta) {}
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virtual void Update() {}
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virtual void FrameEnd() {}
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virtual void Render(SDL_Surface* const screen) {}
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@@ -80,22 +80,15 @@ CleanUp::~CleanUp() {
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//Frame loop
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//-------------------------
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void CleanUp::Update(double delta) {
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void CleanUp::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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QuitEvent();
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SetNextScene(SceneList::MAINMENU);
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}
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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void CleanUp::RenderFrame() {
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SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void CleanUp::Render(SDL_Surface* const screen) {
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backButton.DrawTo(screen);
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font.DrawStringTo("You have been disconnected.", screen, 50, 30);
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@@ -30,12 +30,8 @@
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#include "raster_font.hpp"
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#include "button.hpp"
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//common
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#include "frame_rate.hpp"
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#include "character.hpp"
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//client
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#include "character.hpp"
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#include "base_scene.hpp"
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//std namespace
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@@ -54,8 +50,7 @@ public:
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protected:
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//Frame loop
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void Update(double delta);
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void RenderFrame();
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void Update();
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void Render(SDL_Surface* const);
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//Event handlers
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@@ -79,7 +74,6 @@ protected:
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//UI
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Button backButton;
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FrameRate fps;
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//auto return
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std::chrono::steady_clock::time_point startTick;
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@@ -92,17 +92,17 @@ void InWorld::FrameStart() {
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//
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}
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void InWorld::Update(double delta) {
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void InWorld::Update() {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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free(static_cast<void*>(packetBuffer));
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delete reinterpret_cast<char*>(packetBuffer);
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//update the characters
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for (auto& it : characterMap) {
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it.second.Update(delta);
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it.second.Update();
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}
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//check the map
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@@ -129,7 +129,7 @@ void InWorld::Update(double delta) {
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}
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if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) {
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localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion() * delta));
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localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion()));
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localCharacter->SetMotion({0,0});
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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@@ -59,7 +59,7 @@ public:
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protected:
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//Frame loop
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void RenderFrame();
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void Render(SDL_Surface* const);
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@@ -82,13 +82,13 @@ void LobbyMenu::FrameStart() {
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//
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}
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void LobbyMenu::Update(double delta) {
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void LobbyMenu::Update() {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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free(static_cast<void*>(packetBuffer));
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delete reinterpret_cast<char*>(packetBuffer);
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}
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void LobbyMenu::FrameEnd() {
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@@ -47,7 +47,7 @@ public:
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protected:
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//Frame loop
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void Render(SDL_Surface* const);
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@@ -72,7 +72,7 @@ void MainMenu::FrameStart() {
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//
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}
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void MainMenu::Update(double delta) {
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void MainMenu::Update() {
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//
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}
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@@ -37,7 +37,7 @@ public:
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protected:
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//Frame loop
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void Render(SDL_Surface* const);
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@@ -59,7 +59,7 @@ void OptionsMenu::FrameStart() {
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//
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}
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void OptionsMenu::Update(double delta) {
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void OptionsMenu::Update() {
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//
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}
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@@ -38,7 +38,7 @@ public:
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protected:
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//Frame loop
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void Render(SDL_Surface* const);
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@@ -40,7 +40,7 @@ SplashScreen::~SplashScreen() {
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//Frame loop
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//-------------------------
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void SplashScreen::Update(double delta) {
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void SplashScreen::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
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SetNextScene(SceneList::MAINMENU);
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}
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@@ -36,7 +36,7 @@ public:
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protected:
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//Frame loop
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void Update(double delta);
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void Update();
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void Render(SDL_Surface* const);
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//members
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@@ -25,7 +25,7 @@
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#include <cmath>
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//the speeds that the characters move
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constexpr double CHARACTER_WALKING_SPEED = 140.0;
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constexpr double CHARACTER_WALKING_SPEED = 2.24;
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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//the bounds for the character objects, mapped to the default sprites
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@@ -0,0 +1,15 @@
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Future versions (to be determined) may be released under a modified version of the Uplink Developer's License.
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The current version of Tortuga is released under the zlib license.
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Copyright (c) 2013, 2014 Kayne Ruse
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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.
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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:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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@@ -19,7 +19,12 @@ debug: export CXXFLAGS+=-g
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debug: clean all
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release: export CXXFLAGS+=-static-libgcc -static-libstdc++
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release: clean all
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release: clean all package
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#For use on my machine ONLY
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package:
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rar a -r -ep Tortuga.rar out/*.exe out/*.dll
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rar a -r Tortuga.rar rsc/* copyright.txt
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$(OUTDIR):
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mkdir $(OUTDIR)
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@@ -17,6 +17,7 @@ tiles = {
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--custom generation systems here
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function islandGenerator(region)
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io.write("Generating (", Region.GetX(region), ", ", Region.GetY(region), ")\n")
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for i = 1, Region.GetWidth(region) do
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for j = 1, Region.GetHeight(region) do
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local dist = math.dist(0, 0, i + Region.GetX(region) -1, j + Region.GetY(region) -1)
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@@ -23,16 +23,14 @@
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#define ACCOUNTMANAGER_HPP_
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#include "account_data.hpp"
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#include "singleton.hpp"
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||||
#include "sqlite3/sqlite3.h"
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#include <map>
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class AccountManager {
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class AccountManager : public Singleton<AccountManager> {
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public:
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||||
AccountManager() = default;
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~AccountManager() { UnloadAll(); };
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|
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//public access methods
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int CreateAccount(std::string username, int clientIndex);
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int LoadAccount(std::string username, int clientIndex);
|
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@@ -50,6 +48,11 @@ public:
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||||
sqlite3* GetDatabase();
|
||||
|
||||
private:
|
||||
friend Singleton<AccountManager>;
|
||||
|
||||
AccountManager() = default;
|
||||
~AccountManager() = default;
|
||||
|
||||
std::map<int, AccountData> accountMap;
|
||||
sqlite3* database = nullptr;
|
||||
};
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#config
|
||||
INCLUDES+=.
|
||||
INCLUDES+=. ../../common/utilities
|
||||
LIBS+=
|
||||
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
|
||||
|
||||
|
||||
@@ -23,17 +23,15 @@
|
||||
#define CHARACTERMANAGER_HPP_
|
||||
|
||||
#include "character_data.hpp"
|
||||
#include "singleton.hpp"
|
||||
|
||||
#include "sqlite3/sqlite3.h"
|
||||
|
||||
#include <map>
|
||||
#include <functional>
|
||||
|
||||
class CharacterManager {
|
||||
class CharacterManager : public Singleton<CharacterManager> {
|
||||
public:
|
||||
CharacterManager() = default;
|
||||
~CharacterManager() { UnloadAll(); };
|
||||
|
||||
//public access methods
|
||||
int CreateCharacter(int owner, std::string handle, std::string avatar);
|
||||
int LoadCharacter(int owner, std::string handle, std::string avatar);
|
||||
@@ -53,6 +51,11 @@ public:
|
||||
sqlite3* GetDatabase();
|
||||
|
||||
private:
|
||||
friend Singleton<CharacterManager>;
|
||||
|
||||
CharacterManager() = default;
|
||||
~CharacterManager() = default;
|
||||
|
||||
std::map<int, CharacterData> characterMap;
|
||||
sqlite3* database = nullptr;
|
||||
};
|
||||
|
||||
@@ -33,7 +33,10 @@ using namespace std;
|
||||
int main(int argc, char** argv) {
|
||||
try {
|
||||
//create the singletons
|
||||
AccountManager::Create();
|
||||
CharacterManager::Create();
|
||||
ConfigUtility::Create();
|
||||
RoomManager::Create();
|
||||
UDPNetworkUtility::Create();
|
||||
|
||||
//call the server's routines
|
||||
@@ -47,7 +50,10 @@ int main(int argc, char** argv) {
|
||||
ServerApplication::Delete();
|
||||
|
||||
//delete the singletons
|
||||
AccountManager::Delete();
|
||||
CharacterManager::Delete();
|
||||
ConfigUtility::Delete();
|
||||
RoomManager::Delete();
|
||||
UDPNetworkUtility::Delete();
|
||||
}
|
||||
catch(exception& e) {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#config
|
||||
INCLUDES+=. ../mapgen ../mapgen/generators ../../common/map
|
||||
INCLUDES+=. ../../common/map ../../common/utilities
|
||||
LIBS+=
|
||||
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
|
||||
|
||||
|
||||
@@ -23,18 +23,14 @@
|
||||
#define ROOMMANAGER_HPP_
|
||||
|
||||
#include "room_data.hpp"
|
||||
#include "singleton.hpp"
|
||||
|
||||
#include "lua/lua.hpp"
|
||||
|
||||
#include <map>
|
||||
|
||||
#define ROOM_MANAGER_PSEUDOINDEX "RoomManager"
|
||||
|
||||
class RoomManager {
|
||||
class RoomManager : public Singleton<RoomManager> {
|
||||
public:
|
||||
RoomManager() = default;
|
||||
~RoomManager() = default;
|
||||
|
||||
//public access methods
|
||||
int CreateRoom();
|
||||
void UnloadRoom(int uid);
|
||||
@@ -52,6 +48,11 @@ public:
|
||||
lua_State* GetLuaState() { return luaState; }
|
||||
|
||||
private:
|
||||
friend Singleton<RoomManager>;
|
||||
|
||||
RoomManager() = default;
|
||||
~RoomManager() = default;
|
||||
|
||||
std::map<int, RoomData*> roomMap;
|
||||
lua_State* luaState = nullptr;
|
||||
int counter = 0;
|
||||
|
||||
@@ -26,45 +26,24 @@
|
||||
#include <string>
|
||||
|
||||
static int getRoom(lua_State* L) {
|
||||
//get the room manager
|
||||
lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
|
||||
lua_gettable(L, LUA_REGISTRYINDEX);
|
||||
RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
|
||||
|
||||
//push the room and return it
|
||||
lua_pushlightuserdata(L, reinterpret_cast<void*>( roomMgr->GetRoom(lua_tointeger(L, -2)) ));
|
||||
//find, push and return the room
|
||||
RoomData* room = RoomManager::GetSingleton().GetRoom(lua_tointeger(L, -2));
|
||||
lua_pushlightuserdata(L, reinterpret_cast<void*>(room));
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int createRoom(lua_State* L) {
|
||||
//TODO: check parameter count for the glue functions
|
||||
|
||||
//get the room manager
|
||||
lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
|
||||
lua_gettable(L, LUA_REGISTRYINDEX);
|
||||
RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
|
||||
|
||||
//create the room
|
||||
int uid = roomMgr->CreateRoom();
|
||||
|
||||
//TODO: any room parameters
|
||||
|
||||
//return the new room
|
||||
lua_pushlightuserdata(L, roomMgr->FindRoom(uid));
|
||||
//create, find and return the room
|
||||
int uid = RoomManager::GetSingleton().CreateRoom();
|
||||
lua_pushlightuserdata(L, RoomManager::GetSingleton().FindRoom(uid));
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int unloadRoom(lua_State* L) {
|
||||
//get the room manager
|
||||
lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
|
||||
lua_gettable(L, LUA_REGISTRYINDEX);
|
||||
RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
|
||||
|
||||
//TODO: any room parameters
|
||||
|
||||
//unload the specified room
|
||||
roomMgr->UnloadRoom(lua_tointeger(L, -2));
|
||||
|
||||
RoomManager::GetSingleton().UnloadRoom(lua_tointeger(L, -2));
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -92,13 +92,13 @@ private:
|
||||
std::map<int, ClientData> clientMap;
|
||||
|
||||
//managers
|
||||
AccountManager accountMgr;
|
||||
CharacterManager characterMgr;
|
||||
RoomManager roomMgr;
|
||||
AccountManager& accountMgr = AccountManager::GetSingleton();
|
||||
CharacterManager& characterMgr = CharacterManager::GetSingleton();
|
||||
RoomManager& roomMgr = RoomManager::GetSingleton();
|
||||
|
||||
//misc
|
||||
bool running = true;
|
||||
int clientUID = 0;
|
||||
int clientIndex = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,233 @@
|
||||
/* 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"
|
||||
|
||||
//for PACKET_BUFFER_SIZE
|
||||
#include "serial.hpp"
|
||||
|
||||
//utility functions
|
||||
#include "sql_utility.hpp"
|
||||
#include "utility.hpp"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
//-------------------------
|
||||
//public methods
|
||||
//-------------------------
|
||||
|
||||
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 " << argv[0] << std::endl;
|
||||
|
||||
//load the prerequisites
|
||||
config.Load("rsc\\config.cfg");
|
||||
|
||||
//-------------------------
|
||||
//Initialize the APIs
|
||||
//-------------------------
|
||||
|
||||
//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"));
|
||||
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;
|
||||
|
||||
//Init lua
|
||||
luaState = luaL_newstate();
|
||||
if (!luaState) {
|
||||
throw(std::runtime_error("Failed to initialize lua"));
|
||||
}
|
||||
luaL_openlibs(luaState);
|
||||
std::cout << "Initialized lua" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Setup the objects
|
||||
//-------------------------
|
||||
|
||||
//set the hooks
|
||||
accountMgr.SetDatabase(database);
|
||||
characterMgr.SetDatabase(database);
|
||||
|
||||
roomMgr.SetLuaState(luaState);
|
||||
|
||||
std::cout << "Internal managers initialized" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Run the startup scripts
|
||||
//-------------------------
|
||||
|
||||
//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 << "Completed SQL's setup script" << std::endl;
|
||||
|
||||
//run lua's 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 << "Completed lua's setup script" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//debug output
|
||||
//-------------------------
|
||||
|
||||
//TODO: enable/disable these with a switch
|
||||
#define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl;
|
||||
|
||||
std::cout << "Internal sizes:" << std::endl;
|
||||
|
||||
DEBUG_OUTPUT_VAR(sizeof(Region::type_t));
|
||||
DEBUG_OUTPUT_VAR(sizeof(Region));
|
||||
DEBUG_OUTPUT_VAR(REGION_WIDTH);
|
||||
DEBUG_OUTPUT_VAR(REGION_HEIGHT);
|
||||
DEBUG_OUTPUT_VAR(REGION_DEPTH);
|
||||
DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT);
|
||||
DEBUG_OUTPUT_VAR(REGION_FOOTPRINT);
|
||||
DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
|
||||
DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
|
||||
|
||||
#undef DEBUG_OUTPUT_VAR
|
||||
|
||||
//-------------------------
|
||||
//finalize the startup
|
||||
//-------------------------
|
||||
|
||||
std::cout << "Startup completed successfully" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//debugging
|
||||
//-------------------------
|
||||
|
||||
//...
|
||||
}
|
||||
|
||||
void ServerApplication::Proc() {
|
||||
SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
|
||||
while(running) {
|
||||
//suck in the waiting packets & process them
|
||||
while(network.Receive(packetBuffer)) {
|
||||
HandlePacket(packetBuffer);
|
||||
}
|
||||
//update the internals
|
||||
//BUG: #30 Update the internals i.e. player positions
|
||||
|
||||
//give the computer a break
|
||||
SDL_Delay(10);
|
||||
}
|
||||
delete reinterpret_cast<char*>(packetBuffer);
|
||||
}
|
||||
|
||||
void ServerApplication::Quit() {
|
||||
std::cout << "Shutting down" << std::endl;
|
||||
|
||||
//close the managers
|
||||
clientMap.clear();
|
||||
accountMgr.UnloadAll();
|
||||
characterMgr.UnloadAll();
|
||||
//TODO: unload combats
|
||||
//TODO: unload enemies
|
||||
roomMgr.UnloadAll();
|
||||
|
||||
//APIs
|
||||
lua_close(luaState);
|
||||
sqlite3_close_v2(database);
|
||||
network.Close();
|
||||
SDLNet_Quit();
|
||||
SDL_Quit();
|
||||
|
||||
std::cout << "Clean exit" << std::endl;
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//direct incoming traffic
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
|
||||
switch(argPacket->type) {
|
||||
//basic connections
|
||||
case SerialPacketType::BROADCAST_REQUEST:
|
||||
HandleBroadcastRequest(static_cast<SerialPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::JOIN_REQUEST:
|
||||
HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::DISCONNECT:
|
||||
HandleDisconnect(static_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::SHUTDOWN:
|
||||
HandleShutdown(static_cast<SerialPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//map management
|
||||
case SerialPacketType::REGION_REQUEST:
|
||||
HandleRegionRequest(static_cast<RegionPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//combat management
|
||||
//TODO: combat management
|
||||
|
||||
//character management
|
||||
case SerialPacketType::CHARACTER_NEW:
|
||||
HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_DELETE:
|
||||
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_UPDATE:
|
||||
case SerialPacketType::CHARACTER_STATS_REQUEST:
|
||||
HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//enemy management
|
||||
//TODO: enemy management
|
||||
|
||||
//mismanagement
|
||||
case SerialPacketType::SYNCHRONIZE:
|
||||
HandleSynchronize(static_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//handle errors
|
||||
default: {
|
||||
std::string msg = "Unknown SerialPacketType encountered in the server: ";
|
||||
msg += to_string_custom(static_cast<int>(argPacket->type));
|
||||
throw(std::runtime_error(msg));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -21,220 +21,7 @@
|
||||
*/
|
||||
#include "server_application.hpp"
|
||||
|
||||
//for PACKET_BUFFER_SIZE
|
||||
#include "serial.hpp"
|
||||
|
||||
//utility functions
|
||||
#include "sql_utility.hpp"
|
||||
#include "utility.hpp"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
//-------------------------
|
||||
//public methods
|
||||
//-------------------------
|
||||
|
||||
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 " << argv[0] << std::endl;
|
||||
|
||||
//load the prerequisites
|
||||
config.Load("rsc\\config.cfg");
|
||||
|
||||
//-------------------------
|
||||
//Initialize the APIs
|
||||
//-------------------------
|
||||
|
||||
//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"));
|
||||
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;
|
||||
|
||||
//Init lua
|
||||
luaState = luaL_newstate();
|
||||
if (!luaState) {
|
||||
throw(std::runtime_error("Failed to initialize lua"));
|
||||
}
|
||||
luaL_openlibs(luaState);
|
||||
std::cout << "Initialized lua" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Setup the objects
|
||||
//-------------------------
|
||||
|
||||
//set the hooks
|
||||
accountMgr.SetDatabase(database);
|
||||
characterMgr.SetDatabase(database);
|
||||
|
||||
roomMgr.SetLuaState(luaState);
|
||||
|
||||
std::cout << "Internal managers set" << std::endl;
|
||||
|
||||
//register the "globals"
|
||||
lua_pushstring(luaState, ROOM_MANAGER_PSEUDOINDEX);
|
||||
lua_pushlightuserdata(luaState, &roomMgr);
|
||||
lua_settable(luaState, LUA_REGISTRYINDEX);
|
||||
|
||||
std::cout << "Internal managers registered with lua" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//Run the startup scripts
|
||||
//-------------------------
|
||||
|
||||
//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 << "Completed SQL's setup script" << std::endl;
|
||||
|
||||
//run lua's 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 << "Completed lua's setup script" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//debug output
|
||||
//-------------------------
|
||||
|
||||
//TODO: enable/disable these with a switch
|
||||
#define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl;
|
||||
|
||||
std::cout << "Internal sizes:" << std::endl;
|
||||
|
||||
DEBUG_OUTPUT_VAR(sizeof(Region::type_t));
|
||||
DEBUG_OUTPUT_VAR(sizeof(Region));
|
||||
DEBUG_OUTPUT_VAR(REGION_WIDTH);
|
||||
DEBUG_OUTPUT_VAR(REGION_HEIGHT);
|
||||
DEBUG_OUTPUT_VAR(REGION_DEPTH);
|
||||
DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT);
|
||||
DEBUG_OUTPUT_VAR(REGION_FOOTPRINT);
|
||||
DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
|
||||
DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
|
||||
|
||||
#undef DEBUG_OUTPUT_VAR
|
||||
|
||||
//-------------------------
|
||||
//finalize the startup
|
||||
//-------------------------
|
||||
|
||||
std::cout << "Startup completed successfully" << std::endl;
|
||||
|
||||
//-------------------------
|
||||
//debugging
|
||||
//-------------------------
|
||||
|
||||
//...
|
||||
}
|
||||
|
||||
void ServerApplication::Proc() {
|
||||
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
|
||||
while(running) {
|
||||
//suck in the waiting packets & process them
|
||||
while(network.Receive(packetBuffer)) {
|
||||
HandlePacket(packetBuffer);
|
||||
}
|
||||
//update the internals
|
||||
//BUG: #30 Update the internals i.e. player positions
|
||||
|
||||
//give the computer a break
|
||||
SDL_Delay(10);
|
||||
}
|
||||
free(static_cast<void*>(packetBuffer));
|
||||
}
|
||||
|
||||
void ServerApplication::Quit() {
|
||||
std::cout << "Shutting down" << std::endl;
|
||||
|
||||
//close the managers
|
||||
clientMap.clear();
|
||||
accountMgr.UnloadAll();
|
||||
characterMgr.UnloadAll();
|
||||
//TODO: unload combats
|
||||
//TODO: unload enemies
|
||||
roomMgr.UnloadAll();
|
||||
|
||||
//APIs
|
||||
lua_close(luaState);
|
||||
sqlite3_close_v2(database);
|
||||
network.Close();
|
||||
SDLNet_Quit();
|
||||
SDL_Quit();
|
||||
|
||||
std::cout << "Clean exit" << std::endl;
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//handle incoming traffic
|
||||
//-------------------------
|
||||
|
||||
void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
|
||||
switch(argPacket->type) {
|
||||
//basic connections
|
||||
case SerialPacketType::BROADCAST_REQUEST:
|
||||
HandleBroadcastRequest(static_cast<SerialPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::JOIN_REQUEST:
|
||||
HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::DISCONNECT:
|
||||
HandleDisconnect(static_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::SHUTDOWN:
|
||||
HandleShutdown(static_cast<SerialPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//map management
|
||||
case SerialPacketType::REGION_REQUEST:
|
||||
HandleRegionRequest(static_cast<RegionPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//combat management
|
||||
//TODO: combat management
|
||||
|
||||
//character management
|
||||
case SerialPacketType::CHARACTER_NEW:
|
||||
HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_DELETE:
|
||||
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
case SerialPacketType::CHARACTER_UPDATE:
|
||||
case SerialPacketType::CHARACTER_STATS_REQUEST:
|
||||
HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//enemy management
|
||||
//TODO: enemy management
|
||||
|
||||
//mismanagement
|
||||
case SerialPacketType::SYNCHRONIZE:
|
||||
HandleSynchronize(static_cast<ClientPacket*>(argPacket));
|
||||
break;
|
||||
|
||||
//handle errors
|
||||
default:
|
||||
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(static_cast<int>(argPacket->type)) ));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//basic connections
|
||||
@@ -259,7 +46,7 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
|
||||
|
||||
//load the user account
|
||||
//TODO: handle passwords
|
||||
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientUID);
|
||||
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientIndex);
|
||||
if (accountIndex < 0) {
|
||||
//TODO: send rejection packet
|
||||
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
|
||||
@@ -269,13 +56,13 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
|
||||
//send the client their info
|
||||
ClientPacket newPacket;
|
||||
newPacket.type = SerialPacketType::JOIN_RESPONSE;
|
||||
newPacket.clientIndex = clientUID;
|
||||
newPacket.clientIndex = clientIndex;
|
||||
newPacket.accountIndex = accountIndex;
|
||||
|
||||
network.SendTo(&newClient.address, static_cast<SerialPacket*>(&newPacket));
|
||||
|
||||
//finished this routine
|
||||
clientMap[clientUID++] = newClient;
|
||||
clientMap[clientIndex++] = newClient;
|
||||
std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
|
||||
}
|
||||
|
||||
@@ -1,43 +1,14 @@
|
||||
TODO: encapsulate the data structures
|
||||
TODO: The server's managers should be singletons too
|
||||
TODO: Get the rooms working
|
||||
TODO: A proper logging system
|
||||
TODO: Ping-pong and keep alive system
|
||||
TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
|
||||
TODO: Get the rooms working, even if only via hotkeys
|
||||
TODO: Rejection messages
|
||||
|
||||
TODO: Fix shoddy movement
|
||||
TODO: make the whole thing more fault tolerant
|
||||
TODO: Authentication
|
||||
TODO: server is slaved to the client
|
||||
|
||||
TODO: Time delay for requesting region packets
|
||||
TODO: command line parameters overriding config.cfg settings
|
||||
|
||||
--Requirements--
|
||||
|
||||
The enemies need AI scripts
|
||||
The scripts need to be able to generate other enemies (frog king).
|
||||
The characters need a flag to show if they're in a combat instance or not, to signify of they should be unloaded client-side
|
||||
On each game loop, the server should envoke each combat instance's update function
|
||||
Each combat instance invokes each enemy's and character's update functions
|
||||
These update functions increase the ATB guagues
|
||||
if an ATB guage is full
|
||||
than the stored command is executed
|
||||
the players issue their commands during the build up
|
||||
if there isn't a command ready, then the player is still choosing
|
||||
for the enemies, the stored commands are driven by scripts, so when the enemies need to attack, their attached scripts are called.
|
||||
after the commands are called, the ATB is reset to 0.
|
||||
etc...
|
||||
|
||||
--Enemy API--
|
||||
|
||||
enemyTables -- The global store of enemy tables. Only accessed by C++ code (unless you want to break something).
|
||||
|
||||
enemy.new(parameters) -- return a new enemy object
|
||||
|
||||
table.logic: the AI logic. If null, do nothing
|
||||
table.ref: reference to the enemy itself, for use by API functions, set by constructor?
|
||||
|
||||
combat -- the combat API
|
||||
combat.new(mapIndex, x, y) -- return combat instance's index
|
||||
combat.pushenemy(c, enemy) -- return the enemy's position
|
||||
combat.popenemy(c, position) --
|
||||
|
||||
|
||||
Reference in New Issue
Block a user