The server is working correctly, using the entity system

This commit is contained in:
Kayne Ruse
2014-04-13 22:20:30 +10:00
parent 7fe71c60d0
commit c3464be589
10 changed files with 161 additions and 76 deletions
+1
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@@ -26,6 +26,7 @@
#include <stdexcept>
#include <algorithm>
//TODO: This is supposed to interact with the vector
class BBox {
public:
double x, y;
+1
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@@ -31,6 +31,7 @@
#pragma pack(push, 0)
//TODO: update the code here to match the entity code
union NetworkPacket {
//types of packets
enum class Type {
+1 -1
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@@ -26,4 +26,4 @@
//This is explicitly a POD
static_assert(std::is_pod<Client>::value, "Client is not a POD");
unsigned int Client::uidCounter;
unsigned int Client::uidCounter;
-1
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@@ -26,7 +26,6 @@
struct Client {
IPaddress address;
unsigned int uid;
static unsigned int uidCounter;
};
+1 -1
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@@ -26,4 +26,4 @@
//This is explicitly a POD
static_assert(std::is_pod<Entity>::value, "Entity is not a POD");
unsigned int Entity::uidCounter;
unsigned int Entity::uidCounter;
+1 -1
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@@ -40,7 +40,7 @@ struct Entity {
Vector2 position;
Vector2 motion;
BBox bbox;
unsigned int uid;
unsigned int externalID;
static unsigned int uidCounter;
};
+24
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@@ -0,0 +1,24 @@
/* 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 "player_entity.hpp"
unsigned int PlayerEntity::uidCounter;
+6
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@@ -25,9 +25,12 @@
#include <string>
struct PlayerEntity {
//metadata
int clientIndex;
std::string handle;
std::string avatar;
//statistics
int level;
int exp;
int maxHP;
@@ -41,6 +44,9 @@ struct PlayerEntity {
float accuracy;
float evasion;
float luck;
//uid
static unsigned int uidCounter;
};
#endif
+115 -61
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@@ -51,11 +51,11 @@ int runSQLScript(sqlite3* db, std::string fname) {
void ServerApplication::Init(int argc, char** argv) {
cout << "Beginning startup" << endl;
int ret = 0;
//initial setup
Client::uidCounter = 0;
Entity::uidCounter = 0;
PlayerEntity::uidCounter = 0;
config.Load("rsc\\config.cfg");
//Init SDL
@@ -72,7 +72,7 @@ void ServerApplication::Init(int argc, char** argv) {
cout << "Initialized SDL_net" << endl;
//Init SQL
ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
if (ret != SQLITE_OK || !database) {
throw(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
}
@@ -99,13 +99,13 @@ void ServerApplication::Init(int argc, char** argv) {
cout << "Initialized lua's setup script" << endl;
//setup the map object
mapPager.SetRegionWidth(REGION_WIDTH);
mapPager.SetRegionHeight(REGION_HEIGHT);
mapPager.SetRegionDepth(REGION_DEPTH);
mapPager.GetGenerator()->SetLuaState(luaState);
mapPager.GetFormat()->SetLuaState(luaState);
regionPager.SetRegionWidth(REGION_WIDTH);
regionPager.SetRegionHeight(REGION_HEIGHT);
regionPager.SetRegionDepth(REGION_DEPTH);
regionPager.GetGenerator()->SetLuaState(luaState);
regionPager.GetFormat()->SetLuaState(luaState);
//TODO: config parameter
mapPager.GetFormat()->SetSaveDir("save/mapname/");
regionPager.GetFormat()->SetSaveDir("save/mapname/");
//TODO: pass args to the generator & format as needed
//NOTE: I might need to rearrange the init process so that lua & SQL can interact
// with the map system as needed.
@@ -133,6 +133,7 @@ void ServerApplication::Loop() {
HandlePacket(packet);
}
//give the computer a break
//TODO: remove this?
SDL_Delay(10);
}
}
@@ -140,9 +141,7 @@ void ServerApplication::Loop() {
void ServerApplication::Quit() {
cout << "Shutting down" << endl;
//empty the members
mapPager.UnloadAll();
//TODO: player manager
//TODO: client manager
regionPager.UnloadAll();
//APIs
lua_close(luaState);
@@ -210,44 +209,54 @@ void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
//register the new client
Client c;
c.address = packet.meta.srcAddress;
clientMap[Client::uidCounter] = c;
clientMap[Client::uidCounter] = {packet.meta.srcAddress};
//send the client their info
//send the client their index
char buffer[PACKET_BUFFER_SIZE];
packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = Client::uidCounter;
serialize(&packet, buffer);
network.Send(&clientMap[Client::uidCounter].address, buffer, PACKET_BUFFER_SIZE);
//bounce this packet
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
//finished this routine+
//finished this routine
Client::uidCounter++;
cout << "Connect, total: " << clientMap.size() << endl;
}
void ServerApplication::HandleDisconnect(NetworkPacket packet) {
//disconnect the specified client
//TODO: authenticate who is disconnecting/kicking
//disconnect the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
clientMap.erase(packet.clientInfo.index);
//delete players from all clients
//prep the delete packet
NetworkPacket delPacket;
delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
//TODO: can this use DeletePlayer() instead?
//delete PlayerEntity, Entity, and client side players
erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntity> playerIter) -> bool {
//find the internal players to delete
if (it.second.clientIndex == packet.clientInfo.index) {
delPacket.playerInfo.playerIndex = it.first;
if (playerIter.second.clientIndex == packet.clientInfo.index) {
//send the delete player command to all clients
delPacket.playerInfo.playerIndex = playerIter.first;
PumpPacket(delPacket);
//erase the corresponding Entity
erase_if(entityMap, [&](std::pair<unsigned int, Entity> entityIter) -> bool {
return entityIter.second.type == Entity::Type::PLAYER && entityIter.second.externalID == playerIter.first;
});
//delete this player object
return true;
}
//don't delete this player object
return false;
});
@@ -256,19 +265,40 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
}
void ServerApplication::HandleSynchronize(NetworkPacket packet) {
//send all the server's data to this client
//TODO: compensate for large distances
//send all the server's data to this client
NetworkPacket newPacket;
char buffer[PACKET_BUFFER_SIZE];
//players
newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
for (auto& it : playerMap) {
newPacket.playerInfo.playerIndex = it.first;
snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.playerInfo.position = it.second.position;
newPacket.playerInfo.motion = it.second.motion;
//TODO: map?
//entities
for (auto& it : entityMap) {
//what are we sending?
switch(it.second.type) {
case Entity::Type::PLAYER:
//TODO: update the network code to match the entity code
newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
newPacket.playerInfo.playerIndex = it.first;
snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", playerMap[it.second.externalID].handle.c_str());
snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", playerMap[it.second.externalID].avatar.c_str());
newPacket.playerInfo.position = it.second.position;
newPacket.playerInfo.motion = it.second.motion;
break;
case Entity::Type::PORTAL:
//TODO
break;
case Entity::Type::ITEMS:
//TODO
break;
case Entity::Type::CHEST:
//TODO
break;
case Entity::Type::DOOR:
//TODO
break;
}
serialize(&newPacket, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
}
@@ -287,47 +317,70 @@ void ServerApplication::HandleShutdown(NetworkPacket packet) {
}
void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
//create the new player object
PlayerEntry newPlayer;
newPlayer.clientIndex = packet.playerInfo.clientIndex;
newPlayer.mapIndex = 0;
newPlayer.handle = packet.playerInfo.handle;
newPlayer.avatar = packet.playerInfo.avatar;
newPlayer.position = {0,0};
newPlayer.motion = {0,0};
//register the new Entity
entityMap[Entity::uidCounter] = {
Entity::Type::PLAYER,
0,
{0, 0},
{0, 0},
{0, 0, 0, 0},
PlayerEntity::uidCounter
};
//push this player
playerMap[playerCounter] = newPlayer;
//register the new PlayerEntity
playerMap[PlayerEntity::uidCounter] = {
packet.playerInfo.clientIndex,
packet.playerInfo.handle,
packet.playerInfo.avatar,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0.0,
0.0,
0.0
};
//send the client their info
packet.playerInfo.playerIndex = playerCounter;
packet.playerInfo.position = playerMap[playerCounter].position;
packet.playerInfo.motion = playerMap[playerCounter].motion;
packet.playerInfo.playerIndex = PlayerEntity::uidCounter;
packet.playerInfo.position = entityMap[Entity::uidCounter].position;
packet.playerInfo.motion = entityMap[Entity::uidCounter].motion;
//actually send to everyone
PumpPacket(packet);
//finish this routine
playerCounter++;
Entity::uidCounter++;
PlayerEntity::uidCounter++;
}
void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
//TODO: remove this?
if (entityMap.find(packet.playerInfo.playerIndex) == entityMap.end()) {
throw(std::runtime_error("Cannot delete a non-existant player"));
}
//delete players
erase_if(playerMap, [&](pair<int, PlayerEntry> it) -> bool {
if (it.first == packet.playerInfo.playerIndex) {
NetworkPacket delPacket;
//data to delete one specific player
delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
delPacket.playerInfo.playerIndex = it.first;
//prep the delete packet
NetworkPacket delPacket;
delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
//delete the specified Entity, PlayerEntity
erase_if(entityMap, [&](std::pair<unsigned int, Entity> entityIter) -> bool {
//find the specified Entity
if (entityIter.first == packet.playerInfo.playerIndex) {
//send to all
delPacket.playerInfo.playerIndex = entityIter.first;
PumpPacket(delPacket);
//erase matching PlayerEntity
erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntity> playerIter) -> bool {
return playerIter.first == entityIter.second.externalID;
});
return true;
}
return false;
@@ -335,13 +388,14 @@ void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
}
void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
//TODO: Lookup the reference once, and operate on that instead of looking it up 3 times
if (entityMap.find(packet.playerInfo.playerIndex) == entityMap.end()) {
throw(std::runtime_error("Cannot update a non-existant player"));
}
//server is the slave to the clients, but only for now
playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
//TODO: the server needs it's own movement system too
entityMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
entityMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
PumpPacket(packet);
}
@@ -349,7 +403,7 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
void ServerApplication::HandleRegionRequest(NetworkPacket packet) {
char buffer[PACKET_BUFFER_SIZE];
packet.meta.type = NetworkPacket::Type::REGION_CONTENT;
packet.regionInfo.region = mapPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
+11 -11
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@@ -75,22 +75,22 @@ private:
void HandlePlayerUpdate(NetworkPacket);
void HandleRegionRequest(NetworkPacket);
//TODO: a function that sends to players in a certain proximity
void PumpPacket(NetworkPacket);
//APIs
std::map<int, Client> clientMap;
UDPNetworkUtility network;
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//server tables
std::map<unsigned int, Client> clientMap;
std::map<unsigned int, Entity> entityMap;
std::map<unsigned int, PlayerEntity> playerMap;
//maps
RegionPager<LuaGenerator, LuaFormat> mapPager;
//networking
UDPNetworkUtility network;
//database
sqlite3* database = nullptr;
//lua
lua_State* luaState = nullptr;
//TODO: I need to handle multiple map objects
RegionPager<LuaGenerator, LuaFormat> regionPager;
//misc
bool running = true;