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