Partial rewrite of server_application.cpp

I've also fixed some other issues along the way. However, the next step
requires support for multiple rooms. Finally.
This commit is contained in:
Kayne Ruse
2014-06-07 01:14:54 +10:00
parent 170096b5db
commit cac273da5e
7 changed files with 131 additions and 131 deletions
+10 -10
View File
@@ -42,11 +42,11 @@ AccountManager::AccountManager() {
AccountManager::~AccountManager() {
for (auto& it : accountMap) {
SaveUserAccount(it.first);
SaveAccount(it.first);
}
}
int AccountManager::CreateUserAccount(std::string username, int clientIndex) {
int AccountManager::CreateAccount(std::string username, int clientIndex) {
//create this user account, failing if it exists, leave this account in memory
sqlite3_stmt* statement = nullptr;
@@ -70,10 +70,10 @@ int AccountManager::CreateUserAccount(std::string username, int clientIndex) {
sqlite3_finalize(statement);
//load this account into memory
return LoadUserAccount(username, clientIndex);
return LoadAccount(username, clientIndex);
}
int AccountManager::LoadUserAccount(std::string username, int clientIndex) {
int AccountManager::LoadAccount(std::string username, int clientIndex) {
//load this user account, failing if it is in memory, creating it if it doesn't exist
sqlite3_stmt* statement = nullptr;
@@ -119,13 +119,13 @@ int AccountManager::LoadUserAccount(std::string username, int clientIndex) {
if (ret == SQLITE_DONE) {
//create the non-existant account instead
return CreateUserAccount(username, clientIndex);
return CreateAccount(username, clientIndex);
}
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadUserAccount: " + sqlite3_errmsg(database) ));
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadAccount: " + sqlite3_errmsg(database) ));
}
int AccountManager::SaveUserAccount(int uid) {
int AccountManager::SaveAccount(int uid) {
//save this user account from memory, replacing it if it exists in the database
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
@@ -168,14 +168,14 @@ int AccountManager::SaveUserAccount(int uid) {
return 0;
}
void AccountManager::UnloadUserAccount(int uid) {
void AccountManager::UnloadAccount(int uid) {
//save this user account, and then unload it
//NOTE: the associated characters are unloaded externally
SaveUserAccount(uid);
SaveAccount(uid);
accountMap.erase(uid);
}
void AccountManager::DeleteUserAccount(int uid) {
void AccountManager::DeleteAccount(int uid) {
//delete a user account from the database, and remove it from memory
//NOTE: the associated characters should be deleted externally
sqlite3_stmt* statement = nullptr;
+5 -5
View File
@@ -34,11 +34,11 @@ public:
~AccountManager();
//public access methods
int CreateUserAccount(std::string username, int clientIndex);
int LoadUserAccount(std::string username, int clientIndex);
int SaveUserAccount(int uid);
void UnloadUserAccount(int uid);
void DeleteUserAccount(int uid);
int CreateAccount(std::string username, int clientIndex);
int LoadAccount(std::string username, int clientIndex);
int SaveAccount(int uid);
void UnloadAccount(int uid);
void DeleteAccount(int uid);
//accessors and mutators
AccountData* GetAccount(int uid);
+12
View File
@@ -283,6 +283,18 @@ void CharacterManager::DeleteCharacter(int uid) {
characterMap.erase(uid);
}
void CharacterManager::UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f) {
//save this character, then unload it if the parameter returns true
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
if (f(it)) {
SaveCharacter(it->first);
it = characterMap.erase(it);
continue;
}
it++;
}
}
//-------------------------
//Define the accessors and mutators
//-------------------------
+3
View File
@@ -27,6 +27,7 @@
#include "sqlite3/sqlite3.h"
#include <map>
#include <functional>
class CharacterManager {
public:
@@ -40,6 +41,8 @@ public:
void UnloadCharacter(int uid);
void DeleteCharacter(int uid);
void UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f);
//accessors and mutators
CharacterData* GetCharacter(int uid);
std::map<int, CharacterData>* GetContainer();
+88 -104
View File
@@ -106,7 +106,7 @@ void ServerApplication::Init(int argc, char** argv) {
std::cout << "Internal sizes:" << std::endl;
std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << << std::endl;
std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << std::endl;
std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
@@ -122,7 +122,7 @@ void ServerApplication::Proc() {
while(running) {
//suck in the waiting packets & process them
while(network.Receive(&packet)) {
HandlePacket(packet);
HandlePacket(&packet);
}
//update the internals
//TODO: update the internals i.e. player positions
@@ -148,25 +148,25 @@ void ServerApplication::Quit() {
//handle incoming traffic
//-------------------------
void ServerApplication::HandlePacket(SerialPacket packet) {
switch(packet.meta.type) {
void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
//basic connections
case SerialPacketType::BROADCAST_REQUEST:
HandleBroadcastRequest(packet);
HandleBroadcastRequest(dynamic_cast<SerialPacket*>(argPacket));
break;
case SerialPacketType::JOIN_REQUEST:
HandleJoinRequest(packet);
HandleJoinRequest(dynamic_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT:
HandleDisconnect(packet);
HandleDisconnect(dynamic_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::SHUTDOWN:
HandleShutdown(packet);
HandleShutdown(dynamic_cast<SerialPacket*>(argPacket));
break;
//map management
case SerialPacketType::REGION_REQUEST:
HandleRegionRequest(packet);
HandleRegionRequest(dynamic_cast<RegionPacket*>(argPacket));
break;
//combat management
@@ -174,14 +174,14 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
//character management
case SerialPacketType::CHARACTER_NEW:
HandleCharacterNew(packet);
HandleCharacterNew(dynamic_cast<SerialPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(packet);
HandleCharacterDelete(dynamic_cast<SerialPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_UPDATE:
case SerialPacketType::CHARACTER_STATS_REQUEST: //TODO: ?
HandleCharacterUpdate(packet);
HandleCharacterUpdate(dynamic_cast<SerialPacket*>(argPacket));
break;
//enemy management
@@ -189,12 +189,12 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
//mismanagement
case SerialPacketType::SYNCHRONIZE:
HandleSynchronize(packet);
HandleSynchronize(dynamic_cast<SerialPacket*>(argPacket));
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(packet.type))));
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(argPacket->type))));
break;
}
}
@@ -203,129 +203,82 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
//basic connections
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
//pack the server's data
packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
packet.serverInfo.networkVersion = NETWORK_VERSION;
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
packet.serverInfo.playerCount = characterMap.size();
void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
//send the server's data
ServerPacket newPacket;
//bounce this packet
network.SendTo(&packet.meta.srcAddress, &packet);
newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
snprintf(newPacket.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
newPacket.playerCount = characterMgr.GetContainer()->size();
newPacket.version = NETWORK_VERSION;
network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
//create the new client
ClientData newClient;
newClient.address = packet.meta.srcAddress;
newClient.address = argPacket->srcAddress;
//load the user account
int accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
//TODO: handle passwords
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientUID);
if (accountIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
return;
}
//load the new character
int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
if (characterIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
UnloadUserAccount(accountIndex);
return;
}
//send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.clientIndex = clientUID;
packet.clientInfo.accountIndex = accountIndex;
packet.clientInfo.characterIndex = characterIndex;
ClientPacket newPacket;
newPacket.type = SerialPacketType::JOIN_RESPONSE;
newPacket.clientIndex = clientUID;
newPacket.accountIndex = accountIndex;
//bounce this packet
network.SendTo(&newClient.address, &packet);
network.SendTo(&newClient.address, dynamic_cast<SerialPacket*>(&newPacket));
//reference to prevent multiple lookups
//TODO: I need a way to pack structures unto packets more easily
//NOTE: this chunk of code is similar to HandleSynchronize
CharacterData& character = characterMap[characterIndex];
//send the new character to all clients
packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
packet.characterInfo.characterIndex = characterIndex;
strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
packet.characterInfo.mapIndex = character.mapIndex;
packet.characterInfo.origin = character.origin;
packet.characterInfo.motion = character.motion;
packet.characterInfo.stats = character.stats;
PumpPacket(packet);
//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
//finished this routine
clientMap[clientUID++] = newClient;
std::cout << "Connect, total: " << clientMap.size() << std::endl;
std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
}
void ServerApplication::HandleSynchronize(SerialPacket packet) {
//TODO: compensate for large distances
//send all the server's data to this client
SerialPacket newPacket;
//characters
newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
for (auto& it : characterMap) {
//TODO: update this for the expanded CharacterData structure
newPacket.characterInfo.characterIndex = it.first;
snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.characterInfo.mapIndex = it.second.mapIndex;
newPacket.characterInfo.origin = it.second.origin;
newPacket.characterInfo.motion = it.second.motion;
newPacket.characterInfo.stats = it.second.stats;
network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
}
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
//TODO: authenticate who is disconnecting/kicking
//forward to the specified client
network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
network.SendTo(
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
dynamic_cast<SerialPacket*>(argPacket)
);
//unload client and server-side characters
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
if (it->second.owner == packet.clientInfo.accountIndex) {
//save and unload this account's characters
//pump the unload message to all remaining clients
characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
if (argPacket->accountIndex == it->second.owner) {
PumpCharacterUnload(it->first);
SaveCharacter(it->first);
it = characterMap.erase(it); //efficient
continue;
return true;
}
else {
++it;
}
}
return false;
});
//erase the in-memory stuff
clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
UnloadUserAccount(packet.clientInfo.accountIndex);
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->clientIndex);
accountMgr.UnloadAccount(argPacket->accountIndex);
//finished this routine
std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
}
void ServerApplication::HandleShutdown(SerialPacket packet) {
void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
//TODO: authenticate who is shutting the server down
//end the server
running = false;
//disconnect all clients
packet.meta.type = SerialPacket::Type::DISCONNECT;
PumpPacket(packet);
SerialPacket newPacket;
newPacket.type = SerialPacketType::DISCONNECT;
PumpPacket(&newPacket);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
@@ -335,13 +288,18 @@ void ServerApplication::HandleShutdown(SerialPacket packet) {
//map management
//-------------------------
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
//TODO: this should be moved elsewhere
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
RegionPacket newPacket;
newPacket.type = SerialPacketType::REGION_CONTENT;
newPacket.roomIndex = argPacket->roomIndex;
newPacket.x = argPacket->x;
newPacket.y = argPacket->y;
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
//send the content
network.SendTo(&packet.meta.srcAddress, &packet);
network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
}
//-------------------------
@@ -381,6 +339,32 @@ void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
//TODO: enemy management
//-------------------------
//mismanagement
//-------------------------
void ServerApplication::HandleSynchronize(SerialPacket packet) {
//TODO: compensate for large distances
//send all the server's data to this client
SerialPacket newPacket;
//characters
newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
for (auto& it : characterMap) {
//TODO: update this for the expanded CharacterData structure
newPacket.characterInfo.characterIndex = it.first;
snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.characterInfo.mapIndex = it.second.mapIndex;
newPacket.characterInfo.origin = it.second.origin;
newPacket.characterInfo.motion = it.second.motion;
newPacket.characterInfo.stats = it.second.stats;
network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
}
}
//-------------------------
//utility methods
//-------------------------
+11 -11
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@@ -61,34 +61,34 @@ public:
private:
//handle incoming traffic
void HandlePacket(SerialPacket);
void HandlePacket(SerialPacket* const);
//basic connections
void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket);
void HandleBroadcastRequest(SerialPacket* const);
void HandleJoinRequest(ClientPacket* const);
void HandleDisconnect(ClientPacket* const);
void HandleShutdown(SerialPacket* const);
//map management
void HandleRegionRequest(SerialPacket);
void HandleRegionRequest(RegionPacket* const);
//combat management
//TODO: combat management
//character management
void HandleCharacterNew(SerialPacket);
void HandleCharacterDelete(SerialPacket);
void HandleCharacterUpdate(SerialPacket);
void HandleCharacterNew(SerialPacket* const);
void HandleCharacterDelete(SerialPacket* const);
void HandleCharacterUpdate(SerialPacket* const);
//enemy management
//TODO: enemy management
//mismanagement
void HandleSynchronize(SerialPacket);
void HandleSynchronize(SerialPacket* const);
//utility methods
//TODO: a function that only sends to characters in a certain proximity
void PumpPacket(SerialPacket);
void PumpPacket(SerialPacket* const);
void PumpCharacterUnload(int uid);
//APIs and utilities