Merge branch 'develop'

This commit is contained in:
Kayne Ruse
2014-09-28 20:23:33 +10:00
20 changed files with 230 additions and 126 deletions
+2 -2
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@@ -45,12 +45,12 @@
//Public access members
//-------------------------
void ClientApplication::Init(int argc, char** argv) {
void ClientApplication::Init(int argc, char* argv[]) {
std::cout << "Beginning " << argv[0] << std::endl;
//load the prerequisites
ConfigUtility& config = ConfigUtility::GetSingleton();
config.Load("rsc\\config.cfg");
config.Load("rsc\\config.cfg", argc, argv);
//-------------------------
//Initialize the APIs
+1 -1
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@@ -35,7 +35,7 @@
class ClientApplication: public Singleton<ClientApplication> {
public:
//public methods
void Init(int argc, char** argv);
void Init(int argc, char* argv[]);
void Proc();
void Quit();
+37
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@@ -0,0 +1,37 @@
#config
INCLUDES+=.
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,server.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+1 -1
View File
@@ -30,7 +30,7 @@
using namespace std;
int main(int argc, char** argv) {
int main(int argc, char* argv[]) {
try {
//create the singletons
ConfigUtility::Create();
+2 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
INCLUDES+=. client_utilities scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
LIBS+=client.a ../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
@@ -16,6 +16,7 @@ OUT=$(addprefix $(OUTDIR)/,client)
#targets
all: $(OBJ) $(OUT)
$(MAKE) -C client_utilities
$(MAKE) -C scenes
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
+2 -4
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@@ -25,7 +25,6 @@
#include "utility.hpp"
#include <stdexcept>
#include <iostream>
//-------------------------
//Public access members
@@ -113,7 +112,7 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
(Uint16)listBox.w, (Uint16)listBox.h
};
r.y += i * listBox.h;
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 49, 150, 5));
}
//draw the server name
@@ -226,8 +225,7 @@ void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
}
void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
//TODO: Better output
std::cerr << "Error: " << argPacket->text << std::endl;
//TODO: Better output for join rejection
}
//-------------------------
+67 -13
View File
@@ -22,14 +22,61 @@
#include "config_utility.hpp"
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <sstream>
#include <stdexcept>
void ConfigUtility::Load(std::string fname) {
void ConfigUtility::Load(std::string fname, int argc, char* argv[]) {
//clear the stored configuration
configMap.clear();
//pass to the recursive method
//use the default file
if (argc < 2) {
configMap = Read(fname);
return;
}
//some variables to use
table_t redirectedFile;
table_t cmdLineParams;
char key[256], val[256];
bool redirectUsed = false;
//reading from the command line
for (int i = 1; i < argc; ++i) {
//read from a specified config file
if (!strncmp(argv[i], "-config=", 8)) {
redirectedFile = Read(argv[i] + 8);
redirectUsed = true;
continue;
}
//set some specific values
if (!strncmp(argv[i], "-C", 2)) {
//wipe the variables
memset(key, 0, 256);
memset(key, 0, 256);
//read the key-value pair
if (sscanf(argv[i], "-C%[^=]=%[^\0]", key, val) != 2) {
std::ostringstream os;
os << "Failed to read a command line config argument (expected -C%s=%s):" << std::endl;
os << "\targv[" << i << "]: " << argv[i] << std::endl;
os << "\tkey: " << key << std::endl;
os << "\tval: " << val << std::endl;
throw(std::runtime_error( os.str() ));
}
cmdLineParams[key] = val;
}
}
//finally, construct the final config table
if (!redirectUsed) {
redirectedFile = Read(fname);
}
configMap.insert(cmdLineParams.begin(), cmdLineParams.end());
configMap.insert(redirectedFile.begin(), redirectedFile.end());
}
ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
@@ -38,10 +85,9 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
std::ifstream is(fname);
if (!is.is_open()) {
std::string msg;
msg += "Failed to open a config file: ";
msg += fname;
throw(std::runtime_error(msg));
std::ostringstream os;
os << "Failed to open a config file: " << fname;
throw(std::runtime_error( os.str() ));
}
std::string key, val;
@@ -69,15 +115,23 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
getline(is, key,'=');
getline(is, val);
//trim the strings at the start & end
while(key.size() && isspace(*key.begin())) key.erase(0, 1);
while(val.size() && isspace(*val.begin())) val.erase(0, 1);
//eat the whitespace at the start & end
while(key.size() && isspace( *key.begin() )) {
key.erase(0, 1);
}
while(val.size() && isspace( *val.begin() )) {
val.erase(0, 1);
}
while(key.size() && isspace(*(key.end()-1))) key.erase(key.end() - 1);
while(val.size() && isspace(*(val.end()-1))) val.erase(val.end() - 1);
while(key.size() && isspace( *(key.end()-1) )) {
key.erase(key.end() - 1);
}
while(val.size() && isspace( *(val.end()-1) )) {
val.erase(val.end() - 1);
}
//disallow empty/wiped values
if (key.size() == 0) {
//disallow empty/wiped pairs
if (key.size() == 0 || val.size() == 0) {
continue;
}
+1 -1
View File
@@ -29,7 +29,7 @@
class ConfigUtility : public Singleton<ConfigUtility> {
public:
void Load(std::string fname);
void Load(std::string fname, int argc = 0, char* argv[] = nullptr);
//convert to a type
std::string& String(std::string);
+1 -1
View File
@@ -34,7 +34,7 @@ function islandGenerator(region)
end
--Get some regions
--BUG: The server fails without at least one room
--BUG: #35 The server fails without at least one room
--TODO: Create rooms with names?
newRoom = RoomManager.CreateRoom()
pager = Room.GetPager(newRoom)
+53 -18
View File
@@ -1,12 +1,12 @@
--TODO: why is the database setup script scripted, while accessing, etc. hardcoded?
--there should be a way to control the database more directly
--TODO: move this script into a hardocded Init() method?
CREATE TABLE IF NOT EXISTS Accounts (
uid INTEGER PRIMARY KEY AUTOINCREMENT,
username varchar(100) UNIQUE,
--TODO: server-client security
-- password varchar(100),
-- passhash varchar(100),
-- passsalt varchar(100),
--server controls
blacklisted BIT DEFAULT 0,
whitelisted BIT DEFAULT 1,
mod BIT DEFAULT 0,
@@ -22,12 +22,30 @@ CREATE TABLE IF NOT EXISTS Characters (
avatar varchar(100),
birth timestamp NOT NULL DEFAULT (datetime()),
--position
--position in the world
roomIndex INTEGER DEFAULT 0,
originX INTEGER DEFAULT 0,
originY INTEGER DEFAULT 0,
--statistics
baseStats INTEGER REFERENCES StatisticSets(uid),
--equipment
weapon INTEGER REFERENCES WornEquipment(uid),
helmet INTEGER REFERENCES WornEquipment(uid),
armour INTEGER REFERENCES WornEquipment(uid)
--etc.
);
-------------------------
--Utility tables
-------------------------
CREATE TABLE IF NOT EXISTS StatisticSets (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
--general use statistics
level INTEGER DEFAULT 0,
exp INTEGER DEFAULT 0,
maxHP INTEGER DEFAULT 0,
@@ -41,28 +59,45 @@ CREATE TABLE IF NOT EXISTS Characters (
speed INTEGER DEFAULT 0,
accuracy REAL DEFAULT 0.0,
evasion REAL DEFAULT 0.0,
luck REAL DEFAULT 0.0,
luck REAL DEFAULT 0.0
);
--equipment
weapon INTEGER REFERENCES WornEquipment(uid),
helmet INTEGER REFERENCES WornEquipment(uid),
armour INTEGER REFERENCES WornEquipment(uid)
--etc.
CREATE TABLE IF NOT EXISTS InWorldItems (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
itemType INTEGER,
--position in the world
roomIndex INTEGER DEFAULT 0,
originX INTEGER DEFAULT 0,
originY INTEGER DEFAULT 0,
--unique information
stackSize INTEGER DEFAULT 0,
durability INTEGER DEFAULT 0,
stats INTEGER REFERENCES StatisticSets(uid)
);
CREATE TABLE IF NOT EXISTS InventoryItems (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
itemID INTEGER, --type
owner INTEGER REFERENCES Characters(uid),
itemType INTEGER,
--unique information
stackSize INTEGER DEFAULT 0,
owner INTEGER REFERENCES Characters(uid)
durability INTEGER DEFAULT 0,
stats INTEGER REFERENCES StatisticSets(uid)
);
CREATE TABLE IF NOT EXISTS WornEquipment (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
itemID INTEGER, --type
owner INTEGER REFERENCES Characters(uid)
--hold all equipment info
--stat mods, special effects, etc.
owner INTEGER REFERENCES Characters(uid),
itemType INTEGER,
--unique information
durability INTEGER DEFAULT 0,
stats INTEGER REFERENCES StatisticSets(uid)
--TODO: attached script?
);
+1 -53
View File
@@ -31,27 +31,7 @@
static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, avatar) VALUES (?, ?, ?);";
static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET "
"roomIndex = ?2,"
"originX = ?3,"
"originY = ?4,"
"level = ?5,"
"exp = ?6,"
"maxHP = ?7,"
"health = ?8,"
"maxMP = ?9,"
"mana = ?10,"
"attack = ?11,"
"defence = ?12,"
"intelligence = ?13,"
"resistance = ?14,"
"speed = ?15,"
"accuracy = ?16,"
"evasion = ?17,"
"luck = ?18"
" WHERE uid = ?1;";
static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET roomIndex = ?2, originX = ?3, originY = ?4 WHERE uid = ?1;";
static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
//-------------------------
@@ -141,22 +121,6 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
newChar.origin.x = (double)sqlite3_column_int(statement, 6);
newChar.origin.y = (double)sqlite3_column_int(statement, 7);
//statistics
newChar.baseStats.level = sqlite3_column_int(statement, 8);
newChar.baseStats.exp = sqlite3_column_int(statement, 9);
newChar.baseStats.maxHP = sqlite3_column_int(statement, 10);
newChar.baseStats.health = sqlite3_column_int(statement, 11);
newChar.baseStats.maxMP = sqlite3_column_int(statement, 12);
newChar.baseStats.mana = sqlite3_column_int(statement, 13);
newChar.baseStats.attack = sqlite3_column_int(statement, 14);
newChar.baseStats.defence = sqlite3_column_int(statement, 15);
newChar.baseStats.intelligence = sqlite3_column_int(statement, 16);
newChar.baseStats.resistance = sqlite3_column_int(statement, 17);
newChar.baseStats.speed = sqlite3_column_int(statement, 18);
newChar.baseStats.accuracy = sqlite3_column_double(statement, 19);
newChar.baseStats.evasion = sqlite3_column_double(statement, 20);
newChar.baseStats.luck = sqlite3_column_double(statement, 21);
//gameplay components: equipment, items, buffs, debuffs...
//finish the routine
@@ -198,22 +162,6 @@ int CharacterManager::SaveCharacter(int uid) {
ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
//statistics
ret |= sqlite3_bind_int(statement, 5, character.baseStats.level) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 6, character.baseStats.exp) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 7, character.baseStats.maxHP) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 8, character.baseStats.health) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 9, character.baseStats.maxMP) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 10, character.baseStats.mana) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 11, character.baseStats.attack) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 12, character.baseStats.defence) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 13, character.baseStats.intelligence) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 14, character.baseStats.resistance) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 15, character.baseStats.speed) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 16, character.baseStats.accuracy) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 17, character.baseStats.evasion) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 18, character.baseStats.luck) != SQLITE_OK;
//gameplay components: equipment, items, buffs, debuffs...
//check for binding errors
+1 -1
View File
@@ -30,7 +30,7 @@
using namespace std;
int main(int argc, char** argv) {
int main(int argc, char* argv[]) {
try {
//create the singletons
AccountManager::Create();
+2 -1
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@@ -1,5 +1,5 @@
#config
INCLUDES+=. accounts characters rooms ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
INCLUDES+=. accounts characters rooms server_utilities ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
LIBS+=server.a ../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua -lsqlite3
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
@@ -19,6 +19,7 @@ all: $(OBJ) $(OUT)
$(MAKE) -C accounts
$(MAKE) -C characters
$(MAKE) -C rooms
$(MAKE) -C server_utilities
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
$(OBJ): | $(OBJDIR)
+1 -1
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@@ -47,7 +47,7 @@
class ServerApplication: public Singleton<ServerApplication> {
public:
//public methods
void Init(int argc, char** argv);
void Init(int argc, char* argv[]);
void Proc();
void Quit();
+3 -3
View File
@@ -34,12 +34,12 @@
//public methods
//-------------------------
void ServerApplication::Init(int argc, char** argv) {
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");
config.Load("rsc\\config.cfg", argc, argv);
//-------------------------
//Initialize the APIs
@@ -146,7 +146,7 @@ void ServerApplication::Proc() {
HandlePacket(packetBuffer);
}
//update the internals
//BUG: #30 Update the internals i.e. player positions
//...
//TODO: This could be checked only every few seconds
//Check connections
+2 -4
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@@ -170,9 +170,6 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
//-------------------------
void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
//BUG: #27 Characters can be created with an invalid account index
//TODO: Make sure that a character's owner's account is loaded before continuing
//NOTE: misnomer, try to load the character first
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
@@ -285,6 +282,7 @@ void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
void ServerApplication::CleanupLostConnection(int clientIndex) {
//NOTE: This assumes each player has only one account and character at a time
//TODO: handle multiple characters (bots, etc.)
//find the account
int accountIndex = -1;
@@ -304,7 +302,7 @@ void ServerApplication::CleanupLostConnection(int clientIndex) {
}
}
//send a dissconnection message just in case
//send a disconnection message just in case
ClientPacket newPacket;
newPacket.type = SerialPacketType::DISCONNECT;
network.SendTo(clientMap[clientIndex].GetAddress(), &newPacket);
+37
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@@ -0,0 +1,37 @@
#config
INCLUDES+=. ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,server.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
-5
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@@ -1,9 +1,5 @@
TODO: Config switch for the debug output
TODO: A better way of handling the disconnection message
TODO: LobbyMenu::HandleJoinRejection()
TODO: Get the rooms working, even if only via hotkeys
TODO: Fix shoddy movement
TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
TODO: Remove the big "Shut Down" button
TODO: Make a way for the server owner to control the server directly
@@ -13,5 +9,4 @@ TODO: make the whole thing more fault tolerant
TODO: Authentication
TODO: Time delay for requesting region packets
TODO: command line parameters overriding config.cfg settings
TODO: A proper logging system