Moved map and character management to server_data.cpp
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+4
-179
@@ -29,10 +29,6 @@
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//server commands
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//-------------------------
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//void ServerApplication::HandleDisconnectForced(ClientPacket* const argPacket) {
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// //TODO
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//}
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void ServerApplication::HandleShutdownRequest(ClientPacket* const argPacket) {
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//get the account and client data
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AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
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@@ -75,176 +71,15 @@ void ServerApplication::HandleShutdownRequest(ClientPacket* const argPacket) {
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running = false;
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//disconnect all clients
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//ClientPacket newPacket;
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//newPacket.type = SerialPacketType::DISCONNECT_FORCED;
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//PumpPacket(&newPacket);
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TextPacket newPacket;
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newPacket.type = SerialPacketType::DISCONNECT_FORCED;
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strncpy(newPacket.text, "Server shutdown", PACKET_STRING_SIZE);
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PumpPacket(&newPacket);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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}
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//-------------------------
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//data management
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//-------------------------
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void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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//get the region object, send a rejection on error
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RoomData* room = roomMgr.Get(argPacket->roomIndex);
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if (!room) {
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//build the error message
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std::ostringstream msg;
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msg << "Failed to find Region (" << argPacket->roomIndex << "," << argPacket->x << "," << argPacket->y << "); ";
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msg << "Room " << argPacket->roomIndex << " does not exist";
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//build the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::REGION_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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//log the error
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std::cerr << "Error message sent: " << newPacket.text << std::endl;
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return;
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}
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Region* region = room->GetPager()->GetRegion(argPacket->x, argPacket->y);
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//send the content
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RegionPacket newPacket;
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newPacket.type = SerialPacketType::REGION_CONTENT;
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newPacket.roomIndex = argPacket->roomIndex;
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newPacket.x = argPacket->x;
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newPacket.y = argPacket->y;
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newPacket.region = region;
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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}
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//-------------------------
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//Character Management
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//-------------------------
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void ServerApplication::HandleCharacterCreate(CharacterPacket* const argPacket) {
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int characterIndex = characterMgr.Create(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex < 0) {
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//build the error message
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std::ostringstream msg;
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msg << "Character already exists: " << argPacket->handle;
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//build & send the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//send this character to the player
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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//TODO: pump character load
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}
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void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//get the user's data
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AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
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if (!accountData) {
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return;
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}
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ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
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if (!clientData) {
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return;
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}
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//check for fraud
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if (clientData->GetAddress() != argPacket->srcAddress) {
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std::cerr << "Falsified character deletion detected targeting: " << argPacket->handle << std::endl;
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return;
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}
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//load the character into memory
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int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex < 0) {
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//build the error message
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std::ostringstream msg;
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msg << "Cannot delete this character";
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//build & send the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//delete the character
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characterMgr.Delete(characterIndex);
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//TODO: pump character unload
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}
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void ServerApplication::HandleCharacterLoad(CharacterPacket* const argPacket) {
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int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex < 0) {
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//build the error message
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std::ostringstream msg;
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if (characterIndex == -1) {
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msg << "Character already loaded: ";
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}
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if (characterIndex == -1) {
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msg << "Character name is taken: ";
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}
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msg << argPacket->handle;
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//build & send the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//send this character to the player
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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//TODO: pump character load
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}
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void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket) {
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//get the entries
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CharacterData* characterData = characterMgr.Get(argPacket->characterIndex);
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if (!characterData) {
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return;
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}
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AccountData* accountData = accountMgr.Get(characterData->GetOwner());
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if (!accountData) {
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return; //TODO: logic_error
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}
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ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
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if (!clientData) {
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return; //TODO: logic_error
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}
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//check for fraud
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if (clientData->GetAddress() != argPacket->srcAddress) {
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std::cerr << "Falsified character unload detected targeting: uid(" << argPacket->characterIndex << ")" << std::endl;
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return;
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}
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//unload the character
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characterMgr.Unload(argPacket->characterIndex);
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//TODO: pump character unload
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}
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/*
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//SET: entities
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@@ -334,16 +169,6 @@ void ServerApplication::CleanupLostConnection(int clientIndex) {
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std::cout << clientMgr.GetLoadedCount() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl;
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}
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//SET: utility
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//TODO: a function that only sends to characters in a certain proximity
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//SET: utility
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void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
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for (auto& it : *clientMgr.GetContainer()) {
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network.SendTo(it.second.GetAddress(), argPacket);
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}
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}
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//SET: utility/delete
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void ServerApplication::PumpCharacterUnload(int uid) {
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//delete the client-side character(s)
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