Two-step login system works perfectly; can't shut the server down
I've also removed a large amount of commented and uncommented code from in_world.cpp, simply because so much code was dummied out. I can readd this code as I reimeplement various features.
This commit is contained in:
+78
-347
@@ -23,12 +23,24 @@
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#include "channels.hpp"
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#include "utility.hpp"
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#include "config_utility.hpp"
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#include <stdexcept>
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#include <algorithm>
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#include <cmath>
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#include <iostream>
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#include <sstream>
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//-------------------------
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//these should've come standard
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//-------------------------
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bool operator==(IPaddress lhs, IPaddress rhs) {
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return lhs.host == rhs.host && lhs.port == rhs.port;
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}
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bool operator!=(IPaddress lhs, IPaddress rhs) {
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return !(lhs == rhs);
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}
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//-------------------------
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//Public access members
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@@ -38,8 +50,6 @@ InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex)
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{
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//setup the utility objects
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buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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@@ -61,22 +71,6 @@ InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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disconnectButton.SetText("Disconnect");
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: add the tilesheet to the map system?
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//TODO: Tile size and tile sheet should be loaded elsewhere
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tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
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//send this player's character info
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// CharacterPacket newPacket;
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// newPacket.type = SerialPacketType::CHARACTER_NEW;
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// strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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// strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
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// newPacket.accountIndex = accountIndex;
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// network.SendTo(Channels::SERVER, &newPacket);
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//request a sync
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// RequestSynchronize();
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//debug
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//
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}
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@@ -94,58 +88,30 @@ void InWorld::FrameStart() {
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}
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void InWorld::Update() {
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//suck in and process all waiting packets
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//create and zero the buffer
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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memset(packetBuffer, 0, MAX_PACKET_SIZE);
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try {
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//suck in and process all waiting packets
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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}
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catch(std::exception& e) {
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std::cerr << "HandlePacket Error: " << e.what() << std::endl;
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}
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//free the buffer
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delete reinterpret_cast<char*>(packetBuffer);
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//update the characters
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for (auto& it : characterMap) {
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it.second.Update();
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}
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//check the map
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UpdateMap();
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//skip the rest
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if (!localCharacter) {
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return;
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}
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//check for collisions with the map
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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const int xCount = localCharacter->GetBounds().w / wallBounds.w + 1;
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const int yCount = localCharacter->GetBounds().h / wallBounds.h + 1;
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for (int i = -1; i <= xCount; ++i) {
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for (int j = -1; j <= yCount; ++j) {
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//set the wall's position
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wallBounds.x = wallBounds.w * i + snapToBase((double)wallBounds.w, localCharacter->GetOrigin().x);
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wallBounds.y = wallBounds.h * j + snapToBase((double)wallBounds.h, localCharacter->GetOrigin().y);
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if (!regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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continue;
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}
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if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) {
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localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion()));
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localCharacter->SetMotion({0,0});
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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}
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}
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//update the camera (following the player)
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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camera.y = localCharacter->GetOrigin().y - camera.marginY;
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//check the connection
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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RequestDisconnect();
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//two-step logout
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SendLogoutRequest();
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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@@ -164,25 +130,13 @@ void InWorld::FrameEnd() {
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}
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void InWorld::RenderFrame() {
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// SDL_FillRect(GetScreen(), 0, 0);
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SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw the map
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for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) {
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tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y);
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}
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//draw characters
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for (auto& it : characterMap) {
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//BUG: #29 drawing order according to Y origin
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//TODO: use a list of renderable objects
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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//draw UI
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disconnectButton.DrawTo(screen);
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shutDownButton.DrawTo(screen);
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@@ -194,8 +148,9 @@ void InWorld::Render(SDL_Surface* const screen) {
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//-------------------------
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void InWorld::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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//two-step logout
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SendLogoutRequest();
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SendDisconnectRequest();
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SetNextScene(SceneList::QUIT);
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}
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@@ -211,348 +166,124 @@ void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
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RequestDisconnect();
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SendLogoutRequest();
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}
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if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) {
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RequestShutDown();
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SendShutdownRequest();
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}
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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if (!localCharacter) {
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return;
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}
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//hotkeys
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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RequestDisconnect();
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//the escape key should actually control menus and stuff
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SendLogoutRequest();
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break;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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case SDLK_LEFT:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_RIGHT:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_UP:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_DOWN:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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if (!localCharacter) {
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return;
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}
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//player movement
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Vector2 motion = localCharacter->GetMotion();
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switch(key.keysym.sym) {
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//NOTE: The use of min/max here are to prevent awkward movements
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case SDLK_LEFT:
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motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_RIGHT:
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motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_UP:
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motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_DOWN:
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motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0);
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break;
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default:
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return;
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}
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localCharacter->SetMotion(motion);
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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//
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}
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//-------------------------
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//Network handlers
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//Basic connections
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//-------------------------
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void InWorld::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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//heartbeat system
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case SerialPacketType::PING: {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PONG;
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network.SendTo(argPacket->srcAddress, &newPacket);
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}
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case SerialPacketType::PING:
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HandlePing(static_cast<ServerPacket*>(argPacket));
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break;
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case SerialPacketType::PONG:
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// HandlePong(static_cast<ServerPacket*>(argPacket));
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HandlePong(static_cast<ServerPacket*>(argPacket));
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break;
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//game server connections
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case SerialPacketType::LOGOUT_RESPONSE:
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// HandleLogoutResponse(static_cast<ClientPacket*>(argPacket));
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HandleLogoutResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT_REQUEST:
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// HandleDisconnectRequest(static_cast<ClientPacket*>(argPacket));
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case SerialPacketType::DISCONNECT_RESPONSE:
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HandleDisconnectResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT_FORCED:
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// HandleDisconnectForced(static_cast<ClientPacket*>(argPacket));
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HandleDisconnectForced(static_cast<ClientPacket*>(argPacket));
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break;
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//data management
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case SerialPacketType::REGION_CONTENT:
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// HandleRegionContent(static_cast<RegionPacket*>(argPacket));
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break;
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// case SerialPacketType::QUERY_CHARACTER_EXISTS:
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// case SerialPacketType::QUERY_CHARACTER_STATS:
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// case SerialPacketType::QUERY_CHARACTER_LOCATION:
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//character management
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// case SerialPacketType::CHARACTER_NEW:
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// HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
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// break;
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// case SerialPacketType::CHARACTER_DELETE:
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// HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
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// break;
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// case SerialPacketType::CHARACTER_UPDATE:
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// HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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// break;
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// case SerialPacketType::CHARACTER_REJECTION:
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// HandleCharacterRejection(static_cast<TextPacket*>(argPacket));
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// break;
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//enemy management
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//TODO: enemy management
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//TODO: text
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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default: {
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std::ostringstream msg;
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msg << "Unknown SerialPacketType encountered in InWorld: " << static_cast<int>(argPacket->type);
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throw(std::runtime_error(msg.str()));
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}
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break;
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}
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}
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void InWorld::HandlePing(ServerPacket* const argPacket) {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PONG;
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network.SendTo(argPacket->srcAddress, &newPacket);
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}
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void InWorld::HandlePong(ServerPacket* const argPacket) {
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if (network.GetIPAddress(Channels::SERVER)->host != argPacket->srcAddress.host) {
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if (*network.GetIPAddress(Channels::SERVER) != argPacket->srcAddress) {
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throw(std::runtime_error("Heartbeat message received from an unknown source"));
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}
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attemptedBeats = 0;
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lastBeat = Clock::now();
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}
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void InWorld::HandleDisconnect(ClientPacket* const argPacket) {
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//TODO: More needed in the disconnection
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been disconnected";
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}
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void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
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throw(std::runtime_error("Cannot create duplicate characters"));
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}
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//create the character object
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BaseCharacter& newCharacter = characterMap[argPacket->characterIndex];
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//fill out the character's members
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newCharacter.SetHandle(argPacket->handle);
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newCharacter.SetAvatar(argPacket->avatar);
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newCharacter.GetSprite()->LoadSurface(ConfigUtility::GetSingleton()["dir.sprites"] + newCharacter.GetAvatar(), 4, 4);
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newCharacter.SetOrigin(argPacket->origin);
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newCharacter.SetMotion(argPacket->motion);
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newCharacter.SetBounds({
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CHARACTER_BOUNDS_X,
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CHARACTER_BOUNDS_Y,
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CHARACTER_BOUNDS_WIDTH,
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CHARACTER_BOUNDS_HEIGHT
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});
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// (*newCharacter.GetBaseStats()) = argPacket->stats;
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//bookkeeping code
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newCharacter.CorrectSprite();
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//catch this client's player object
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if (argPacket->accountIndex == accountIndex && !localCharacter) {
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characterIndex = argPacket->characterIndex;
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localCharacter = &newCharacter;
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//setup the camera
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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//center on the player's character
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camera.marginX = (GetScreen()->w / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2);
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camera.marginY = (GetScreen()->h / 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2);
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}
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}
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void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: authenticate when own character is being deleted (linked to a TODO in the server)
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//catch this client's player object
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if (argPacket->characterIndex == characterIndex) {
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characterIndex = -1;
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localCharacter = nullptr;
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}
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characterMap.erase(argPacket->characterIndex);
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}
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void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) == characterMap.end()) {
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HandleCharacterNew(argPacket);
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return;
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}
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BaseCharacter& character = characterMap[argPacket->characterIndex];
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//other characters moving
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if (argPacket->characterIndex != characterIndex) {
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character.SetOrigin(argPacket->origin);
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character.SetMotion(argPacket->motion);
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character.CorrectSprite();
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}
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}
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void InWorld::HandleCharacterRejection(TextPacket* const argPacket) {
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RequestDisconnect();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility& config = ConfigUtility::GetSingleton();
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config["client.disconnectMessage"] = "Error: ";
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config["client.disconnectMessage"] += argPacket->text;
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}
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void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
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//replace existing regions
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regionPager.UnloadRegion(argPacket->x, argPacket->y);
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regionPager.PushRegion(argPacket->region);
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//clean up after the serial code
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delete argPacket->region;
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argPacket->region = nullptr;
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}
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//-------------------------
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//Server control
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//Connection control
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//-------------------------
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void InWorld::RequestSynchronize() {
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// ClientPacket newPacket;
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void InWorld::SendLogoutRequest() {
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ClientPacket newPacket;
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//request a sync
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// newPacket.type = SerialPacketType::SYNCHRONIZE;
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// newPacket.clientIndex = clientIndex;
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// newPacket.accountIndex = accountIndex;
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//TODO: location, range for sync request
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// network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::SendPlayerUpdate() {
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CharacterPacket newPacket;
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//pack the packet
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// newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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newPacket.characterIndex = characterIndex;
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//NOTE: omitting the handle and avatar here
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//send a logout request
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newPacket.type = SerialPacketType::LOGOUT_REQUEST;
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newPacket.accountIndex = accountIndex;
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newPacket.roomIndex = 0; //TODO: room index
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newPacket.origin = localCharacter->GetOrigin();
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newPacket.motion = localCharacter->GetMotion();
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// newPacket.stats = *localCharacter->GetBaseStats();
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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||||
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void InWorld::RequestDisconnect() {
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void InWorld::SendDisconnectRequest() {
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ClientPacket newPacket;
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||||
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||||
//send a disconnect request
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||||
newPacket.type = SerialPacketType::DISCONNECT_REQUEST;
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newPacket.clientIndex = clientIndex;
|
||||
newPacket.accountIndex = accountIndex;
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||||
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||||
network.SendTo(Channels::SERVER, &newPacket);
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||||
}
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||||
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||||
void InWorld::RequestShutDown() {
|
||||
void InWorld::SendShutdownRequest() {
|
||||
ClientPacket newPacket;
|
||||
|
||||
//send a shutdown request
|
||||
newPacket.type = SerialPacketType::SHUTDOWN_REQUEST;
|
||||
newPacket.clientIndex = clientIndex;
|
||||
newPacket.accountIndex = accountIndex;
|
||||
|
||||
network.SendTo(Channels::SERVER, &newPacket);
|
||||
}
|
||||
|
||||
void InWorld::RequestRegion(int roomIndex, int x, int y) {
|
||||
RegionPacket packet;
|
||||
void InWorld::HandleLogoutResponse(ClientPacket* const argPacket) {
|
||||
accountIndex = -1;
|
||||
|
||||
//pack the region's data
|
||||
packet.type = SerialPacketType::REGION_REQUEST;
|
||||
packet.roomIndex = roomIndex;
|
||||
packet.x = x;
|
||||
packet.y = y;
|
||||
//TODO: unload the character
|
||||
|
||||
network.SendTo(Channels::SERVER, &packet);
|
||||
SendDisconnectRequest();
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//Utilities
|
||||
//-------------------------
|
||||
|
||||
//TODO: convert this into a more generic function?; using parameters for the bounds
|
||||
void InWorld::UpdateMap() {
|
||||
//these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1)
|
||||
int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH;
|
||||
int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH;
|
||||
|
||||
int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT;
|
||||
int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT;
|
||||
|
||||
//prune distant regions
|
||||
for (std::list<Region>::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); /* EMPTY */) {
|
||||
//check if the region is outside of this area
|
||||
if (it->GetX() < xStart || it->GetX() > xEnd || it->GetY() < yStart || it->GetY() > yEnd) {
|
||||
|
||||
//clunky, but the alternative was time consuming
|
||||
int tmpX = it->GetX();
|
||||
int tmpY = it->GetY();
|
||||
++it;
|
||||
|
||||
regionPager.UnloadRegion(tmpX, tmpY);
|
||||
continue;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
//request empty regions within this zone
|
||||
for (int i = xStart; i <= xEnd; i += REGION_WIDTH) {
|
||||
for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) {
|
||||
if (!regionPager.FindRegion(i, j)) {
|
||||
RequestRegion(0, i, j);
|
||||
}
|
||||
}
|
||||
}
|
||||
void InWorld::HandleDisconnectResponse(ClientPacket* const argPacket) {
|
||||
SetNextScene(SceneList::DISCONNECTEDSCREEN);
|
||||
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have successfully logged out";
|
||||
}
|
||||
|
||||
void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) {
|
||||
//TODO: More needed in the disconnection
|
||||
SetNextScene(SceneList::DISCONNECTEDSCREEN);
|
||||
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
|
||||
}
|
||||
|
||||
+16
-25
@@ -25,9 +25,10 @@
|
||||
//maps
|
||||
#include "region_pager_base.hpp"
|
||||
|
||||
//networking
|
||||
//utilities
|
||||
#include "udp_network_utility.hpp"
|
||||
#include "serial_packet.hpp"
|
||||
#include "config_utility.hpp"
|
||||
|
||||
//graphics
|
||||
#include "image.hpp"
|
||||
@@ -71,33 +72,23 @@ protected:
|
||||
void KeyDown(SDL_KeyboardEvent const&);
|
||||
void KeyUp(SDL_KeyboardEvent const&);
|
||||
|
||||
//Network handlers
|
||||
//Basic connections
|
||||
void HandlePacket(SerialPacket* const);
|
||||
void HandlePing(ServerPacket* const);
|
||||
void HandlePong(ServerPacket* const);
|
||||
void HandleDisconnect(ClientPacket* const);
|
||||
void HandleCharacterNew(CharacterPacket* const);
|
||||
void HandleCharacterDelete(CharacterPacket* const);
|
||||
void HandleCharacterUpdate(CharacterPacket* const);
|
||||
void HandleCharacterRejection(TextPacket* const);
|
||||
void HandleRegionContent(RegionPacket* const);
|
||||
|
||||
//Server control
|
||||
void RequestSynchronize();
|
||||
void SendPlayerUpdate();
|
||||
void RequestDisconnect();
|
||||
void RequestShutDown();
|
||||
void RequestRegion(int roomIndex, int x, int y);
|
||||
//Connection control
|
||||
void SendLogoutRequest();
|
||||
void SendDisconnectRequest();
|
||||
void SendShutdownRequest();
|
||||
|
||||
//utilities
|
||||
void UpdateMap();
|
||||
|
||||
//singleton shortcut
|
||||
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
|
||||
void HandleLogoutResponse(ClientPacket* const);
|
||||
void HandleDisconnectResponse(ClientPacket* const);
|
||||
void HandleDisconnectForced(ClientPacket* const);
|
||||
|
||||
//indexes
|
||||
int& clientIndex;
|
||||
int& accountIndex;
|
||||
int characterIndex = -1;
|
||||
|
||||
//graphics
|
||||
Image buttonImage;
|
||||
@@ -119,16 +110,16 @@ protected:
|
||||
int marginX = 0, marginY = 0;
|
||||
} camera;
|
||||
|
||||
//game components
|
||||
BaseCharacter* localCharacter = nullptr;
|
||||
std::map<int, BaseCharacter> characterMap;
|
||||
std::map<int, BaseMonster> monsterMap;
|
||||
|
||||
//heartbeat
|
||||
//TODO: This needs it's own utility, for both InWorld and InCombat
|
||||
//TODO: Heartbeat needs it's own utility
|
||||
typedef std::chrono::steady_clock Clock;
|
||||
Clock::time_point lastBeat = Clock::now();
|
||||
int attemptedBeats = 0;
|
||||
|
||||
//ugly references; I hate this
|
||||
ConfigUtility& config = ConfigUtility::GetSingleton();
|
||||
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -167,7 +167,7 @@ void ServerApplication::Proc() {
|
||||
|
||||
while(running) {
|
||||
//suck in the waiting packets & process them
|
||||
while(UDPNetworkUtility::GetSingleton().Receive(packetBuffer)) {
|
||||
while(network.Receive(packetBuffer)) {
|
||||
try {
|
||||
HandlePacket(packetBuffer);
|
||||
}
|
||||
|
||||
@@ -123,8 +123,18 @@ void ServerApplication::HandleLoginRequest(ClientPacket* const argPacket) {
|
||||
void ServerApplication::HandleLogoutRequest(ClientPacket* const argPacket) {
|
||||
//get the account and client data
|
||||
AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
|
||||
ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
|
||||
if (!accountData) {
|
||||
return;
|
||||
}
|
||||
|
||||
ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
|
||||
if (!clientData) {
|
||||
std::ostringstream msg;
|
||||
msg << "No client found for an account: " << accountData->GetUserName();
|
||||
throw(std::logic_error(msg.str()));
|
||||
}
|
||||
|
||||
//check for fraud
|
||||
if (clientData->GetAddress() != argPacket->srcAddress) {
|
||||
std::cerr << "Falsified logout detected targeting: " << accountData->GetUsername() << std::endl;
|
||||
return;
|
||||
@@ -133,7 +143,6 @@ void ServerApplication::HandleLogoutRequest(ClientPacket* const argPacket) {
|
||||
//send the logout response
|
||||
ClientPacket newPacket;
|
||||
newPacket.type = SerialPacketType::LOGOUT_RESPONSE;
|
||||
newPacket.clientIndex = accountData->GetClientIndex();
|
||||
newPacket.accountIndex = argPacket->accountIndex;
|
||||
|
||||
network.SendTo(clientData->GetAddress(), static_cast<SerialPacket*>(&newPacket));
|
||||
@@ -158,7 +167,11 @@ void ServerApplication::HandleLogoutRequest(ClientPacket* const argPacket) {
|
||||
void ServerApplication::HandleDisconnectRequest(ClientPacket* const argPacket) {
|
||||
//get the client data
|
||||
ClientData* clientData = clientMgr.Get(argPacket->clientIndex);
|
||||
if (!clientData) {
|
||||
return;
|
||||
}
|
||||
|
||||
//check for fraud
|
||||
if (clientData->GetAddress() != argPacket->srcAddress) {
|
||||
std::cerr << "Falsified disconnection detected targeting: " << argPacket->clientIndex << std::endl;
|
||||
return;
|
||||
@@ -206,8 +219,17 @@ void ServerApplication::HandleDisconnectRequest(ClientPacket* const argPacket) {
|
||||
void ServerApplication::HandleShutdownRequest(ClientPacket* const argPacket) {
|
||||
//get the account and client data
|
||||
AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
|
||||
if (!accountData) {
|
||||
return;
|
||||
}
|
||||
ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
|
||||
if (!clientData) {
|
||||
std::ostringstream msg;
|
||||
msg << "No client found for an account: " << accountData->GetUserName();
|
||||
throw(std::logic_error(msg.str()));
|
||||
}
|
||||
|
||||
//check for fraud
|
||||
if (clientData->GetAddress() != argPacket->srcAddress || accountData->GetAdministrator() != true) {
|
||||
std::cerr << "Falsified server shutdown detected from: " << accountData->GetUsername() << std::endl;
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user