Rearranged the server-side object hierarchy (read more)
This has been a long-running problem for days, but I've finally implemented a correctly working hierarchy between the ClientData, AccountData and CharacterData objects: CharacterData -> AccountData -> ClientData There doesn't seem to be any issues with it right now, touch wood.
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@@ -42,29 +42,32 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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}
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void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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//create the new client
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ClientData newClient;
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newClient.address = packet.meta.srcAddress;
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//load the user account
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int accountIndex = LoadUserAccount(packet.clientInfo.username, ClientData::uidCounter, CharacterData::uidCounter);
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int accountIndex = LoadUserAccount(packet.clientInfo.username, ClientData::uidCounter);
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if (accountIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
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return;
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}
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//create the new client
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ClientData newClient;
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newClient.address = packet.meta.srcAddress;
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//TODO: move this into the character management code
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//create the new character
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CharacterData newCharacter;
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newCharacter.handle = packet.clientInfo.handle;
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newCharacter.avatar = packet.clientInfo.avatar;
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//load the new character
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int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
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if (characterIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
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UnloadUserAccount(accountIndex);
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return;
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}
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//send the client their info
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packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.clientIndex = ClientData::uidCounter;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = CharacterData::uidCounter;
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packet.clientInfo.characterIndex = characterIndex;
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//bounce this packet
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char buffer[PACKET_BUFFER_SIZE];
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@@ -73,17 +76,16 @@ void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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//send the new character to all clients
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packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
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packet.characterInfo.characterIndex = CharacterData::uidCounter;
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strncpy(packet.characterInfo.handle, newCharacter.handle.c_str(), PACKET_STRING_SIZE);
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strncpy(packet.characterInfo.avatar, newCharacter.avatar.c_str(), PACKET_STRING_SIZE);
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packet.characterInfo.position = newCharacter.position;
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packet.characterInfo.motion = newCharacter.motion;
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packet.characterInfo.characterIndex = characterIndex;
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strncpy(packet.characterInfo.handle, characterMap[characterIndex].handle.c_str(), PACKET_STRING_SIZE);
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strncpy(packet.characterInfo.avatar, characterMap[characterIndex].avatar.c_str(), PACKET_STRING_SIZE);
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packet.characterInfo.position = characterMap[characterIndex].position;
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packet.characterInfo.motion = characterMap[characterIndex].motion;
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PumpPacket(packet);
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//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
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//finished this routine
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clientMap[ClientData::uidCounter++] = newClient;
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characterMap[CharacterData::uidCounter++] = newCharacter;
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std::cout << "Connect, total: " << clientMap.size() << std::endl;
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}
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@@ -111,26 +113,36 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
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void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//TODO: define the difference between unloading and deletng a character
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//TODO: define the difference between unloading and deleting a character
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//forward to the specified client
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, buffer, PACKET_BUFFER_SIZE);
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//delete the client side character
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//delete the server- and client-side character(s)
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SerialPacket delPacket;
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delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
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delPacket.characterInfo.characterIndex = accountMap[packet.clientInfo.accountIndex].characterIndex;
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PumpPacket(delPacket);
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
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if (it->second.owner == packet.clientInfo.accountIndex) {
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delPacket.characterInfo.characterIndex = it->first;
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PumpPacket(delPacket);
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SaveCharacter(it->first);
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it = characterMap.erase(it); //efficient
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continue;
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}
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else {
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++it;
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}
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}
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//erase the in-memory stuff
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clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
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characterMap.erase(accountMap[packet.clientInfo.accountIndex].characterIndex);
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UnloadUserAccount(packet.clientInfo.accountIndex);
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//finished this routine
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std::cout << "Disconnect, total: " << accountMap.size() << std::endl;
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std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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