Added lua, added db connection to PlayerManager
I've also revised the startup process a bit.
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@@ -0,0 +1 @@
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print("Lua script check OK")
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@@ -37,6 +37,12 @@ int PlayerManager::HandlePlayerUnload(int uniqueID) {
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//
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}
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void PlayerManager::ForEach(Lambda fn) {
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for(Iterator it = playerMap.begin(); it != playerMap.end(); it++) {
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fn(it);
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}
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}
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PlayerEntry* PlayerManager::GetPlayer(int uniqueID) {
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for (auto& it : playerMap) {
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if (it.first == uniqueID) {
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@@ -24,6 +24,9 @@
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#include "vector2.hpp"
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#include "sqlite3/sqlite3.h"
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#include <functional>
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#include <map>
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#include <string>
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@@ -36,24 +39,33 @@ struct PlayerEntry {
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class PlayerManager {
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public:
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//clarity typedefs
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typedef std::map<int, PlayerEntry> Container;
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typedef Container::iterator Iterator;
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typedef std::function<void(Iterator)> Lambda;
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//These functions interact with the database
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//*Deletion, *Load and *Unload returns: 0 success, -1 failure
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//*Creation returns the uniqueID, but doesn't load
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// that object; call *Load directly afterward
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int HandlePlayerCreation (std::string name, std::string avatar);
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int HandlePlayerDeletion (int uniqueID);
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int HandlePlayerLoad (int uniqueID, int clientIndex);
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int HandlePlayerUnload (int uniqueID);
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//basic accessor
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PlayerEntry* GetPlayer (int uniqueID);
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//lambdas
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void ForEach(Lambda);
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//accessors
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PlayerEntry* GetPlayer(int uniqueID);
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sqlite3* SetDatabase(sqlite3* db) { return database = db; }
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sqlite3* GetDatabase() { return database; }
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//update each player's position
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void Update(double delta);
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private:
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std::map<int, PlayerEntry> playerMap;
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//database connection here
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Container playerMap;
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sqlite3* database = nullptr;
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};
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#endif
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@@ -30,16 +30,18 @@
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using namespace std;
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void runSQLScript(sqlite3* db, std::string fname) {
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//Run setup scripts
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int runSQLScript(sqlite3* db, std::string fname) {
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ifstream is(fname);
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if (!is.is_open()) {
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throw(runtime_error("Failed to run SQL script"));
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return -1;
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}
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string script;
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getline(is, script, '\0');
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is.close();
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sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr);
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//TODO: flesh out this error if needed
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if (sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr) != SQLITE_OK) {
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return -2;
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}
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}
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//-------------------------
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@@ -47,6 +49,9 @@ void runSQLScript(sqlite3* db, std::string fname) {
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//-------------------------
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void ServerApplication::Init(int argc, char** argv) {
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cout << "Beginning startup" << endl;
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int ret = 0;
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//load config
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config.Load("rsc\\config.cfg");
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@@ -54,28 +59,45 @@ void ServerApplication::Init(int argc, char** argv) {
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if (SDL_Init(0)) {
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throw(runtime_error("Failed to initialize SDL"));
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}
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cout << "initialized SDL" << endl;
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cout << "Initialized SDL" << endl;
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//Init SDL_net
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if (SDLNet_Init()) {
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throw(runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(config.Int("server.port"), sizeof(NetworkPacket));
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cout << "initialized SDL_net" << endl;
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cout << "Initialized SDL_net" << endl;
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//Init SQL
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int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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if (ret != SQLITE_OK || !database) {
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throw(runtime_error("Failed to open the server database"));
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throw(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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cout << "initialized SQL" << endl;
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playerMgr.SetDatabase(database);
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cout << "Initialized SQL" << endl;
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//setup the database
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runSQLScript(database, config["dir.scripts"] + "setup_server.sql");
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cout << "initialized " << config["server.dbname"] << endl;
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if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
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throw(runtime_error("Failed to initialize SQL's setup script"));
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}
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cout << "Initialized SQL's setup script" << endl;
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//lua
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//TODO
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luaState = luaL_newstate();
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if (!luaState) {
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throw(runtime_error("Failed to initialize lua"));
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}
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luaL_openlibs(luaState);
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cout << "Initialized lua" << endl;
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//run the startup script
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if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
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throw(runtime_error(string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
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}
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cout << "Initialized lua's setup script" << endl;
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//finalize the startup
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cout << "Startup completed successfully" << endl;
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}
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void ServerApplication::Loop() {
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@@ -96,15 +118,19 @@ void ServerApplication::Loop() {
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}
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void ServerApplication::Quit() {
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cout << "Shutting down" << endl;
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//empty the members
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//TODO: player manager
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//TODO: client manager
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//APIs
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lua_close(luaState);
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playerMgr.SetDatabase(nullptr);
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sqlite3_close_v2(database);
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network.Close();
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SDLNet_Quit();
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SDL_Quit();
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cout << "Shutdown finished" << endl;
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}
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//-------------------------
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@@ -27,6 +27,7 @@
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#include "udp_network_utility.hpp"
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//APIs
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#include "lua/lua.hpp"
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#include "sqlite3/sqlite3.h"
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#include "SDL/SDL.h"
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@@ -73,13 +74,14 @@ private:
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sqlite3* database = nullptr;
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//lua
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//TODO
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lua_State* luaState = nullptr;
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//misc
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bool running = true;
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ConfigUtility config;
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ClientManager clientMgr;
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PlayerManager playerMgr;
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};
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#endif
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