397 Commits

Author SHA1 Message Date
Kayne Ruse 19c1b1197d Added a brand new bug, I hate this branch 2014-03-10 23:15:57 +11:00
Kayne Ruse 5cf62f5517 Nothing special, just commiting minor changes 2014-03-09 01:51:17 +11:00
Kayne Ruse 56d02ad8d4 Working on reimplementing the player characters
I've also added EraseIf() to the manager classes.
2014-03-07 22:09:50 +11:00
Kayne Ruse 0cbc9dd9db Merge branch 'serial' into server (read more)
Conflicts:
	server/server_application.cpp (resolved)

After completing the serialization code, I'm merging it into the server's
development branch. This means that although the connection and
disconnection functionality work, I still need to test the player systems
from the new server with the new serialization code.

Immediately following this commit, I'll be merging the minor tweaks to the
editor from the master branch into this one.
2014-03-07 20:58:37 +11:00
Kayne Ruse a850d6b1af Added dummy serialization functions 2014-03-06 00:20:31 +11:00
Kayne Ruse f17fa0f345 Added lua, added db connection to PlayerManager
I've also revised the startup process a bit.
2014-03-05 00:27:21 +11:00
Kayne Ruse 756d4e770d Connection and disconnection are working correctly
I've dummied out the player code, so only the client connection code is
working. Otherwise the protocol hasn't changed.

I've also made a few other tweaks as I went along, but nothing really
major.
2014-03-04 02:48:47 +11:00
Kayne Ruse 7bb5e8ce0d Moving client and player data into manager classes
Remember: anything with "manager" in its name organizes a number of other
objects, as far as I'm concerned.

I'll eventually have a database connection in the PlayerManager class;
this'll make it easier to manage the database.
2014-03-02 23:20:37 +11:00
Kayne Ruse 31cca61d1c Added position data to player objects 2013-12-31 02:25:16 +11:00
Kayne Ruse 071e0d9021 I'm sick of multithreading.
I'm also sick of bastards on the internet.
2013-12-30 14:11:44 +11:00
Kayne Ruse a494bfbb38 Fixed horrible naming convention 2013-12-25 22:09:59 +11:00
Kayne Ruse baadf554cd BUGFIX: Solved server failure
Cause:

server/server_application.cpp: line 93

The last argument to std::pair was simply a call to WorldRoom's
contructor. This created a temporary object that fufilled this line, but
after the new std::pair object was added to worldRoomMap, this WorldRoom
object went out of scope.

server/server_application.cpp: line 96

When OpenRoom() was called using an object that was out of scope, the
entire server simply failed.

Solution:

Changed worldRoomMap to hold a pointer to a WorldRoom object, rather than the
object itself. The new and delete operators should be used to create and
delete WorldRoom objects respectfully.
2013-12-14 00:23:20 +11:00
Kayne Ruse 9df16fede0 WARNING: Server fails on startup
For some reason, when trying to initiate the room thread, the entire
server simply fails. There is no crash, no error message, or anything. I
have no idea what's wrong.
2013-12-11 22:22:01 +11:00
Kayne Ruse be26c9d103 Started working on multithreaded rooms 2013-12-08 15:55:49 +11:00
Kayne Ruse 3b05476689 Connections and disconnections are working across different clients 2013-12-07 01:33:27 +11:00
Kayne Ruse 1c032bfc47 Implemented client-side player creation; incomplete 2013-12-06 23:03:46 +11:00
Kayne Ruse e640eda771 Moved client scenes to a sub directory, reworked build process 2013-12-06 20:22:55 +11:00
Kayne Ruse fc2b67608f Added new graphics stuff, adjusted build process 2013-12-06 18:29:55 +11:00
Kayne Ruse a3a990cc01 Added player support to the server
This code is essentially copied from the old branch, since the two
branches are now functionally identical. How much time have I wasted
rewriting this?
2013-12-06 17:47:03 +11:00
Kayne Ruse f6a4674a2f Moved networking code into high cohesion functions 2013-12-02 17:54:47 +11:00
Kayne Ruse 865620b4a8 Renamed some things, and removed Client::index 2013-12-01 18:36:18 +11:00
Kayne Ruse 1e0ed350fc Removed Multithreading, simplifying the server
Networking and multithreading working at the same time is really fucking
hard. It's better to just have the one thread, and not worry about speed
at this stage.
2013-12-01 15:21:00 +11:00
Kayne Ruse 6ccc874583 Implemented the log on and log off systems
This is a pretty straight forward port of the old version, including the
incredibly hacky server list. But I just need to remember that this is a
prototype.
2013-11-23 17:53:36 +11:00
Kayne Ruse ca86dc5fb8 Added a delay, to give the machine a rest 2013-11-23 01:25:49 +11:00
Kayne Ruse e3605e4dc5 The client is receiving the list of servers 2013-11-22 23:19:29 +11:00
Kayne Ruse cb9aef95ec Reworked NetworkQueue as a template class 2013-11-22 19:57:24 +11:00
Kayne Ruse f5466b9982 Added config based directories 2013-11-17 00:13:16 +11:00
Kayne Ruse e176a60d28 client to server contact 2013-11-16 23:46:59 +11:00
Kayne Ruse dc24d1b059 Committing the empty WorldRoom class 2013-11-13 02:03:25 +11:00
Kayne Ruse fa3fc18ddf Imported and updated ConfigUtility 2013-11-09 21:13:00 +11:00
Kayne Ruse c2941cd3e8 Moved the thread out of the NetworkQueue class 2013-11-09 20:04:06 +11:00
Kayne Ruse bf15a5d957 Minor tweak 2013-11-09 16:32:35 +11:00
Kayne Ruse f01463bab3 Added and tested the network queue in the server
This is a reimplementation of the old network queue, but using a class.
This still uses a separate thread, so that packets can wait if there's any
lag. Really, thinking about it, I wonder how necessary this was.

On the upside, no singletons this time. Which means that you can have
several instances of UDPNetworkManager. That's unintentional, but good to
know.
2013-11-03 00:22:41 +11:00
Kayne Ruse 54cd26b76f Removed a lot of rubbish from the server 2013-11-02 19:00:08 +11:00
Kayne Ruse 26eba2def6 Moved some common/* files into directories 2013-10-27 20:17:37 +11:00
Kayne Ruse 7e603ffa89 Moved the map systems into their own directory 2013-10-17 23:33:02 +11:00
Kayne Ruse 600ec6789b Removed debug code from the editor 2013-10-07 02:32:36 +11:00
Kayne Ruse 1dfeabf195 SDL_net is working 2013-09-09 12:15:26 +10:00
Kayne Ruse 6c5197f3f2 The server runs the setup scripts on startup 2013-09-05 23:02:48 +10:00
Kayne Ruse 09453cc24e Added lua and SQL, but removed lsqlite3.c
lsqlite3.c looked like a good idea for connnecting SQL and lua, but I
couldn't get it to work and rather than struggle on this, I'll write my
own library later on.
2013-09-05 20:08:50 +10:00
Kayne Ruse 4b62310158 Revised build process to include the common/ directory 2013-09-04 20:49:55 +10:00
Kayne Ruse 027d0125ef Boilerplate, boilerplate, boilerplate!!!
I've created a project for client & editor programs, by simply copying one
to the other. Right now, the client still has the editor scene, but I'll
switch that out soon.

I've also added a license header to the server's source. I don't remember
what else I did, but at this point it should theoretically build out of
the box.
2013-08-29 21:17:43 +10:00
Kayne Ruse e4884c3e18 Added more placeholder files 2013-08-29 20:35:02 +10:00
Kayne Ruse b675f516e7 Beginning to create the placeholder classes 2013-08-29 19:57:25 +10:00
Kayne Ruse d5f7363c33 Minor rename 2013-08-25 13:59:13 +10:00
Kayne Ruse 7458962ad4 Rearranged the logic 2013-08-24 23:20:43 +10:00
Kayne Ruse 0a0b61287e Started working on the room system 2013-08-11 20:39:08 +10:00