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44 Commits

Author SHA1 Message Date
Kayne Ruse 12cc970bf1 Merge branch 'develop', read more
This merge covers mostly back-end refactoring, including splitting
Character into Renderable and BaseCharacter, as well as creating the
manager interface.
2014-10-18 23:45:57 +11:00
Kayne Ruse bd2fd4ee97 Merge remote-tracking branch 'origin/monsters' into develop
This branch splits Character into two classes:

* Renderable
* BaseCharacter

While also adding these two empty classes:

* LocalCharacter
* BaseMonster

This split is not used in any major way, due to implementation issues encountered in a later version of this branch. Before I can implement monsters and local/foreign characters, the types of network packets need to be expanded in yet another branch.

It also renames CleanUp to DisconnectedScreen, and simplifies it's implementation.
2014-10-18 23:31:53 +11:00
Kayne Ruse c3041d2a74 Merge branch 'disconnected' into monsters
This quick divergence ensured that the changes so far will work properly.
2014-10-10 06:57:52 +11:00
Kayne Ruse 974effd95e Implemented DisconnectedScreen, and removed CharacterMap
Project also builds, since I went through and adjusted it. It's hacky
right now, but I just want to make sure it worked. I'll give it another
pass before merging into develop.
2014-10-10 06:54:48 +11:00
Kayne Ruse f3073efa39 Renamed clean_up.*pp to disconnected_screen.*pp 2014-10-10 06:35:50 +11:00
Kayne Ruse 1761134839 Added LocalCharacter & BaseMonster 2014-10-10 06:32:53 +11:00
Kayne Ruse 7c4762852b Moved Renderable and Character into Renderable/ 2014-10-10 06:18:50 +11:00
Kayne Ruse 8dcd02aba3 Separated some character code into Renderable 2014-10-10 06:00:58 +11:00
Kayne Ruse 4d6186021f Added 'skume' sprites 2014-10-07 22:22:08 +11:00
Kayne Ruse b7847d6260 Merge branch 'fun-with-interfaces' into develop 2014-10-07 02:10:23 +11:00
Kayne Ruse 869780589f finished rewriting the room API 2014-10-07 02:08:00 +11:00
Kayne Ruse 254b97aa80 Implemented ManagerInterface in AccountManager and CharacterManager
ManagerInterface was already designed for those two anyway. The only thing
left to do is to rewrite the room API, and the whole thing should work
fine again.

I still think map data should be saved and loaded by lua code, so the
rooms will still implement lua hooks. There may be other things that can
be loaded from SQL, but I don't know what.
2014-10-07 01:23:55 +11:00
Kayne Ruse 5a42a7e36c Wrote ManagerInterface, implemented it in RoomManager
ManagerInterface is a server-side pure abstract class; all of it's methods
are defined as pure virtual methods, and as such should be defined in the
derived classes. It works correctly along side the Singleton class, but
does not implement it directly as originally planned. It should also
support variadic parameters, which still need testing.

I've implemented ManagerInterface in RoomManager, but I've also disabled a
number of the RoomManager's features, including the lua interface. The
project as a whole should build, but it won't run correctly. The variadic
parameters will be tested using the other managers.

It feels good just playing around instead of pushing forward all the time.
2014-10-07 00:55:55 +11:00
Kayne Ruse 76206a1146 Minor fix 2014-10-04 19:09:37 +10:00
Kayne Ruse 1f099a07dc Changed the command line argument's requirements 2014-10-01 02:51:56 +10:00
Kayne Ruse 356d83caf6 Merge branch 'develop', reviewed the managers' layout 2014-10-01 02:23:13 +10:00
Kayne Ruse be9ce33637 Changed a bunch of method names, including Singleton<> 2014-10-01 01:57:03 +10:00
Kayne Ruse 9b43b4641f Salvaging what I can from the failed experiment, read more
I'm salvaging the changes to AccountManager and CharacterManager that
don't break the build too badly. This won't build, but it'll be easier to
rectify.

Also, I've reduced the length of the manager's method names, and renamed
sql_utility.*pp to sql_tools.*pp
2014-10-01 01:33:38 +10:00
Kayne Ruse 6589a1a06d Merge branch 'develop' 2014-09-30 23:31:50 +10:00
Kayne Ruse db40f198be Moved heartbeat code to ServerApplication::CheckClientConnections() 2014-09-30 02:01:56 +10:00
Kayne Ruse 87ef03d512 Moved the debug island into a module 2014-09-30 00:44:54 +10:00
Kayne Ruse 8e97de6979 Added the scripts directory to lua's path
This will allow modules.
2014-09-29 23:42:40 +10:00
Kayne Ruse d4740df996 Merge branch 'develop' 2014-09-28 20:23:33 +10:00
Kayne Ruse 926871d5fe Merge branch 'master' into develop 2014-09-28 20:22:34 +10:00
Kayne Ruse c010c0da0a comment tweaks to bug tags 2014-09-28 20:22:11 +10:00
Kayne Ruse 8dc41886ef Updated the README 2014-09-28 19:50:15 +10:00
Kayne Ruse e452f2ecfc Moved sql_utility.*pp to server/ directory
Also padded setup_server.sql's formatting, for readability.
2014-09-28 03:42:16 +10:00
Kayne Ruse bfcf9a1d37 Moved the character's stats into their own database table
This will allow the to be reused elsewhere, as well as cleaning up big
blocks of code in the manager's source.

BUGFIX: The config's key-value pair overrides now work without requiring a
config file specification.
2014-09-28 03:10:39 +10:00
Kayne Ruse 59e3518dd8 Implemented command line config overrides
You can set the file to read as the config file via the command line, like
this, assuming the program supports it:

  prog -config=file.cfg

You can also override indevidual key-value pairs in the config system
using this syntax:

  prog -Ckey=value

Both commands can be used together, and you can override multiple
key-value pairs at once. To use this feature of the ConfigUtility, it must
receive argc and argv as parameters to the Load() method.
2014-09-28 02:11:26 +10:00
Kayne Ruse 58bb70d1c5 Merge branch 'develop', read more
This merge handles a number of backend features, including error handling and other types of messages. I think there's more I could've done in this time, but this is what I have nonetheless.
2014-09-13 12:01:48 +10:00
Kayne Ruse 9367bd802f Tweaked todo.txt 2014-09-13 12:01:29 +10:00
Kayne Ruse 411687b41c Added a proper disconnection message by hacking the config 2014-09-10 17:35:12 +10:00
Kayne Ruse ad2c65dc67 Remeved the commented BUGFIX tags 2014-09-10 17:00:13 +10:00
Kayne Ruse 712d94d3b2 Client now handles character rejections 2014-09-10 16:57:35 +10:00
Kayne Ruse 17b9eb7ad4 Added more rejection packets, revised some logic 2014-09-10 16:06:01 +10:00
Kayne Ruse 2c06232264 JOIN_REJECTION works, ready for the rest 2014-09-09 08:39:36 +10:00
Kayne Ruse 4c882682ed Added TextPacket 2014-09-09 08:05:50 +10:00
Kayne Ruse f581c3238f Tweaked some TODO comments 2014-09-03 04:36:02 +10:00
Kayne Ruse ceb6fe73f5 Merge branch 'develop', heartbeat systems 2014-09-03 03:25:04 +10:00
Kayne Ruse 246a5ee541 The server-side heartbeat is working and stable 2014-09-03 03:24:32 +10:00
Kayne Ruse 79c7e48139 UDPNetworkUtility accepts addresses by value, encapsulated ClientData
I started encapsulating ClientData, and I added the internals for the
heartbeat ssytem. However, when I took a look inside UDPNetworkUtility, I
realized that I didn't have to pass the IPaddresses by reference anymore.
Therefore, I've changed it to accept the addresses by value, and I'm
committing that change right away before I finish the heartbeat system.

This engine is really shaping up, I think.
2014-09-03 01:59:53 +10:00
Kayne Ruse 06922dc820 Client-side heartbeat is working 2014-09-03 01:21:17 +10:00
Kayne Ruse 5577387d61 Added basic hearbeat framework 2014-09-03 00:53:55 +10:00
Kayne Ruse d50cf5b91e Fixed shoddy packet typing 2014-09-03 00:45:08 +10:00
68 changed files with 1376 additions and 647 deletions
+10 -7
View File
@@ -1,14 +1,17 @@
## Outline
Tortuga is a 2D multiplayer JRPG featuring permadeath, with an emphasis on multiplayer cooperation, exploration and customization. The game runs on customizable public and private servers.
This game is inspired by classic 2D RPGs (Final Fantasy, The Legend of Zelda), as well as more modern sandboxes amd MMOs (Minecraft, EVE Online). This project is currently independently created and funded, with the goal of creating a game that will engage the players and inspire a large community.
## Releases
The most recent stable build for Windows can be found [here](https://dl.dropboxusercontent.com/u/46669050/Tortuga.rar).
Tortuga is a 2D multiplayer JRPG featuring permadeath (deletion of a character upon death). The emphasis of this game is on multiplayer cooperation, exploration and customization. The game runs on customizable server software that can support up to 150 simultaneous players or more.
This game is inspired by classic 2D RPGs, as well as more modern sandbox MMOs. This project is currently independently created and funded, with the goal of creating a game that will engage user's imagination and inspire a large modding community.
## Documentation
Tortuga's full documentation can be found in a separate branch, see [Tortuga/docs](https://github.com/Ratstail91/Tortuga/tree/docs).
For Tortuga's primary documentation, please read the [Tortuga Game Design Document](https://github.com/Ratstail91/Tortuga/blob/docs/Tortuga%20Game%20Design%20Document.docx?raw=true).
For a list of known bugs, see the [GitHub bug tracker](https://github.com/Ratstail91/Tortuga/issues).
* [Tortuga Wiki](https://github.com/Ratstail91/Tortuga/wiki) - Full documentation
* [Tortuga Bug Tracker](https://github.com/Ratstail91/Tortuga/issues) - A list of all known bugs and issues
## External Dependencies
+10 -11
View File
@@ -38,19 +38,18 @@
#include "options_menu.hpp"
#include "lobby_menu.hpp"
#include "in_world.hpp"
//#include "in_combat.hpp"
#include "clean_up.hpp"
#include "disconnected_screen.hpp"
//-------------------------
//Public access members
//-------------------------
void ClientApplication::Init(int argc, char** argv) {
void ClientApplication::Init(int argc, char* argv[]) {
std::cout << "Beginning " << argv[0] << std::endl;
//load the prerequisites
ConfigUtility& config = ConfigUtility::GetSingleton();
config.Load("rsc\\config.cfg");
config.Load("rsc\\config.cfg", argc, argv);
//-------------------------
//Initialize the APIs
@@ -89,6 +88,7 @@ void ClientApplication::Init(int argc, char** argv) {
std::cout << "Internal sizes:" << std::endl;
DEBUG_OUTPUT_VAR(NETWORK_VERSION);
DEBUG_OUTPUT_VAR(sizeof(Region::type_t));
DEBUG_OUTPUT_VAR(sizeof(Region));
DEBUG_OUTPUT_VAR(REGION_WIDTH);
@@ -96,8 +96,10 @@ void ClientApplication::Init(int argc, char** argv) {
DEBUG_OUTPUT_VAR(REGION_DEPTH);
DEBUG_OUTPUT_VAR(REGION_TILE_FOOTPRINT);
DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT);
DEBUG_OUTPUT_VAR(PACKET_STRING_SIZE);
DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
DEBUG_OUTPUT_VAR(static_cast<int>(SerialPacketType::LAST));
#undef DEBUG_OUTPUT_VAR
@@ -176,16 +178,13 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
activeScene = new OptionsMenu();
break;
case SceneList::LOBBYMENU:
activeScene = new LobbyMenu(&clientIndex, &accountIndex);
activeScene = new LobbyMenu(&clientIndex, &accountIndex); //TODO: can I use the ConfigUtility for these parameters?
break;
case SceneList::INWORLD:
activeScene = new InWorld(&clientIndex, &accountIndex, &characterIndex, &characterMap);
activeScene = new InWorld(&clientIndex, &accountIndex);
break;
// case SceneList::INCOMBAT:
// activeScene = new InCombat(&clientIndex, &accountIndex, &characterIndex, &characterMap);
// break;
case SceneList::CLEANUP:
activeScene = new CleanUp(&clientIndex, &accountIndex, &characterIndex, &characterMap);
case SceneList::DISCONNECTEDSCREEN:
activeScene = new DisconnectedScreen();
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));
+1 -5
View File
@@ -26,7 +26,6 @@
#include "base_scene.hpp"
#include "udp_network_utility.hpp"
#include "character.hpp"
#include "singleton.hpp"
@@ -35,7 +34,7 @@
class ClientApplication: public Singleton<ClientApplication> {
public:
//public methods
void Init(int argc, char** argv);
void Init(int argc, char* argv[]);
void Proc();
void Quit();
@@ -54,9 +53,6 @@ private:
//shared parameters
int clientIndex = -1;
int accountIndex = -1;
int characterIndex = -1;
CharacterMap characterMap;
};
#endif
+37
View File
@@ -0,0 +1,37 @@
#config
INCLUDES+=.
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,client.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+7 -7
View File
@@ -30,25 +30,25 @@
using namespace std;
int main(int argc, char** argv) {
int main(int argc, char* argv[]) {
try {
//create the singletons
ConfigUtility::Create();
UDPNetworkUtility::Create();
ConfigUtility::CreateSingleton();
UDPNetworkUtility::CreateSingleton();
//call the server's routines
ClientApplication::Create();
ClientApplication::CreateSingleton();
ClientApplication& app = ClientApplication::GetSingleton();
app.Init(argc, argv);
app.Proc();
app.Quit();
ClientApplication::Delete();
ClientApplication::DeleteSingleton();
//delete the singletons
ConfigUtility::Delete();
UDPNetworkUtility::Delete();
ConfigUtility::DeleteSingleton();
UDPNetworkUtility::DeleteSingleton();
}
catch(exception& e) {
cerr << "Fatal exception thrown: " << e.what() << endl;
+3 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
INCLUDES+=. client_utilities renderable scenes ../common/debugging ../common/gameplay ../common/graphics ../common/map ../common/network ../common/network/packet_types ../common/ui ../common/utilities
LIBS+=client.a ../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
@@ -16,7 +16,9 @@ OUT=$(addprefix $(OUTDIR)/,client)
#targets
all: $(OBJ) $(OUT)
$(MAKE) -C client_utilities
$(MAKE) -C scenes
$(MAKE) -C renderable
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
$(OBJ): | $(OBJDIR)
@@ -19,23 +19,9 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "character.hpp"
#include "base_character.hpp"
void Character::Update() {
if (motion.x && motion.y) {
origin += motion * CHARACTER_WALKING_MOD;
}
else if (motion != 0) {
origin += motion;
}
sprite.Update(0.016);
}
void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
}
void Character::CorrectSprite() {
void BaseCharacter::CorrectSprite() {
//NOTE: These must correspond to the sprite sheet in use
if (motion.y > 0) {
sprite.SetYIndex(0);
@@ -19,38 +19,23 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CHARACTER_HPP_
#define CHARACTER_HPP_
#ifndef BASECHARACTER_HPP_
#define BASECHARACTER_HPP_
//components
#include "character_defines.hpp"
#include "vector2.hpp"
#include "bounding_box.hpp"
#include "statistics.hpp"
//graphics
#include "sprite_sheet.hpp"
#include "renderable.hpp"
//std namespace
#include <string>
#include <cmath>
class Character {
class BaseCharacter : public Renderable {
public:
Character() = default;
~Character() = default;
void Update();
BaseCharacter() = default;
virtual ~BaseCharacter() = default;
//graphics
void DrawTo(SDL_Surface* const, int camX, int camY);
void CorrectSprite();
SpriteSheet* GetSprite() { return &sprite; }
//gameplay
Statistics* GetStats() { return &stats; }
//accessors and mutators
//metadata
int SetOwner(int i) { return owner = i; }
@@ -60,36 +45,11 @@ public:
std::string SetAvatar(std::string s) { return avatar = s; }
std::string GetAvatar() const { return avatar; }
//position
Vector2 SetOrigin(Vector2 v) { return origin = v; }
Vector2 GetOrigin() const { return origin; }
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 GetMotion() const { return motion; }
BoundingBox SetBounds(BoundingBox b) { return bounds = b; }
BoundingBox GetBounds() { return bounds; }
private:
//graphics
SpriteSheet sprite;
//base statistics
Statistics stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
//metadata
int owner;
std::string handle;
std::string avatar;
//position
Vector2 origin = {0.0,0.0};
Vector2 motion = {0.0,0.0};
BoundingBox bounds;
};
//tmp
#include <map>
typedef std::map<int, Character> CharacterMap;
#endif
+23
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@@ -0,0 +1,23 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "base_monster.hpp"
@@ -19,16 +19,18 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef COMBATDEFINES_HPP_
#define COMBATDEFINES_HPP_
#ifndef BASEMONSTER_HPP_
#define BASEMONSTER_HPP_
#define COMBAT_MAX_CHARACTERS 16
#define COMBAT_MAX_ENEMIES 16
#include "renderable.hpp"
enum class TerrainType {
NONE = 0,
GRASSLANDS,
//etc.
class BaseMonster {
public:
BaseMonster();
virtual ~BaseMonster();
private:
//
};
#endif
#endif
+23
View File
@@ -0,0 +1,23 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "local_character.hpp"
+40
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@@ -0,0 +1,40 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef LOCALCHARACTER_HPP_
#define LOCALCHARACTER_HPP_
#include "base_character.hpp"
#include "statistics.hpp"
class LocalCharacter : public BaseCharacter {
public:
LocalCharacter() = default;
~LocalCharacter() = default;
Statistics* GetBaseStats() { return &baseStats; }
private:
Statistics baseStats;
//TODO: weapons, armour, buffs, debuffs, etc.
};
#endif
+37
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@@ -0,0 +1,37 @@
#config
INCLUDES+=. .. ../../common/gameplay ../../common/graphics ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,client.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
+31
View File
@@ -0,0 +1,31 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "renderable.hpp"
void Renderable::Update() {
origin += motion;
sprite.Update(0.016);
}
void Renderable::DrawTo(SDL_Surface* const dest, int camX, int camY) {
sprite.DrawTo(dest, origin.x - camX, origin.y - camY);
}
+56
View File
@@ -0,0 +1,56 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef RENDERABLE_HPP_
#define RENDERABLE_HPP_
#include "bounding_box.hpp"
#include "sprite_sheet.hpp"
#include "vector2.hpp"
class Renderable {
public:
Renderable() = default;
virtual ~Renderable() = default;
virtual void Update();
virtual void DrawTo(SDL_Surface* const, int camX, int camY);
SpriteSheet* GetSprite() { return &sprite; }
//position
Vector2 SetOrigin(Vector2 v) { return origin = v; }
Vector2 GetOrigin() const { return origin; }
Vector2 SetMotion(Vector2 v) { return motion = v; }
Vector2 GetMotion() const { return motion; }
//collision
BoundingBox SetBounds(BoundingBox b) { return bounds = b; }
BoundingBox GetBounds() { return bounds; }
protected: //TODO: should be private
SpriteSheet sprite;
Vector2 origin = {0, 0};
Vector2 motion = {0, 0};
BoundingBox bounds;
};
#endif
+1 -2
View File
@@ -34,8 +34,7 @@ enum class SceneList {
OPTIONSMENU,
LOBBYMENU,
INWORLD,
INCOMBAT,
CLEANUP,
DISCONNECTEDSCREEN,
};
#endif
@@ -19,10 +19,11 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "clean_up.hpp"
#include "disconnected_screen.hpp"
#include "channels.hpp"
#include "config_utility.hpp"
#include "udp_network_utility.hpp"
#include <stdexcept>
@@ -30,17 +31,7 @@
//Public access members
//-------------------------
CleanUp::CleanUp(
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
):
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
characterMap(*argCharacterMap)
{
DisconnectedScreen::DisconnectedScreen() {
ConfigUtility& config = ConfigUtility::GetSingleton();
//setup the utility objects
@@ -60,19 +51,13 @@ CleanUp::CleanUp(
backButton.SetText("Back");
//full reset
network.Unbind(Channels::SERVER);
clientIndex = -1;
accountIndex = -1;
characterIndex = -1;
// combatMap.clear();
characterMap.clear();
// enemyMap.clear();
UDPNetworkUtility::GetSingleton().Unbind(Channels::SERVER);
//auto return
startTick = std::chrono::steady_clock::now();
}
CleanUp::~CleanUp() {
DisconnectedScreen::~DisconnectedScreen() {
//
}
@@ -80,43 +65,45 @@ CleanUp::~CleanUp() {
//Frame loop
//-------------------------
void CleanUp::Update() {
void DisconnectedScreen::Update() {
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
SetNextScene(SceneList::MAINMENU);
}
//BUGFIX: Eat incoming packets
while(network.Receive());
//Eat incoming packets
while(UDPNetworkUtility::GetSingleton().Receive());
}
void CleanUp::Render(SDL_Surface* const screen) {
void DisconnectedScreen::Render(SDL_Surface* const screen) {
ConfigUtility& config = ConfigUtility::GetSingleton();
backButton.DrawTo(screen);
font.DrawStringTo("You have been disconnected.", screen, 50, 30);
font.DrawStringTo(config["client.disconnectMessage"], screen, 50, 30);
}
//-------------------------
//Event handlers
//-------------------------
void CleanUp::QuitEvent() {
void DisconnectedScreen::QuitEvent() {
SetNextScene(SceneList::QUIT);
}
void CleanUp::MouseMotion(SDL_MouseMotionEvent const& motion) {
void DisconnectedScreen::MouseMotion(SDL_MouseMotionEvent const& motion) {
backButton.MouseMotion(motion);
}
void CleanUp::MouseButtonDown(SDL_MouseButtonEvent const& button) {
void DisconnectedScreen::MouseButtonDown(SDL_MouseButtonEvent const& button) {
backButton.MouseButtonDown(button);
}
void CleanUp::MouseButtonUp(SDL_MouseButtonEvent const& button) {
void DisconnectedScreen::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
}
void CleanUp::KeyDown(SDL_KeyboardEvent const& key) {
void DisconnectedScreen::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
@@ -124,6 +111,6 @@ void CleanUp::KeyDown(SDL_KeyboardEvent const& key) {
}
}
void CleanUp::KeyUp(SDL_KeyboardEvent const& key) {
void DisconnectedScreen::KeyUp(SDL_KeyboardEvent const& key) {
//
}
@@ -19,11 +19,8 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CLEANUP_HPP_
#define CLEANUP_HPP_
//network
#include "udp_network_utility.hpp"
#ifndef DISCONNECTEDSCREEN_HPP_
#define DISCONNECTEDSCREEN_HPP_
//graphics
#include "image.hpp"
@@ -31,22 +28,16 @@
#include "button.hpp"
//client
#include "character.hpp"
#include "base_scene.hpp"
//std namespace
#include <chrono>
class CleanUp : public BaseScene {
class DisconnectedScreen : public BaseScene {
public:
//Public access members
CleanUp(
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
);
~CleanUp();
DisconnectedScreen();
~DisconnectedScreen();
protected:
//Frame loop
@@ -61,13 +52,6 @@ protected:
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//shared parameters
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
int& clientIndex;
int& accountIndex;
int& characterIndex;
CharacterMap& characterMap;
//graphics
Image image;
RasterFont font;
+68 -19
View File
@@ -34,16 +34,9 @@
//Public access members
//-------------------------
InWorld::InWorld(
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
):
InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
characterMap(*argCharacterMap)
accountIndex(*argAccountIndex)
{
ConfigUtility& config = ConfigUtility::GetSingleton();
@@ -71,7 +64,15 @@ InWorld::InWorld(
//load the tilesheet
//TODO: add the tilesheet to the map system?
//TODO: Tile size and tile sheet should be loaded elsewhere
tileSheet.Load(config["dir.tilesets"] + "terrain.bmp", 32, 32);
tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
//send this player's character info
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_NEW;
strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
//request a sync
RequestSynchronize();
@@ -140,6 +141,22 @@ void InWorld::Update() {
//update the camera
camera.x = localCharacter->GetOrigin().x - camera.marginX;
camera.y = localCharacter->GetOrigin().y - camera.marginY;
//check the connection
if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
if (attemptedBeats > 2) {
RequestDisconnect();
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
}
ServerPacket newPacket;
newPacket.type = SerialPacketType::PING;
network.SendTo(Channels::SERVER, &newPacket);
attemptedBeats++;
lastBeat = Clock::now();
}
}
void InWorld::FrameEnd() {
@@ -270,8 +287,14 @@ void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
void InWorld::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
case SerialPacketType::PING:
HandlePing(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::PONG:
HandlePong(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT:
HandleDisconnect(argPacket);
HandleDisconnect(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_NEW:
HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
@@ -282,6 +305,9 @@ void InWorld::HandlePacket(SerialPacket* const argPacket) {
case SerialPacketType::CHARACTER_UPDATE:
HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_REJECTION:
HandleCharacterRejection(static_cast<TextPacket*>(argPacket));
break;
case SerialPacketType::REGION_CONTENT:
HandleRegionContent(static_cast<RegionPacket*>(argPacket));
break;
@@ -292,8 +318,25 @@ void InWorld::HandlePacket(SerialPacket* const argPacket) {
}
}
void InWorld::HandleDisconnect(SerialPacket* const argPacket) {
SetNextScene(SceneList::CLEANUP);
void InWorld::HandlePing(ServerPacket* const argPacket) {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PONG;
network.SendTo(argPacket->srcAddress, &newPacket);
}
void InWorld::HandlePong(ServerPacket* const argPacket) {
if (network.GetIPAddress(Channels::SERVER)->host != argPacket->srcAddress.host) {
throw(std::runtime_error("Heartbeat message received from unknown source"));
}
attemptedBeats = 0;
lastBeat = Clock::now();
}
void InWorld::HandleDisconnect(ClientPacket* const argPacket) {
//TODO: More needed in the disconnection
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been disconnected";
}
void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
@@ -302,7 +345,7 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
}
//create the character object
Character& newCharacter = characterMap[argPacket->characterIndex];
BaseCharacter& newCharacter = characterMap[argPacket->characterIndex];
//fill out the character's members
newCharacter.SetHandle(argPacket->handle);
@@ -319,7 +362,7 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
CHARACTER_BOUNDS_HEIGHT
});
(*newCharacter.GetStats()) = argPacket->stats;
// (*newCharacter.GetBaseStats()) = argPacket->stats;
//bookkeeping code
newCharacter.CorrectSprite();
@@ -330,7 +373,6 @@ void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
localCharacter = &newCharacter;
//setup the camera
//TODO: move this?
camera.width = GetScreen()->w;
camera.height = GetScreen()->h;
@@ -354,12 +396,11 @@ void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
if (characterMap.find(argPacket->characterIndex) == characterMap.end()) {
std::cout << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
HandleCharacterNew(argPacket);
return;
}
Character& character = characterMap[argPacket->characterIndex];
BaseCharacter& character = characterMap[argPacket->characterIndex];
//other characters moving
if (argPacket->characterIndex != characterIndex) {
@@ -369,6 +410,14 @@ void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
}
}
void InWorld::HandleCharacterRejection(TextPacket* const argPacket) {
RequestDisconnect();
SetNextScene(SceneList::DISCONNECTEDSCREEN);
ConfigUtility& config = ConfigUtility::GetSingleton();
config["client.disconnectMessage"] = "Error: ";
config["client.disconnectMessage"] += argPacket->text;
}
void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
//replace existing regions
regionPager.UnloadRegion(argPacket->x, argPacket->y);
@@ -408,7 +457,7 @@ void InWorld::SendPlayerUpdate() {
newPacket.roomIndex = 0; //TODO: room index
newPacket.origin = localCharacter->GetOrigin();
newPacket.motion = localCharacter->GetMotion();
newPacket.stats = *localCharacter->GetStats();
// newPacket.stats = *localCharacter->GetBaseStats();
//TODO: gameplay components: equipment, items, buffs, debuffs
+20 -12
View File
@@ -38,7 +38,8 @@
//common
#include "frame_rate.hpp"
#include "character.hpp"
#include "base_character.hpp"
#include "local_character.hpp"
//client
#include "base_scene.hpp"
@@ -46,15 +47,12 @@
//STL
#include <map>
#include <chrono>
class InWorld : public BaseScene {
public:
//Public access members
InWorld(
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
);
InWorld(int* const argClientIndex, int* const argAccountIndex);
~InWorld();
protected:
@@ -75,10 +73,13 @@ protected:
//Network handlers
void HandlePacket(SerialPacket* const);
void HandleDisconnect(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
@@ -95,8 +96,8 @@ protected:
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
int& clientIndex;
int& accountIndex;
int& characterIndex;
CharacterMap& characterMap;
int characterIndex = -1;
std::map<int, BaseCharacter> characterMap;
//graphics
Image buttonImage;
@@ -109,7 +110,8 @@ protected:
//UI
Button disconnectButton;
Button shutDownButton;
//TODO: Review the camera
//the camera structure
struct {
int x = 0, y = 0;
int width = 0, height = 0;
@@ -118,7 +120,13 @@ protected:
FrameRate fps;
//game
Character* localCharacter = nullptr;
BaseCharacter* localCharacter = nullptr;
//connections
//TODO: This needs it's own utility, for both InWorld and InCombat
typedef std::chrono::steady_clock Clock;
Clock::time_point lastBeat = Clock::now();
int attemptedBeats = 0;
};
#endif
+14 -11
View File
@@ -34,6 +34,10 @@ LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex)
{
//preemptive reset
clientIndex = -1;
accountIndex = -1;
//setup the utility objects
image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
image.SetClipH(image.GetClipH()/3);
@@ -63,7 +67,7 @@ LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
//set the server list's position
listBox = {300, 50, 200, font.GetCharH()};
//BUGFIX: Eat incoming packets
//Eat incoming packets
while(network.Receive());
//Initial broadcast
@@ -112,7 +116,7 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
(Uint16)listBox.w, (Uint16)listBox.h
};
r.y += i * listBox.h;
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 49, 150, 5));
}
//draw the server name
@@ -192,6 +196,9 @@ void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
case SerialPacketType::JOIN_RESPONSE:
HandleJoinResponse(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::JOIN_REJECTION:
HandleJoinRejection(static_cast<TextPacket*>(argPacket));
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in LobbyMenu: " + to_string_custom(static_cast<int>(argPacket->type)) ));
@@ -217,16 +224,12 @@ void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
clientIndex = argPacket->clientIndex;
accountIndex = argPacket->accountIndex;
network.Bind(&argPacket->srcAddress, Channels::SERVER);
network.Bind(argPacket->srcAddress, Channels::SERVER);
SetNextScene(SceneList::INWORLD);
}
//send this player's character info
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_NEW;
strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
//TODO: Better output for join rejection
}
//-------------------------
@@ -251,6 +254,6 @@ void LobbyMenu::SendJoinRequest() {
strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE);
//join the selected server
network.SendTo(&selection->address, &packet);
network.SendTo(selection->address, &packet);
selection = nullptr;
}
+1
View File
@@ -63,6 +63,7 @@ protected:
void HandlePacket(SerialPacket* const);
void HandleBroadcastResponse(ServerPacket* const);
void HandleJoinResponse(ClientPacket* const);
void HandleJoinRejection(TextPacket* const);
//server control
void SendBroadcastRequest();
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. .. ../../common/gameplay ../../common/graphics ../../common/map ../../common/network ../../common/network/packet_types ../../common/ui ../../common/utilities
INCLUDES+=. .. ../renderable ../../common/gameplay ../../common/graphics ../../common/map ../../common/network ../../common/network/packet_types ../../common/ui ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+1
View File
@@ -27,6 +27,7 @@
//the speeds that the characters move
constexpr double CHARACTER_WALKING_SPEED = 2.24;
constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
constexpr double CHARACTER_WALKING_NEGATIVE_MOD = 1.0 - CHARACTER_WALKING_MOD;
//the bounds for the character objects, mapped to the default sprites
constexpr int CHARACTER_BOUNDS_X = 0;
@@ -46,7 +46,7 @@ void serializeCharacter(void* buffer, CharacterPacket* packet) {
//stats structure
serializeStatistics(&buffer, &packet->stats);
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
}
void deserializeCharacter(void* buffer, CharacterPacket* packet) {
@@ -70,5 +70,5 @@ void deserializeCharacter(void* buffer, CharacterPacket* packet) {
//stats structure
deserializeStatistics(&buffer, &packet->stats);
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
}
@@ -44,7 +44,7 @@ struct CharacterPacket : SerialPacketBase {
//gameplay
Statistics stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
};
void serializeCharacter(void* buffer, CharacterPacket* packet);
@@ -0,0 +1,40 @@
/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "text_packet.hpp"
#include "serial_utility.hpp"
void serializeText(void* buffer, TextPacket* packet) {
serialCopy(&buffer, &packet->type, sizeof(SerialPacketType));
//content
serialCopy(&buffer, packet->name, PACKET_STRING_SIZE);
serialCopy(&buffer, packet->text, PACKET_STRING_SIZE);
}
void deserializeText(void* buffer, TextPacket* packet) {
deserialCopy(&buffer, &packet->type, sizeof(SerialPacketType));
//content
deserialCopy(&buffer, packet->name, PACKET_STRING_SIZE);
deserialCopy(&buffer, packet->text, PACKET_STRING_SIZE);
}
@@ -0,0 +1,35 @@
/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef TEXTPACKET_HPP_
#define TEXTPACKET_HPP_
#include "serial_packet_base.hpp"
struct TextPacket : SerialPacketBase {
char name[PACKET_STRING_SIZE];
char text[PACKET_STRING_SIZE];
};
void serializeText(void* buffer, TextPacket* packet);
void deserializeText(void* buffer, TextPacket* packet);
#endif
+3 -1
View File
@@ -27,18 +27,20 @@
#include "client_packet.hpp"
#include "region_packet.hpp"
#include "server_packet.hpp"
#include "text_packet.hpp"
//SerialPacketBase is defined in serial_packet_base.hpp
typedef SerialPacketBase SerialPacket;
//DOCS: NETWORK_VERSION is used to discern compatible servers and clients
constexpr int NETWORK_VERSION = 20140831;
constexpr int NETWORK_VERSION = 20140909;
union MaxPacket {
CharacterPacket a;
ClientPacket b;
RegionPacket c;
ServerPacket d;
TextPacket e;
};
constexpr int MAX_PACKET_SIZE = sizeof(MaxPacket);
+14 -2
View File
@@ -52,7 +52,6 @@ enum class SerialPacketType {
//Connecting to a server as a client
JOIN_REQUEST,
JOIN_RESPONSE,
JOIN_REJECTION,
//client requests all information from the server
SYNCHRONIZE,
@@ -88,10 +87,23 @@ enum class SerialPacketType {
CHARACTER_STATS_REQUEST,
CHARACTER_STATS_RESPONSE,
//reject a character request
//-------------------------
//TextPacket
// name, text
//-------------------------
//general speech
TEXT_BROADCAST,
//rejection/error messages
SHUTDOWN_REJECTION,
JOIN_REJECTION,
CHARACTER_REJECTION,
//-------------------------
//not used
//-------------------------
LAST
};
+15 -4
View File
@@ -26,6 +26,7 @@
#include "client_packet.hpp"
#include "region_packet.hpp"
#include "server_packet.hpp"
#include "text_packet.hpp"
#include <cstring>
@@ -40,6 +41,8 @@ void deserialCopy(void** buffer, void* data, int size) {
*buffer = reinterpret_cast<char*>(*buffer) + size;
}
//DOCS: The server and client MUST use the correct packet types
//main switch functions
void serializePacket(void* buffer, SerialPacketBase* packet) {
switch(packet->type) {
@@ -51,7 +54,6 @@ void serializePacket(void* buffer, SerialPacketBase* packet) {
break;
case SerialPacketType::JOIN_REQUEST:
case SerialPacketType::JOIN_RESPONSE:
case SerialPacketType::JOIN_REJECTION:
case SerialPacketType::SYNCHRONIZE:
case SerialPacketType::DISCONNECT:
case SerialPacketType::SHUTDOWN:
@@ -66,9 +68,14 @@ void serializePacket(void* buffer, SerialPacketBase* packet) {
case SerialPacketType::CHARACTER_UPDATE:
case SerialPacketType::CHARACTER_STATS_REQUEST:
case SerialPacketType::CHARACTER_STATS_RESPONSE:
case SerialPacketType::CHARACTER_REJECTION:
serializeCharacter(buffer, static_cast<CharacterPacket*>(packet));
break;
case SerialPacketType::TEXT_BROADCAST:
case SerialPacketType::JOIN_REJECTION:
case SerialPacketType::SHUTDOWN_REJECTION:
case SerialPacketType::CHARACTER_REJECTION:
serializeText(buffer, static_cast<TextPacket*>(packet));
break;
}
}
@@ -86,7 +93,6 @@ void deserializePacket(void* buffer, SerialPacketBase* packet) {
break;
case SerialPacketType::JOIN_REQUEST:
case SerialPacketType::JOIN_RESPONSE:
case SerialPacketType::JOIN_REJECTION:
case SerialPacketType::SYNCHRONIZE:
case SerialPacketType::DISCONNECT:
case SerialPacketType::SHUTDOWN:
@@ -101,8 +107,13 @@ void deserializePacket(void* buffer, SerialPacketBase* packet) {
case SerialPacketType::CHARACTER_UPDATE:
case SerialPacketType::CHARACTER_STATS_REQUEST:
case SerialPacketType::CHARACTER_STATS_RESPONSE:
case SerialPacketType::CHARACTER_REJECTION:
deserializeCharacter(buffer, static_cast<CharacterPacket*>(packet));
break;
case SerialPacketType::TEXT_BROADCAST:
case SerialPacketType::JOIN_REJECTION:
case SerialPacketType::SHUTDOWN_REJECTION:
case SerialPacketType::CHARACTER_REJECTION:
deserializeText(buffer, static_cast<TextPacket*>(packet));
break;
}
}
+10 -10
View File
@@ -26,7 +26,7 @@
#include <stdexcept>
//BUGFIX: memset() is used before sending a packet to remove old data; you don't want to send sensitive data over the network
//NOTE: memset() is used before sending a packet to remove old data; you don't want to send sensitive data over the network
//NOTE: don't confuse SerialPacketBase with UDPpacket
void UDPNetworkUtility::Open(int port) {
@@ -55,11 +55,11 @@ int UDPNetworkUtility::Bind(const char* ip, int port, int channel) {
throw(std::runtime_error("Failed to resolve a host"));
}
return Bind(&add, channel);
return Bind(add, channel);
}
int UDPNetworkUtility::Bind(IPaddress* add, int channel) {
int ret = SDLNet_UDP_Bind(socket, channel, add);
int UDPNetworkUtility::Bind(IPaddress add, int channel) {
int ret = SDLNet_UDP_Bind(socket, channel, &add);
if (ret < 0) {
throw(std::runtime_error("Failed to bind to a channel"));
@@ -82,17 +82,17 @@ int UDPNetworkUtility::SendTo(const char* ip, int port, void* data, int len) {
throw(std::runtime_error("Failed to resolve a host"));
}
SendTo(&add, data, len);
SendTo(add, data, len);
}
int UDPNetworkUtility::SendTo(IPaddress* add, void* data, int len) {
int UDPNetworkUtility::SendTo(IPaddress add, void* data, int len) {
if (len > packet->maxlen) {
throw(std::runtime_error("The buffer is to large for the UDPpacket"));
}
memset(packet->data, 0, packet->maxlen);
memcpy(packet->data, data, len);
packet->len = len;
packet->address = *add;
packet->address = add;
int ret = SDLNet_UDP_Send(socket, -1, packet);
@@ -162,14 +162,14 @@ int UDPNetworkUtility::SendTo(const char* ip, int port, SerialPacketBase* serial
throw(std::runtime_error("Failed to resolve a host"));
}
SendTo(&add, serialPacket);
SendTo(add, serialPacket);
}
int UDPNetworkUtility::SendTo(IPaddress* add, SerialPacketBase* serialPacket) {
int UDPNetworkUtility::SendTo(IPaddress add, SerialPacketBase* serialPacket) {
memset(packet->data, 0, packet->maxlen);
serializePacket(packet->data, serialPacket);
packet->len = PACKET_BUFFER_SIZE;
packet->address = *add;
packet->address = add;
int ret = SDLNet_UDP_Send(socket, -1, packet);
+3 -3
View File
@@ -36,7 +36,7 @@ public:
//bind to a channel
int Bind(const char* ip, int port, int channel = -1);
int Bind(IPaddress* add, int channel = -1);
int Bind(IPaddress add, int channel = -1);
void Unbind(int channel);
IPaddress* GetIPAddress(int channel) {
@@ -45,14 +45,14 @@ public:
//send a buffer
int SendTo(const char* ip, int port, void* data, int len);
int SendTo(IPaddress* add, void* data, int len);
int SendTo(IPaddress add, void* data, int len);
int SendTo(int channel, void* data, int len);
int SendToAllChannels(void* data, int len);
int Receive();
//send a SerialPacketBase
int SendTo(const char* ip, int port, SerialPacketBase* serialPacket);
int SendTo(IPaddress* add, SerialPacketBase* serialPacket);
int SendTo(IPaddress add, SerialPacketBase* serialPacket);
int SendTo(int channel, SerialPacketBase* serialPacket);
int SendToAllChannels(SerialPacketBase* serialPacket);
int Receive(SerialPacketBase* serialPacket);
+68 -15
View File
@@ -22,14 +22,61 @@
#include "config_utility.hpp"
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <sstream>
#include <stdexcept>
void ConfigUtility::Load(std::string fname) {
void ConfigUtility::Load(std::string fname, int argc, char* argv[]) {
//clear the stored configuration
configMap.clear();
//pass to the recursive method
configMap = Read(fname);
//use the default file
if (argc < 2) {
configMap = Read(fname);
return;
}
//some variables to use
table_t redirectedFile;
table_t cmdLineParams;
char key[256], val[256];
bool redirectUsed = false;
//reading from the command line
for (int i = 1; i < argc; ++i) {
//read from a specified config file
if (!strncmp(argv[i], "-config=", 8)) {
redirectedFile = Read(argv[i] + 8);
redirectUsed = true;
continue;
}
//set some specific values
if (!strncmp(argv[i], "-", 1)) {
//wipe the variables
memset(key, 0, 256);
memset(key, 0, 256);
//read the key-value pair
if (sscanf(argv[i], "-%[^=]=%[^\0]", key, val) != 2) {
std::ostringstream os;
os << "Failed to read a command line config argument (expected -%s=%s):" << std::endl;
os << "\targv[" << i << "]: " << argv[i] << std::endl;
os << "\tkey: " << key << std::endl;
os << "\tval: " << val << std::endl;
throw(std::runtime_error( os.str() ));
}
cmdLineParams[key] = val;
}
}
//finally, construct the final config table
if (!redirectUsed) {
redirectedFile = Read(fname);
}
configMap.insert(cmdLineParams.begin(), cmdLineParams.end());
configMap.insert(redirectedFile.begin(), redirectedFile.end());
}
ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
@@ -38,10 +85,9 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
std::ifstream is(fname);
if (!is.is_open()) {
std::string msg;
msg += "Failed to open a config file: ";
msg += fname;
throw(std::runtime_error(msg));
std::ostringstream os;
os << "Failed to open a config file: " << fname;
throw(std::runtime_error( os.str() ));
}
std::string key, val;
@@ -69,15 +115,23 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
getline(is, key,'=');
getline(is, val);
//trim the strings at the start & end
while(key.size() && isspace(*key.begin())) key.erase(0, 1);
while(val.size() && isspace(*val.begin())) val.erase(0, 1);
//eat the whitespace at the start & end
while(key.size() && isspace( *key.begin() )) {
key.erase(0, 1);
}
while(val.size() && isspace( *val.begin() )) {
val.erase(0, 1);
}
while(key.size() && isspace(*(key.end()-1))) key.erase(key.end() - 1);
while(val.size() && isspace(*(val.end()-1))) val.erase(val.end() - 1);
while(key.size() && isspace( *(key.end()-1) )) {
key.erase(key.end() - 1);
}
while(val.size() && isspace( *(val.end()-1) )) {
val.erase(val.end() - 1);
}
//disallow empty/wiped values
if (key.size() == 0) {
//disallow empty/wiped pairs
if (key.size() == 0 || val.size() == 0) {
continue;
}
@@ -88,7 +142,6 @@ ConfigUtility::table_t ConfigUtility::Read(std::string fname) {
is.close();
//load in any subordinate config files
//TODO: Possibility of nesting config levels?
if (retTable.find("config.next") != retTable.end()) {
table_t subTable = Read(retTable["config.next"]);
retTable.insert(subTable.begin(), subTable.end());
+1 -1
View File
@@ -29,7 +29,7 @@
class ConfigUtility : public Singleton<ConfigUtility> {
public:
void Load(std::string fname);
void Load(std::string fname, int argc = 0, char* argv[] = nullptr);
//convert to a type
std::string& String(std::string);
+2 -2
View File
@@ -33,13 +33,13 @@ public:
}
return *ptr;
}
static void Create() {
static void CreateSingleton() {
if (ptr) {
throw(std::logic_error("This singleton has already been created"));
}
ptr = new T();
}
static void Delete() {
static void DeleteSingleton() {
if (!ptr) {
throw(std::logic_error("A non-existant singleton cannot be deleted"));
}
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+37
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@@ -0,0 +1,37 @@
local mapMaker = {}
--utility functions
function mapMaker.sqr(x) return x*x end
function mapMaker.dist(x, y, i, j) return math.sqrt(mapMaker.sqr(x - i) + mapMaker.sqr(y - j)) end
--tile macros, mapped to the tilesheet "overworld.bmp"
mapMaker.edges = {}
mapMaker.edges.north = -16
mapMaker.edges.south = 16
mapMaker.edges.east = 1
mapMaker.edges.west = -1
mapMaker.water = 18 + 3 * 0
mapMaker.sand = 18 + 3 * 1
mapMaker.plains = 18 + 3 * 2
mapMaker.grass = 18 + 3 * 3
mapMaker.dirt = 18 + 3 * 4
--custom generation systems here
function mapMaker.debugIsland(region)
for i = 1, Region.GetWidth(region) do
for j = 1, Region.GetHeight(region) do
local dist = mapMaker.dist(0, 0, i + Region.GetX(region) -1, j + Region.GetY(region) -1)
if dist < 10 then
Region.SetTile(region, i, j, 1, mapMaker.plains)
elseif dist < 12 then
Region.SetTile(region, i, j, 1, mapMaker.sand)
else
Region.SetTile(region, i, j, 1, mapMaker.water)
Region.SetSolid(region, i, j, true)
end
end
end
end
return mapMaker
View File
View File
+5 -45
View File
@@ -1,52 +1,12 @@
print("Lua script check")
--uber lazy declarations
function math.sqr(x) return x*x end
function math.dist(x, y, i, j) return math.sqrt(math.sqr(x - i) + math.sqr(y - j)) end
mapMaker = require "map_maker"
mapSaver = require "map_saver"
--tile macros, mapped to the tilesheet
local base = 14
local shift = 36
tiles = {
plains = base + shift * 0,
grass = base + shift * 1,
dirt = base + shift * 2,
sand = base + shift * 3,
water = base + shift * 4
}
--custom generation systems here
function islandGenerator(region)
io.write("Generating (", Region.GetX(region), ", ", Region.GetY(region), ")\n")
for i = 1, Region.GetWidth(region) do
for j = 1, Region.GetHeight(region) do
local dist = math.dist(0, 0, i + Region.GetX(region) -1, j + Region.GetY(region) -1)
if dist < 10 then
Region.SetTile(region, i, j, 1, tiles.plains)
elseif dist < 12 then
Region.SetTile(region, i, j, 1, tiles.sand)
else
Region.SetTile(region, i, j, 1, tiles.water)
Region.SetSolid(region, i, j, true)
end
end
end
end
--Get some regions
--BUG: The server fails without at least one room
--BUG: #35 The server fails without at least one room
--TODO: Create rooms with names?
newRoom = RoomManager.CreateRoom()
newRoom = RoomManager.CreateRoom("overworld", "overworld.bmp")
pager = Room.GetPager(newRoom)
RegionPager.SetOnCreate(pager, islandGenerator)
--[[
regionTable = {
RegionPager.GetRegion(pager, Region.GetWidth() * 0, Region.GetHeight() * 0),
RegionPager.GetRegion(pager, Region.GetWidth() *-1, Region.GetHeight() * 0),
RegionPager.GetRegion(pager, Region.GetWidth() * 0, Region.GetHeight() *-1),
RegionPager.GetRegion(pager, Region.GetWidth() *-1, Region.GetHeight() *-1)
}
]]
RegionPager.SetOnCreate(pager, mapMaker.debugIsland)
print("Finished the lua script")
+68 -33
View File
@@ -1,33 +1,51 @@
--TODO: why is the database setup script scripted, while accessing, etc. hardcoded?
--there should be a way to control the database more directly
--TODO: move this script into a hardocded Init() method?
CREATE TABLE IF NOT EXISTS Accounts (
uid INTEGER PRIMARY KEY AUTOINCREMENT,
username varchar(100) UNIQUE,
uid INTEGER PRIMARY KEY AUTOINCREMENT,
username varchar(100) UNIQUE,
--TODO: server-client security
-- password varchar(100),
blacklisted BIT DEFAULT 0,
whitelisted BIT DEFAULT 1,
mod BIT DEFAULT 0,
admin BIT DEFAULT 0
-- passhash varchar(100),
-- passsalt varchar(100),
--server controls
blacklisted BIT DEFAULT 0,
whitelisted BIT DEFAULT 1,
mod BIT DEFAULT 0,
admin BIT DEFAULT 0
);
CREATE TABLE IF NOT EXISTS Characters (
uid INTEGER PRIMARY KEY AUTOINCREMENT,
uid INTEGER PRIMARY KEY AUTOINCREMENT,
--metadata
owner INTEGER REFERENCES Accounts(uid),
handle varchar(100) UNIQUE,
avatar varchar(100),
birth timestamp NOT NULL DEFAULT (datetime()),
owner INTEGER REFERENCES Accounts(uid),
handle varchar(100) UNIQUE,
avatar varchar(100),
birth timestamp NOT NULL DEFAULT (datetime()),
--position
--position in the world
roomIndex INTEGER DEFAULT 0,
originX INTEGER DEFAULT 0,
originY INTEGER DEFAULT 0,
--statistics
baseStats INTEGER REFERENCES StatisticSets(uid),
--equipment
weapon INTEGER REFERENCES WornEquipment(uid),
helmet INTEGER REFERENCES WornEquipment(uid),
armour INTEGER REFERENCES WornEquipment(uid)
--etc.
);
-------------------------
--Utility tables
-------------------------
CREATE TABLE IF NOT EXISTS StatisticSets (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
--general use statistics
level INTEGER DEFAULT 0,
exp INTEGER DEFAULT 0,
maxHP INTEGER DEFAULT 0,
@@ -41,28 +59,45 @@ CREATE TABLE IF NOT EXISTS Characters (
speed INTEGER DEFAULT 0,
accuracy REAL DEFAULT 0.0,
evasion REAL DEFAULT 0.0,
luck REAL DEFAULT 0.0,
luck REAL DEFAULT 0.0
);
--equipment
weapon INTEGER REFERENCES WornEquipment(uid),
helmet INTEGER REFERENCES WornEquipment(uid),
armour INTEGER REFERENCES WornEquipment(uid)
--etc.
CREATE TABLE IF NOT EXISTS InWorldItems (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
itemType INTEGER,
--position in the world
roomIndex INTEGER DEFAULT 0,
originX INTEGER DEFAULT 0,
originY INTEGER DEFAULT 0,
--unique information
stackSize INTEGER DEFAULT 0,
durability INTEGER DEFAULT 0,
stats INTEGER REFERENCES StatisticSets(uid)
);
CREATE TABLE IF NOT EXISTS InventoryItems (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
itemID INTEGER, --type
stackSize INTEGER DEFAULT 0,
owner INTEGER REFERENCES Characters(uid)
uid INTEGER PRIMARY KEY AUTOINCREMENT,
owner INTEGER REFERENCES Characters(uid),
itemType INTEGER,
--unique information
stackSize INTEGER DEFAULT 0,
durability INTEGER DEFAULT 0,
stats INTEGER REFERENCES StatisticSets(uid)
);
CREATE TABLE IF NOT EXISTS WornEquipment (
--metadata
uid INTEGER PRIMARY KEY AUTOINCREMENT,
itemID INTEGER, --type
owner INTEGER REFERENCES Characters(uid)
--hold all equipment info
--stat mods, special effects, etc.
);
uid INTEGER PRIMARY KEY AUTOINCREMENT,
owner INTEGER REFERENCES Characters(uid),
itemType INTEGER,
--unique information
durability INTEGER DEFAULT 0,
stats INTEGER REFERENCES StatisticSets(uid)
--TODO: attached script?
);
+59 -21
View File
@@ -31,12 +31,13 @@ static const char* CREATE_USER_ACCOUNT = "INSERT INTO Accounts (username) VALUES
static const char* LOAD_USER_ACCOUNT = "SELECT * FROM Accounts WHERE username = ?;";
static const char* SAVE_USER_ACCOUNT = "UPDATE OR FAIL Accounts SET blacklisted = ?2, whitelisted = ?3, mod = ?4, admin = ?5 WHERE uid = ?1;";
static const char* DELETE_USER_ACCOUNT = "DELETE FROM Accounts WHERE uid = ?;";
static const char* COUNT_USER_ACCOUNT_RECORDS = "SELECT COUNT(*) FROM Accounts;";
//-------------------------
//Define the public methods
//-------------------------
int AccountManager::CreateAccount(std::string username, int clientIndex) {
int AccountManager::Create(std::string username, int clientIndex) {
//create this user account, failing if it exists, leave this account in memory
sqlite3_stmt* statement = nullptr;
@@ -60,10 +61,10 @@ int AccountManager::CreateAccount(std::string username, int clientIndex) {
sqlite3_finalize(statement);
//load this account into memory
return LoadAccount(username, clientIndex);
return Load(username, clientIndex);
}
int AccountManager::LoadAccount(std::string username, int clientIndex) {
int AccountManager::Load(std::string username, int clientIndex) {
//load this user account, failing if it is in memory, creating it if it doesn't exist
sqlite3_stmt* statement = nullptr;
@@ -86,13 +87,13 @@ int AccountManager::LoadAccount(std::string username, int clientIndex) {
int uid = sqlite3_column_int(statement, 0);
//check to see if this account is already loaded
if (accountMap.find(uid) != accountMap.end()) {
if (elementMap.find(uid) != elementMap.end()) {
sqlite3_finalize(statement);
return -1;
}
//extract the data into memory
AccountData& newAccount = accountMap[uid];
AccountData& newAccount = elementMap[uid];
newAccount.username = reinterpret_cast<const char*>(sqlite3_column_text(statement, 1));
newAccount.blackListed = sqlite3_column_int(statement, 2);
newAccount.whiteListed = sqlite3_column_int(statement, 3);
@@ -109,22 +110,22 @@ int AccountManager::LoadAccount(std::string username, int clientIndex) {
if (ret == SQLITE_DONE) {
//create the non-existant account instead
return CreateAccount(username, clientIndex);
return Create(username, clientIndex);
}
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadAccount: " + sqlite3_errmsg(database) ));
}
int AccountManager::SaveAccount(int uid) {
int AccountManager::Save(int uid) {
//save this user account from memory, replacing it if it exists in the database
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
//this method fails if this account is not loaded
if (accountMap.find(uid) == accountMap.end()) {
if (elementMap.find(uid) == elementMap.end()) {
return -1;
}
AccountData& account = accountMap[uid];
AccountData& account = elementMap[uid];
sqlite3_stmt* statement = nullptr;
//prep
@@ -158,14 +159,14 @@ int AccountManager::SaveAccount(int uid) {
return 0;
}
void AccountManager::UnloadAccount(int uid) {
void AccountManager::Unload(int uid) {
//save this user account, and then unload it
//NOTE: the associated characters are unloaded externally
SaveAccount(uid);
accountMap.erase(uid);
Save(uid);
elementMap.erase(uid);
}
void AccountManager::DeleteAccount(int uid) {
void AccountManager::Delete(int uid) {
//delete a user account from the database, and remove it from memory
//NOTE: the associated characters should be deleted externally
sqlite3_stmt* statement = nullptr;
@@ -189,32 +190,69 @@ void AccountManager::DeleteAccount(int uid) {
//finish the routine
sqlite3_finalize(statement);
accountMap.erase(uid);
elementMap.erase(uid);
}
void AccountManager::UnloadAll() {
for (auto& it : accountMap) {
SaveAccount(it.first);
for (auto& it : elementMap) {
Save(it.first);
}
elementMap.clear();
}
void AccountManager::UnloadIf(std::function<bool(std::pair<const int, AccountData>)> fn) {
//replicate std::remove_if, using custom code
std::map<int, AccountData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
Save(it->first);
it = elementMap.erase(it);
}
else {
++it;
}
}
accountMap.clear();
}
//-------------------------
//Define the accessors and mutators
//-------------------------
AccountData* AccountManager::GetAccount(int uid) {
std::map<int, AccountData>::iterator it = accountMap.find(uid);
AccountData* AccountManager::Get(int uid) {
//TODO: could this load an account first?
std::map<int, AccountData>::iterator it = elementMap.find(uid);
if (it == accountMap.end()) {
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int AccountManager::GetLoadedCount() {
return elementMap.size();
}
int AccountManager::GetTotalCount() {
//a lot just to count something.
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, COUNT_USER_ACCOUNT_RECORDS, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//execute & retrieve the result
sqlite3_step(statement);
int ret = sqlite3_column_int(statement, 0);
//finish the routine
sqlite3_finalize(statement);
return ret;
}
std::map<int, AccountData>* AccountManager::GetContainer() {
return &accountMap;
return &elementMap;
}
sqlite3* AccountManager::SetDatabase(sqlite3* db) {
+18 -11
View File
@@ -24,25 +24,33 @@
#include "account_data.hpp"
#include "singleton.hpp"
#include "manager_interface.hpp"
#include "sqlite3/sqlite3.h"
#include <functional>
#include <map>
class AccountManager : public Singleton<AccountManager> {
class AccountManager:
public Singleton<AccountManager>,
public ManagerInterface<AccountData, std::string, int>
{
public:
//public access methods
int CreateAccount(std::string username, int clientIndex);
int LoadAccount(std::string username, int clientIndex);
int SaveAccount(int uid);
void UnloadAccount(int uid);
void DeleteAccount(int uid);
//common public methods
int Create(std::string username, int clientIndex) override;
int Load(std::string username, int clientIndex) override;
int Save(int uid) override;
void Unload(int uid) override;
void Delete(int uid) override;
void UnloadAll();
void UnloadAll() override;
void UnloadIf(std::function<bool(std::pair<const int, AccountData>)> fn) override;
//accessors and mutators
AccountData* GetAccount(int uid);
std::map<int, AccountData>* GetContainer();
AccountData* Get(int uid) override;
int GetLoadedCount() override;
int GetTotalCount() override;
std::map<int, AccountData>* GetContainer() override;
sqlite3* SetDatabase(sqlite3* db);
sqlite3* GetDatabase();
@@ -53,7 +61,6 @@ private:
AccountManager() = default;
~AccountManager() = default;
std::map<int, AccountData> accountMap;
sqlite3* database = nullptr;
};
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. ../../common/utilities
INCLUDES+=. ../server_utilities ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+63 -90
View File
@@ -23,6 +23,7 @@
#include "sqlite3/sqlite3.h"
#include <algorithm>
#include <stdexcept>
//-------------------------
@@ -31,35 +32,16 @@
static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, avatar) VALUES (?, ?, ?);";
static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET "
"roomIndex = ?2,"
"originX = ?3,"
"originY = ?4,"
"level = ?5,"
"exp = ?6,"
"maxHP = ?7,"
"health = ?8,"
"maxMP = ?9,"
"mana = ?10,"
"attack = ?11,"
"defence = ?12,"
"intelligence = ?13,"
"resistance = ?14,"
"speed = ?15,"
"accuracy = ?16,"
"evasion = ?17,"
"luck = ?18"
" WHERE uid = ?1;";
static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET roomIndex = ?2, originX = ?3, originY = ?4 WHERE uid = ?1;";
static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
static const char* COUNT_CHARACTER_RECORDS = "SELECT COUNT(*) FROM Characters;";
//-------------------------
//Define the methods
//-------------------------
//NOTE: default baseStats as a parameter would be good for different beggining states or multiple classes
int CharacterManager::CreateCharacter(int owner, std::string handle, std::string avatar) {
int CharacterManager::Create(int owner, std::string handle, std::string avatar) {
//Create the character, failing if it exists
sqlite3_stmt* statement = nullptr;
@@ -89,10 +71,10 @@ int CharacterManager::CreateCharacter(int owner, std::string handle, std::string
sqlite3_finalize(statement);
//load this character into memory
return LoadCharacter(owner, handle, avatar);
return Load(owner, handle, avatar);
}
int CharacterManager::LoadCharacter(int owner, std::string handle, std::string avatar) {
int CharacterManager::Load(int owner, std::string handle, std::string avatar) {
//load the specified character, creating it if it doesn't exist
//fail if it is already loaded, or does not belong to this account
sqlite3_stmt* statement = nullptr;
@@ -116,7 +98,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
int uid = sqlite3_column_int(statement, 0);
//check to see if this character is already loaded
if (characterMap.find(uid) != characterMap.end()) {
if (elementMap.find(uid) != elementMap.end()) {
sqlite3_finalize(statement);
return -1;
}
@@ -128,7 +110,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
}
//extract the data into memory
CharacterData& newChar = characterMap[uid];
CharacterData& newChar = elementMap[uid];
//metadata
newChar.owner = owner;
@@ -141,23 +123,7 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
newChar.origin.x = (double)sqlite3_column_int(statement, 6);
newChar.origin.y = (double)sqlite3_column_int(statement, 7);
//statistics
newChar.baseStats.level = sqlite3_column_int(statement, 8);
newChar.baseStats.exp = sqlite3_column_int(statement, 9);
newChar.baseStats.maxHP = sqlite3_column_int(statement, 10);
newChar.baseStats.health = sqlite3_column_int(statement, 11);
newChar.baseStats.maxMP = sqlite3_column_int(statement, 12);
newChar.baseStats.mana = sqlite3_column_int(statement, 13);
newChar.baseStats.attack = sqlite3_column_int(statement, 14);
newChar.baseStats.defence = sqlite3_column_int(statement, 15);
newChar.baseStats.intelligence = sqlite3_column_int(statement, 16);
newChar.baseStats.resistance = sqlite3_column_int(statement, 17);
newChar.baseStats.speed = sqlite3_column_int(statement, 18);
newChar.baseStats.accuracy = sqlite3_column_double(statement, 19);
newChar.baseStats.evasion = sqlite3_column_double(statement, 20);
newChar.baseStats.luck = sqlite3_column_double(statement, 21);
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
//finish the routine
sqlite3_finalize(statement);
@@ -168,22 +134,22 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
if (ret == SQLITE_DONE) {
//create the non-existant character instead
return CreateCharacter(owner, handle, avatar);
return Create(owner, handle, avatar);
}
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadCharacter: " + sqlite3_errmsg(database) ));
}
int CharacterManager::SaveCharacter(int uid) {
int CharacterManager::Save(int uid) {
//save this character from memory, replacing it if it exists in the database
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
//this method fails if this character is not loaded
if (characterMap.find(uid) == characterMap.end()) {
if (elementMap.find(uid) == elementMap.end()) {
return -1;
}
CharacterData& character = characterMap[uid];
CharacterData& character = elementMap[uid];
sqlite3_stmt* statement = nullptr;
//prep
@@ -198,23 +164,7 @@ int CharacterManager::SaveCharacter(int uid) {
ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
//statistics
ret |= sqlite3_bind_int(statement, 5, character.baseStats.level) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 6, character.baseStats.exp) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 7, character.baseStats.maxHP) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 8, character.baseStats.health) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 9, character.baseStats.maxMP) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 10, character.baseStats.mana) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 11, character.baseStats.attack) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 12, character.baseStats.defence) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 13, character.baseStats.intelligence) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 14, character.baseStats.resistance) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 15, character.baseStats.speed) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 16, character.baseStats.accuracy) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 17, character.baseStats.evasion) != SQLITE_OK;
ret |= sqlite3_bind_double(statement, 18, character.baseStats.luck) != SQLITE_OK;
//TODO: gameplay components: equipment, items, buffs, debuffs
//gameplay components: equipment, items, buffs, debuffs...
//check for binding errors
if (ret) {
@@ -225,7 +175,7 @@ int CharacterManager::SaveCharacter(int uid) {
if (sqlite3_step(statement) != SQLITE_DONE) {
//if this fails, than something went horribly wrong
sqlite3_finalize(statement);
throw( std::runtime_error(std::string() + "Unknown SQL error when saving an account: " + sqlite3_errmsg(database)) );
throw( std::runtime_error(std::string() + "Unknown SQL error when saving a character: " + sqlite3_errmsg(database)) );
}
sqlite3_finalize(statement);
@@ -234,13 +184,13 @@ int CharacterManager::SaveCharacter(int uid) {
return 0;
}
void CharacterManager::UnloadCharacter(int uid) {
void CharacterManager::Unload(int uid) {
//save this character, then unload it
SaveCharacter(uid);
characterMap.erase(uid);
Save(uid);
elementMap.erase(uid);
}
void CharacterManager::DeleteCharacter(int uid) {
void CharacterManager::Delete(int uid) {
//delete this character from the database, then remove it from memory
sqlite3_stmt* statement = nullptr;
@@ -258,49 +208,72 @@ void CharacterManager::DeleteCharacter(int uid) {
if (sqlite3_step(statement) != SQLITE_DONE) {
//if this fails, than something went horribly wrong
sqlite3_finalize(statement);
throw( std::runtime_error(std::string() + "Unknown SQL error when deleting an account: " + sqlite3_errmsg(database)) );
throw( std::runtime_error(std::string() + "Unknown SQL error when deleting a character: " + sqlite3_errmsg(database)) );
}
//finish the routine
sqlite3_finalize(statement);
characterMap.erase(uid);
}
void CharacterManager::UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f) {
//save this character, then unload it if the parameter returns true
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
if (f(it)) {
SaveCharacter(it->first);
it = characterMap.erase(it);
continue;
}
it++;
}
elementMap.erase(uid);
}
void CharacterManager::UnloadAll() {
for (auto& it : characterMap) {
SaveCharacter(it.first);
for (auto& it : elementMap) {
Save(it.first);
}
elementMap.clear();
}
void CharacterManager::UnloadIf(std::function<bool(std::pair<const int, CharacterData>)> fn) {
std::map<int, CharacterData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
Save(it->first);
it = elementMap.erase(it);
}
else {
++it;
}
}
characterMap.clear();
}
//-------------------------
//Define the accessors and mutators
//-------------------------
CharacterData* CharacterManager::GetCharacter(int uid) {
std::map<int, CharacterData>::iterator it = characterMap.find(uid);
CharacterData* CharacterManager::Get(int uid) {
std::map<int, CharacterData>::iterator it = elementMap.find(uid);
if (it == characterMap.end()) {
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int CharacterManager::GetLoadedCount() {
return elementMap.size();
}
int CharacterManager::GetTotalCount() {
//a lot just to count something.
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, COUNT_CHARACTER_RECORDS, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//execute & retrieve the result
sqlite3_step(statement);
int ret = sqlite3_column_int(statement, 0);
//finish the routine
sqlite3_finalize(statement);
return ret;
}
std::map<int, CharacterData>* CharacterManager::GetContainer() {
return &characterMap;
return &elementMap;
}
sqlite3* CharacterManager::SetDatabase(sqlite3* db) {
+18 -14
View File
@@ -24,28 +24,33 @@
#include "character_data.hpp"
#include "singleton.hpp"
#include "manager_interface.hpp"
#include "sqlite3/sqlite3.h"
#include <map>
#include <functional>
#include <map>
class CharacterManager : public Singleton<CharacterManager> {
class CharacterManager:
public Singleton<CharacterManager>,
public ManagerInterface<CharacterData, int, std::string, std::string>
{
public:
//public access methods
int CreateCharacter(int owner, std::string handle, std::string avatar);
int LoadCharacter(int owner, std::string handle, std::string avatar);
int SaveCharacter(int uid);
void UnloadCharacter(int uid);
void DeleteCharacter(int uid);
//common public methods
int Create(int owner, std::string handle, std::string avatar) override;
int Load(int owner, std::string handle, std::string avatar) override;
int Save(int uid) override;
void Unload(int uid) override;
void Delete(int uid) override;
void UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f);
void UnloadAll();
void UnloadAll() override;
void UnloadIf(std::function<bool(std::pair<const int, CharacterData>)> fn) override;
//accessors and mutators
CharacterData* GetCharacter(int uid);
std::map<int, CharacterData>* GetContainer();
CharacterData* Get(int uid) override;
int GetLoadedCount() override;
int GetTotalCount() override;
std::map<int, CharacterData>* GetContainer() override;
sqlite3* SetDatabase(sqlite3* db);
sqlite3* GetDatabase();
@@ -56,7 +61,6 @@ private:
CharacterManager() = default;
~CharacterManager() = default;
std::map<int, CharacterData> characterMap;
sqlite3* database = nullptr;
};
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. ../../common/gameplay ../../common/utilities
INCLUDES+=. ../server_utilities ../../common/gameplay ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+32
View File
@@ -0,0 +1,32 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_data.hpp"
int ClientData::IncrementAttempts() {
lastBeat = Clock::now();
return attemptedBeats++;
}
int ClientData::ResetAttempts() {
lastBeat = Clock::now();
return attemptedBeats = 0;
}
+24 -2
View File
@@ -24,9 +24,31 @@
#include "SDL/SDL_net.h"
struct ClientData {
#include <chrono>
//TODO: ClientManager?
class ClientData {
public:
typedef std::chrono::steady_clock Clock;
ClientData() = default;
ClientData(IPaddress add): address(add) {}
~ClientData() = default;
IPaddress SetAddress(IPaddress add) { return address = add; }
IPaddress GetAddress() { return address; }
Clock::time_point GetLastBeat() { return lastBeat; }
int GetAttempts() { return attemptedBeats; }
int IncrementAttempts();
int ResetAttempts();
private:
IPaddress address = {0,0};
//TODO: ping system?
Clock::time_point lastBeat = Clock::now();
int attemptedBeats = 0;
};
#endif
+16 -13
View File
@@ -22,7 +22,10 @@
#include "server_application.hpp"
//singletons
#include "account_manager.hpp"
#include "character_manager.hpp"
#include "config_utility.hpp"
#include "room_manager.hpp"
#include "udp_network_utility.hpp"
#include <stdexcept>
@@ -30,31 +33,31 @@
using namespace std;
int main(int argc, char** argv) {
int main(int argc, char* argv[]) {
try {
//create the singletons
AccountManager::Create();
CharacterManager::Create();
ConfigUtility::Create();
RoomManager::Create();
UDPNetworkUtility::Create();
AccountManager::CreateSingleton();
CharacterManager::CreateSingleton();
ConfigUtility::CreateSingleton();
RoomManager::CreateSingleton();
UDPNetworkUtility::CreateSingleton();
//call the server's routines
ServerApplication::Create();
ServerApplication::CreateSingleton();
ServerApplication& app = ServerApplication::GetSingleton();
app.Init(argc, argv);
app.Proc();
app.Quit();
ServerApplication::Delete();
ServerApplication::DeleteSingleton();
//delete the singletons
AccountManager::Delete();
CharacterManager::Delete();
ConfigUtility::Delete();
RoomManager::Delete();
UDPNetworkUtility::Delete();
AccountManager::DeleteSingleton();
CharacterManager::DeleteSingleton();
ConfigUtility::DeleteSingleton();
RoomManager::DeleteSingleton();
UDPNetworkUtility::DeleteSingleton();
}
catch(exception& e) {
cerr << "Fatal exception thrown: " << e.what() << endl;
+2 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. accounts characters rooms ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
INCLUDES+=. accounts characters rooms server_utilities ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet_types ../common/utilities
LIBS+=server.a ../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua -lsqlite3
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
@@ -19,6 +19,7 @@ all: $(OBJ) $(OUT)
$(MAKE) -C accounts
$(MAKE) -C characters
$(MAKE) -C rooms
$(MAKE) -C server_utilities
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
$(OBJ): | $(OBJDIR)
+1 -1
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. ../../common/map ../../common/utilities
INCLUDES+=. ../server_utilities ../../common/map ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
+22 -7
View File
@@ -29,21 +29,36 @@ static int getPager(lua_State* L) {
return 1;
}
static int create(lua_State* L) {
//EMPTY
//NOTE: This can be used to set defaults for the pager
static int setRoomName(lua_State* L) {
RoomData* room = reinterpret_cast<RoomData*>(lua_touserdata(L, 1));
room->SetRoomName(lua_tostring(L, 2));
return 0;
}
static int unload(lua_State* L) {
//EMPTY
static int getRoomName(lua_State* L) {
RoomData* room = reinterpret_cast<RoomData*>(lua_touserdata(L, 1));
lua_pushstring(L, room->GetRoomName().c_str());
return 1;
}
static int setTilesetName(lua_State* L) {
RoomData* room = reinterpret_cast<RoomData*>(lua_touserdata(L, 1));
room->SetTilesetName(lua_tostring(L, 2));
return 0;
}
static int getTilesetName(lua_State* L) {
RoomData* room = reinterpret_cast<RoomData*>(lua_touserdata(L, 1));
lua_pushstring(L, room->GetTilesetName().c_str());
return 1;
}
static const luaL_Reg roomLib[] = {
{"GetPager",getPager},
{"Create", create},
{"Unload", unload},
{"SetRoomName", setRoomName},
{"GetRoomName", getRoomName},
{"SetTileset", setTilesetName},
{"GetTileset", getTilesetName},
{nullptr, nullptr}
};
+12
View File
@@ -25,6 +25,8 @@
//map system
#include "region_pager_lua.hpp"
#include <string>
class RoomData {
public:
RoomData() = default;
@@ -33,11 +35,21 @@ public:
//accessors and mutators
RegionPagerLua* GetPager() { return &pager; }
std::string SetRoomName(std::string s) { return roomName = s; }
std::string GetRoomName() { return roomName; }
std::string SetTilesetName(std::string s) { return tilesetName = s; }
std::string GetTilesetName() { return tilesetName; }
private:
friend class RoomManager;
//members
RegionPagerLua pager;
std::string roomName;
std::string tilesetName;
//TODO: pass the room name & tileset name to the clients
//TODO: lua references i.e. create, unload, etc.
};
#endif
+53 -55
View File
@@ -29,78 +29,76 @@
//public access methods
//-------------------------
int RoomManager::CreateRoom() {
int RoomManager::Create() {
//create the room
RoomData* newRoom = new RoomData();
newRoom->pager.SetLuaState(luaState);
//register the room
roomMap[counter] = newRoom;
//API hook
lua_getglobal(luaState, TORTUGA_ROOM_NAME);
lua_getfield(luaState, -1, "Create");
lua_pushlightuserdata(luaState, newRoom);
if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(luaState, -1) ));
}
lua_pop(luaState, 1);
RoomData* newRoom = &elementMap[counter]; //implicitly constructs the element
newRoom->pager.SetLuaState(lua);
//finish the routine
return counter++;
}
void RoomManager::UnloadRoom(int uid) {
int RoomManager::Load() {
//TODO: RoomManager::Load()
return -1;
}
int RoomManager::Save(int uid) {
//TODO: RoomManager::Save(uid)
return -1;
}
void RoomManager::Unload(int uid) {
//find the room
RoomData* room = FindRoom(uid);
if (!room) {
std::map<int, RoomData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return;
}
//API hook
lua_getglobal(luaState, TORTUGA_ROOM_NAME);
lua_getfield(luaState, -1, "Unload");
lua_pushlightuserdata(luaState, room);
if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(luaState, -1) ));
}
lua_pop(luaState, 1);
//free the memory
delete room;
roomMap.erase(uid);
elementMap.erase(uid);
}
RoomData* RoomManager::GetRoom(int uid) {
return FindRoom(uid);
//TODO: expand this to auto-create the room
}
RoomData* RoomManager::FindRoom(int uid) {
std::map<int, RoomData*>::iterator it = roomMap.find(uid);
if (it == roomMap.end()) {
return nullptr;
}
return it->second;
}
int RoomManager::PushRoom(RoomData* room) {
roomMap[counter++] = room;
return counter;
void RoomManager::Delete(int uid) {
//TODO: RoomManager::Delete(int uid)
//NOTE: aliased to RoomManager::Unload(int uid)
Unload(uid);
}
void RoomManager::UnloadAll() {
lua_getglobal(luaState, TORTUGA_ROOM_NAME);
elementMap.clear();
}
for (auto& it : roomMap) {
//API hook
lua_getfield(luaState, -1, "Unload");
lua_pushlightuserdata(luaState, it.second);
if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(luaState, -1) ));
void RoomManager::UnloadIf(std::function<bool(std::pair<const int,RoomData>)> fn) {
std::map<int, RoomData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
it = elementMap.erase(it);
}
else {
++it;
}
}
}
lua_pop(luaState, 1);
roomMap.clear();
}
RoomData* RoomManager::Get(int uid) {
std::map<int, RoomData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
int RoomManager::GetLoadedCount() {
return elementMap.size();
}
int RoomManager::GetTotalCount() {
return elementMap.size();
}
std::map<int, RoomData>* RoomManager::GetContainer() {
return &elementMap;
}
+21 -16
View File
@@ -24,28 +24,34 @@
#include "room_data.hpp"
#include "singleton.hpp"
#include "manager_interface.hpp"
#include "lua/lua.hpp"
#include <map>
class RoomManager : public Singleton<RoomManager> {
class RoomManager:
public Singleton<RoomManager>,
public ManagerInterface<RoomData>
{
public:
//public access methods
int CreateRoom();
void UnloadRoom(int uid);
//common public methods
int Create() override;
int Load() override;
int Save(int uid) override;
void Unload(int uid) override;
void Delete(int uid) override;
RoomData* GetRoom(int uid);
RoomData* FindRoom(int uid);
int PushRoom(RoomData*);
void UnloadAll();
void UnloadAll() override;
void UnloadIf(std::function<bool(std::pair<const int,RoomData>)> fn) override;
//accessors and mutators
std::map<int, RoomData*>* GetContainer() { return &roomMap; }
RoomData* Get(int uid) override;
int GetLoadedCount() override;
int GetTotalCount() override;
std::map<int, RoomData>* GetContainer() override;
lua_State* SetLuaState(lua_State* L) { return luaState = L; }
lua_State* GetLuaState() { return luaState; }
//hooks
lua_State* SetLuaState(lua_State* L) { return lua = L; }
lua_State* GetLuaState() { return lua; }
private:
friend Singleton<RoomManager>;
@@ -53,8 +59,7 @@ private:
RoomManager() = default;
~RoomManager() = default;
std::map<int, RoomData*> roomMap;
lua_State* luaState = nullptr;
lua_State* lua = nullptr;
int counter = 0;
};
+21 -21
View File
@@ -23,34 +23,34 @@
#include "room_manager.hpp"
#include <string>
int createRoom(lua_State* L) {
//create & get the room
RoomManager& roomMgr = RoomManager::GetSingleton();
int uid = roomMgr.Create();
RoomData* room = roomMgr.Get(uid);
static int getRoom(lua_State* L) {
//find, push and return the room
RoomData* room = RoomManager::GetSingleton().GetRoom(lua_tointeger(L, -2));
lua_pushlightuserdata(L, reinterpret_cast<void*>(room));
return 1;
//setup the room
//TODO: room parameters only set via lua, fix this
room->SetRoomName(lua_tostring(L, 1));
room->SetTilesetName(lua_tostring(L, 2));
//return room, uid
lua_pushlightuserdata(L, static_cast<void*>(room));
lua_pushinteger(L, uid);
return 2;
}
static int createRoom(lua_State* L) {
//TODO: check parameter count for the glue functions
//create, find and return the room
int uid = RoomManager::GetSingleton().CreateRoom();
lua_pushlightuserdata(L, RoomManager::GetSingleton().FindRoom(uid));
return 1;
}
static int unloadRoom(lua_State* L) {
//unload the specified room
RoomManager::GetSingleton().UnloadRoom(lua_tointeger(L, -2));
int unloadRoom(lua_State* L) {
//TODO: check authorization for room deletion
RoomManager& roomMgr = RoomManager::GetSingleton();
roomMgr.Unload(lua_tointeger(L, 1));
return 0;
}
static const luaL_Reg roomManagerLib[] = {
{"GetRoom",getRoom},
{"CreateRoom",createRoom},
{"UnloadRoom",unloadRoom},
{"CreateRoom", createRoom},
{"UnloadRoom", unloadRoom},
{nullptr, nullptr}
};
+7 -3
View File
@@ -47,7 +47,7 @@
class ServerApplication: public Singleton<ServerApplication> {
public:
//public methods
void Init(int argc, char** argv);
void Init(int argc, char* argv[]);
void Proc();
void Quit();
@@ -61,10 +61,12 @@ private:
void HandlePacket(SerialPacket* const);
//basic connections
void HandleBroadcastRequest(SerialPacket* const);
void HandlePing(ServerPacket* const);
void HandlePong(ServerPacket* const);
void HandleBroadcastRequest(ServerPacket* const);
void HandleJoinRequest(ClientPacket* const);
void HandleDisconnect(ClientPacket* const);
void HandleShutdown(SerialPacket* const);
void HandleShutdown(ClientPacket* const);
//map management
void HandleRegionRequest(RegionPacket* const);
@@ -78,7 +80,9 @@ private:
void HandleSynchronize(ClientPacket* const);
//utility methods
void CheckClientConnections();
//TODO: a function that only sends to characters in a certain proximity
void CleanupLostConnection(int index);
void PumpPacket(SerialPacket* const);
void PumpCharacterUnload(int uid);
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
+39 -6
View File
@@ -22,23 +22,25 @@
#include "server_application.hpp"
//utility functions
#include "sql_utility.hpp"
#include "sql_tools.hpp"
#include "utility.hpp"
#include <stdexcept>
#include <chrono>
#include <iostream>
#include <sstream>
#include <string>
//-------------------------
//public methods
//-------------------------
void ServerApplication::Init(int argc, char** argv) {
void ServerApplication::Init(int argc, char* argv[]) {
//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
std::cout << "Beginning " << argv[0] << std::endl;
//load the prerequisites
config.Load("rsc\\config.cfg");
config.Load("rsc\\config.cfg", argc, argv);
//-------------------------
//Initialize the APIs
@@ -70,8 +72,27 @@ void ServerApplication::Init(int argc, char** argv) {
throw(std::runtime_error("Failed to initialize lua"));
}
luaL_openlibs(luaState);
std::cout << "Initialized lua" << std::endl;
//append config["dir.scripts"] to the module path
if (config["dir.scripts"].size() > 0) {
//get the original path
lua_getglobal(luaState, "package");
lua_getfield(luaState, -1, "path");
//build & push the message
std::ostringstream path;
path << lua_tostring(luaState, -1) << ";" << config["dir.scripts"] << "?.lua";
lua_pushstring(luaState, path.str().c_str());
//set the new path and clean up the stack
lua_setfield(luaState, -3, "path");
lua_pop(luaState, 2);
std::cout << "\tLua script directory appended" << std::endl;
}
//-------------------------
//Setup the objects
//-------------------------
@@ -109,6 +130,7 @@ void ServerApplication::Init(int argc, char** argv) {
std::cout << "Internal sizes:" << std::endl;
DEBUG_OUTPUT_VAR(NETWORK_VERSION);
DEBUG_OUTPUT_VAR(sizeof(Region::type_t));
DEBUG_OUTPUT_VAR(sizeof(Region));
DEBUG_OUTPUT_VAR(REGION_WIDTH);
@@ -116,8 +138,10 @@ void ServerApplication::Init(int argc, char** argv) {
DEBUG_OUTPUT_VAR(REGION_DEPTH);
DEBUG_OUTPUT_VAR(REGION_TILE_FOOTPRINT);
DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT);
DEBUG_OUTPUT_VAR(PACKET_STRING_SIZE);
DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
DEBUG_OUTPUT_VAR(static_cast<int>(SerialPacketType::LAST));
#undef DEBUG_OUTPUT_VAR
@@ -142,7 +166,10 @@ void ServerApplication::Proc() {
HandlePacket(packetBuffer);
}
//update the internals
//BUG: #30 Update the internals i.e. player positions
//...
//Check connections
CheckClientConnections();
//give the computer a break
SDL_Delay(10);
@@ -178,8 +205,14 @@ void ServerApplication::Quit() {
void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
//basic connections
case SerialPacketType::PING:
HandlePing(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::PONG:
HandlePong(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::BROADCAST_REQUEST:
HandleBroadcastRequest(static_cast<SerialPacket*>(argPacket));
HandleBroadcastRequest(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::JOIN_REQUEST:
HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
@@ -188,7 +221,7 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
HandleDisconnect(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::SHUTDOWN:
HandleShutdown(static_cast<SerialPacket*>(argPacket));
HandleShutdown(static_cast<ClientPacket*>(argPacket));
break;
//map management
+143 -48
View File
@@ -21,35 +21,56 @@
*/
#include "server_application.hpp"
#include <chrono>
#include <iostream>
//-------------------------
//basic connections
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
void ServerApplication::HandlePing(ServerPacket* const argPacket) {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PONG;
network.SendTo(argPacket->srcAddress, &newPacket);
}
void ServerApplication::HandlePong(ServerPacket* const argPacket) {
//find and update the specified client
for (auto& it : clientMap) {
if (it.second.GetAddress().host == argPacket->srcAddress.host &&
it.second.GetAddress().port == argPacket->srcAddress.port
) {
it.second.ResetAttempts();
break;
}
}
}
void ServerApplication::HandleBroadcastRequest(ServerPacket* const argPacket) {
//send the server's data
ServerPacket newPacket;
newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
strncpy(newPacket.name, config["server.name"].c_str(), PACKET_STRING_SIZE);
newPacket.playerCount = characterMgr.GetContainer()->size();
newPacket.playerCount = characterMgr.GetLoadedCount();
newPacket.version = NETWORK_VERSION;
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
//create the new client
ClientData newClient;
newClient.address = argPacket->srcAddress;
//load the user account
//TODO: handle passwords
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientIndex);
int accountIndex = accountMgr.Load(argPacket->username, clientIndex);
//Cannot load
if (accountIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
TextPacket newPacket;
newPacket.type = SerialPacketType::JOIN_REJECTION;
std::string msg = std::string() + "Account already loaded: " + argPacket->username;
memset(newPacket.name, 0, PACKET_STRING_SIZE);
strncpy(newPacket.text, msg.c_str(), PACKET_STRING_SIZE); //BUG: If the name is too long this would truncate it
network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
return;
}
@@ -59,11 +80,15 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(&newClient.address, static_cast<SerialPacket*>(&newPacket));
network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
//register the client
ClientData newClient;
newClient.SetAddress(argPacket->srcAddress);
clientMap[clientIndex++] = newClient;
//finished this routine
clientMap[clientIndex++] = newClient;
std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl;
}
void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
@@ -80,29 +105,29 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
//forward to the specified client
network.SendTo(
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex() ].address,
clientMap[ accountMgr.Get(argPacket->accountIndex)->GetClientIndex() ].GetAddress(),
static_cast<SerialPacket*>(argPacket)
);
//save and unload this account's characters
//pump the unload message to all remaining clients
characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
if (argPacket->accountIndex == it->second.GetOwner()) {
PumpCharacterUnload(it->first);
characterMgr.UnloadIf([&](std::pair<int, CharacterData> it) -> bool {
if (argPacket->accountIndex == it.second.GetOwner()) {
//pump the unload message to all remaining clients
PumpCharacterUnload(it.first);
return true;
}
return false;
});
//erase the in-memory stuff
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex());
accountMgr.UnloadAccount(argPacket->accountIndex);
clientMap.erase(accountMgr.Get(argPacket->accountIndex)->GetClientIndex());
accountMgr.Unload(argPacket->accountIndex);
//finished this routine
std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl;
}
void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
void ServerApplication::HandleShutdown(ClientPacket* const argPacket) {
//TODO: authenticate who is shutting the server down
/*Pseudocode:
if sender's account -> admin is not true then
@@ -115,7 +140,7 @@ void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
running = false;
//disconnect all clients
SerialPacket newPacket;
ClientPacket newPacket;
newPacket.type = SerialPacketType::DISCONNECT;
PumpPacket(&newPacket);
@@ -135,10 +160,11 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
newPacket.x = argPacket->x;
newPacket.y = argPacket->y;
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
//BUG: possibly related to #35
newPacket.region = roomMgr.Get(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
//send the content
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
//-------------------------
@@ -146,19 +172,27 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
//-------------------------
void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
//BUG: #27 Characters can be created with an invalid account index
//NOTE: misnomer, try to load the character first
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
if (characterIndex == -1) {
//TODO: rejection packet
std::cerr << "Warning: Character already loaded" << std::endl;
return;
}
//cannot load or create
if (characterIndex < 0) {
//build the error message
std::string msg;
if (characterIndex == -1) {
msg += "Character already loaded: ";
}
else if (characterIndex == -2) {
msg += "Character already exists: ";
}
msg += argPacket->handle;
if (characterIndex == -2) {
//TODO: rejection packet
std::cerr << "Warning: Character already exists" << std::endl;
//create, fill and send the packet
TextPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_REJECTION;
memset(newPacket.name, 0, PACKET_STRING_SIZE);
strncpy(newPacket.text, msg.c_str(), PACKET_STRING_SIZE);
network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
return;
}
@@ -173,22 +207,26 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
//NOTE: Disconnecting only unloads a character, this explicitly deletes it
//Authenticate the owner is doing this
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
//if this is not your character
if (characterIndex == -2) {
//TODO: rejection packet
std::cerr << "Warning: Character cannot be deleted" << std::endl;
if (characterIndex < 0 && characterMgr.Get(characterIndex)->GetOwner() != argPacket->accountIndex) {
//send the rejection packet
TextPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_REJECTION;
memset(newPacket.name, 0, PACKET_STRING_SIZE);
strncpy(newPacket.text, "Character cannot be deleted", PACKET_STRING_SIZE);
network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
//unload an unneeded character
if (characterIndex != -1) {
characterMgr.UnloadCharacter(characterIndex);
characterMgr.Unload(characterIndex);
}
return;
}
//delete it
characterMgr.DeleteCharacter(characterIndex);
characterMgr.Delete(characterIndex);
//TODO: success packet
@@ -197,12 +235,10 @@ void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket)
}
void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
CharacterData* character = characterMgr.GetCharacter(argPacket->characterIndex);
CharacterData* character = characterMgr.Get(argPacket->characterIndex);
//make a new character if this one doesn't exist
if (!character) {
//this isn't normal
std::cerr << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
HandleCharacterNew(argPacket);
return;
}
@@ -235,9 +271,8 @@ void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
for (auto& it : *characterMgr.GetContainer()) {
newPacket.characterIndex = it.first;
CopyCharacterToPacket(&newPacket, it.first);
network.SendTo(&client.address, static_cast<SerialPacket*>(&newPacket));
network.SendTo(client.GetAddress(), static_cast<SerialPacket*>(&newPacket));
}
//TODO: more in HandleSynchronize()
@@ -247,16 +282,76 @@ void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
//utility methods
//-------------------------
void ServerApplication::CheckClientConnections() {
for (auto& it : clientMap) {
if (std::chrono::steady_clock::now() - it.second.GetLastBeat() > std::chrono::seconds(3)) {
ServerPacket newPacket;
newPacket.type = SerialPacketType::PING;
network.SendTo(it.second.GetAddress(), &newPacket);
it.second.IncrementAttempts();
}
if (it.second.GetAttempts() > 2) {
CleanupLostConnection(it.first);
//all iterators are invalid, so we can't continue
break;
}
}
}
void ServerApplication::CleanupLostConnection(int clientIndex) {
//NOTE: This assumes each player has only one account and character at a time
//TODO: handle multiple characters (bots, etc.)
//find the account
int accountIndex = -1;
for (auto& it : *accountMgr.GetContainer()) {
if (it.second.GetClientIndex() == clientIndex) {
accountIndex = it.first;
break;
}
}
//find the character
int characterIndex = -1;
for (auto& it : *characterMgr.GetContainer()) {
if (it.second.GetOwner() == accountIndex) {
characterIndex = it.first;
break;
}
}
//send a disconnection message just in case
ClientPacket newPacket;
newPacket.type = SerialPacketType::DISCONNECT;
network.SendTo(clientMap[clientIndex].GetAddress(), &newPacket);
//clean up this mess
characterMgr.Unload(characterIndex);
accountMgr.Unload(accountIndex);
clientMap.erase(clientIndex);
PumpCharacterUnload(characterIndex);
//output a message
std::cerr << "Connection lost: " << std::endl;
std::cerr << "\tClient: " << clientIndex << std::endl;
std::cerr << "\tAccount: " << accountIndex << std::endl;
std::cerr << "\tCharacter: " << characterIndex << std::endl;
std::cout << clientMap.size() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl;
}
//TODO: a function that only sends to characters in a certain proximity
void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
for (auto& it : clientMap) {
network.SendTo(&it.second.address, argPacket);
network.SendTo(it.second.GetAddress(), argPacket);
}
}
void ServerApplication::PumpCharacterUnload(int uid) {
//delete the client-side character(s)
//NOTE: This is a strange function
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_DELETE;
newPacket.characterIndex = uid;
@@ -264,7 +359,7 @@ void ServerApplication::PumpCharacterUnload(int uid) {
}
void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
CharacterData* character = characterMgr.GetCharacter(characterIndex);
CharacterData* character = characterMgr.Get(characterIndex);
if (!character) {
throw(std::runtime_error("Failed to copy a character to a packet"));
}
+37
View File
@@ -0,0 +1,37 @@
#config
INCLUDES+=. ../../common/utilities
LIBS+=
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
#source
CXXSRC=$(wildcard *.cpp)
#objects
OBJDIR=obj
OBJ+=$(addprefix $(OBJDIR)/,$(CXXSRC:.cpp=.o))
#output
OUTDIR=..
OUT=$(addprefix $(OUTDIR)/,server.a)
#targets
all: $(OBJ) $(OUT)
ar -crs $(OUT) $(OBJ)
$(OBJ): | $(OBJDIR)
$(OUT): | $(OUTDIR)
$(OBJDIR):
mkdir $(OBJDIR)
$(OUTDIR):
mkdir $(OUTDIR)
$(OBJDIR)/%.o: %.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
clean:
$(RM) *.o *.a *.exe
rebuild: clean all
@@ -0,0 +1,55 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef MANAGERINTERFACE_HPP_
#define MANAGERINTERFACE_HPP_
#include <functional>
#include <map>
template<typename T, typename... Arguments>
class ManagerInterface {
public:
//common public methods
virtual int Create(Arguments... parameters) = 0;
virtual int Load(Arguments... parameters) = 0;
virtual int Save(int uid) = 0;
virtual void Unload(int uid) = 0;
virtual void Delete(int uid) = 0;
virtual void UnloadAll() = 0;
virtual void UnloadIf(std::function<bool(std::pair<const int, T>)> fn) = 0;
//accessors & mutators
virtual T* Get(int uid) = 0;
virtual int GetLoadedCount() = 0;
virtual int GetTotalCount() = 0; //can be an alias of GetLoadedCount()
virtual std::map<int, T>* GetContainer() = 0;
protected:
ManagerInterface() = default;
~ManagerInterface() = default;
//members
std::map<int, T> elementMap;
};
#endif
@@ -19,7 +19,7 @@
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "sql_utility.hpp"
#include "sql_tools.hpp"
#include "utility.hpp"
-17
View File
@@ -1,17 +0,0 @@
TODO: Sort out the *_cast<> stuff
TODO: encapsulate the data structures
TODO: Ping-pong and keep alive system
TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
TODO: Get the rooms working, even if only via hotkeys
TODO: Rejection messages
TODO: Move the map system into it's own namespace
TODO: The TileSheet class should implement the surface itself
TODO: Fix shoddy movement
TODO: make the whole thing more fault tolerant
TODO: Authentication
TODO: server is slaved to the client
TODO: Time delay for requesting region packets
TODO: command line parameters overriding config.cfg settings
TODO: A proper logging system