/* 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 "server_application.hpp" #include "sql_utility.hpp" #include "serial.hpp" #include "utility.hpp" #include #include #include //------------------------- //public methods //------------------------- 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 startup" << std::endl; //initial setup config.Load("rsc\\config.cfg"); //------------------------- //Initialize the APIs //------------------------- //Init SDL if (SDL_Init(0)) { throw(std::runtime_error("Failed to initialize SDL")); } std::cout << "Initialized SDL" << std::endl; //Init SDL_net if (SDLNet_Init()) { throw(std::runtime_error("Failed to initialize SDL_net")); } network.Open(config.Int("server.port")); std::cout << "Initialized SDL_net" << std::endl; //Init SQL int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr); if (ret != SQLITE_OK || !database) { throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) )); } std::cout << "Initialized SQL" << std::endl; //Init lua luaState = luaL_newstate(); if (!luaState) { throw(std::runtime_error("Failed to initialize lua")); } luaL_openlibs(luaState); std::cout << "Initialized lua" << std::endl; //------------------------- //Setup the objects //------------------------- //set the hooks accountMgr.SetDatabase(database); characterMgr.SetDatabase(database); combatMgr.SetLuaState(luaState); roomMgr.SetLuaState(luaState); enemyMgr.SetLuaState(luaState); std::cout << "Internal managers set" << std::endl; //register the "globals" lua_pushstring(luaState, ROOM_MANAGER_PSEUDOINDEX); lua_pushlightuserdata(luaState, &roomMgr); lua_settable(luaState, LUA_REGISTRYINDEX); std::cout << "Internal managers registered with lua" << std::endl; //------------------------- //Run the startup scripts //------------------------- //setup the database if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) { throw(std::runtime_error("Failed to initialize SQL's setup script")); } std::cout << "Completed SQL's setup script" << std::endl; //run lua's startup script if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) { throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) )); } std::cout << "Completed lua's setup script" << std::endl; //------------------------- //debug output //------------------------- std::cout << "Internal sizes:" << std::endl; std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl; std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << std::endl; std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl; std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl; std::cout << "\tMAX_PACKET_SIZE: " << MAX_PACKET_SIZE << std::endl; //------------------------- //finalize the startup //------------------------- std::cout << "Startup completed successfully" << std::endl; //------------------------- //debugging //------------------------- //... } void ServerApplication::Proc() { char packetBuffer[MAX_PACKET_SIZE]; while(running) { //suck in the waiting packets & process them while(network.Receive(reinterpret_cast(packetBuffer))) { HandlePacket(reinterpret_cast(packetBuffer)); } //update the internals //TODO: update the internals i.e. player positions //give the computer a break SDL_Delay(10); } } void ServerApplication::Quit() { std::cout << "Shutting down" << std::endl; //APIs lua_close(luaState); sqlite3_close_v2(database); network.Close(); SDLNet_Quit(); SDL_Quit(); std::cout << "Shutdown finished" << std::endl; } //------------------------- //handle incoming traffic //------------------------- void ServerApplication::HandlePacket(SerialPacket* const argPacket) { switch(argPacket->type) { //basic connections case SerialPacketType::BROADCAST_REQUEST: HandleBroadcastRequest(dynamic_cast(argPacket)); break; case SerialPacketType::JOIN_REQUEST: HandleJoinRequest(dynamic_cast(argPacket)); break; case SerialPacketType::DISCONNECT: HandleDisconnect(dynamic_cast(argPacket)); break; case SerialPacketType::SHUTDOWN: HandleShutdown(dynamic_cast(argPacket)); break; //map management case SerialPacketType::REGION_REQUEST: HandleRegionRequest(dynamic_cast(argPacket)); break; //combat management //TODO: combat management //character management case SerialPacketType::CHARACTER_NEW: HandleCharacterNew(dynamic_cast(argPacket)); break; case SerialPacketType::CHARACTER_DELETE: HandleCharacterDelete(dynamic_cast(argPacket)); break; case SerialPacketType::CHARACTER_UPDATE: case SerialPacketType::CHARACTER_STATS_REQUEST: HandleCharacterUpdate(dynamic_cast(argPacket)); break; //enemy management //TODO: enemy management //mismanagement case SerialPacketType::SYNCHRONIZE: HandleSynchronize(dynamic_cast(argPacket)); break; //handle errors default: throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(argPacket->type)))); break; } } //------------------------- //basic connections //------------------------- void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) { //send the server's data ServerPacket newPacket; newPacket.type = SerialPacketType::BROADCAST_RESPONSE; snprintf(newPacket.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str()); newPacket.playerCount = characterMgr.GetContainer()->size(); newPacket.version = NETWORK_VERSION; network.SendTo(&argPacket->srcAddress, dynamic_cast(&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, clientUID); if (accountIndex < 0) { //TODO: send rejection packet std::cerr << "Error: Account already loaded: " << accountIndex << std::endl; return; } //send the client their info ClientPacket newPacket; newPacket.type = SerialPacketType::JOIN_RESPONSE; newPacket.clientIndex = clientUID; newPacket.accountIndex = accountIndex; network.SendTo(&newClient.address, dynamic_cast(&newPacket)); //finished this routine clientMap[clientUID++] = newClient; std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl; } void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) { //TODO: authenticate who is disconnecting/kicking //forward to the specified client network.SendTo( &clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address, dynamic_cast(argPacket) ); //save and unload this account's characters //pump the unload message to all remaining clients characterMgr.UnloadCharacterIf([&](std::map::iterator it) -> bool { if (argPacket->accountIndex == it->second.owner) { PumpCharacterUnload(it->first); return true; } return false; }); //erase the in-memory stuff clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->clientIndex); accountMgr.UnloadAccount(argPacket->accountIndex); //finished this routine std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl; } void ServerApplication::HandleShutdown(SerialPacket* const argPacket) { //TODO: authenticate who is shutting the server down //end the server running = false; //disconnect all clients SerialPacket newPacket; newPacket.type = SerialPacketType::DISCONNECT; PumpPacket(&newPacket); //finished this routine std::cout << "Shutdown signal accepted" << std::endl; } //------------------------- //map management //------------------------- void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) { RegionPacket newPacket; newPacket.type = SerialPacketType::REGION_CONTENT; newPacket.roomIndex = argPacket->roomIndex; newPacket.x = argPacket->x; newPacket.y = argPacket->y; newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y); //send the content network.SendTo(&argPacket->srcAddress, dynamic_cast(argPacket)); } //------------------------- //combat management //------------------------- //TODO: combat management //------------------------- //Character Management //------------------------- void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) { int characterIndex = characterMgr.CreateCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar); if (characterIndex == -1) { //TODO: rejection packet std::cerr << "Warning: Character already loaded" << std::endl; return; } if (characterIndex == -2) { //TODO: rejection packet std::cerr << "Warning: Character already exists" << std::endl; return; } //send this new character to all clients CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_NEW; CopyCharacterToPacket(&newPacket, characterIndex); PumpPacket(&newPacket); } 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); //if this is not your character if (characterIndex == -2) { //TODO: rejection packet std::cerr << "Warning: Character cannot be deleted" << std::endl; //unload an unneeded character if (characterIndex != -1) { characterMgr.UnloadCharacter(characterIndex); } return; } //delete it characterMgr.DeleteCharacter(characterIndex); //TODO: success packet //Unload this character from all clients PumpCharacterUnload(characterIndex); } void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) { CharacterData* character = characterMgr.GetCharacter(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; } /* TODO: rewrite this design flaw, read more * Slaving the client to the server here is a terrible idea, instead there * needs to be a utility function to update and send the server-side character * to the clients. * * Other things to consider include functionality to reequip the character, * apply status effects and to change the stats as well. These should all be * handled server-side. */ character->roomIndex = argPacket->roomIndex; character->origin = argPacket->origin; character->motion = argPacket->motion; character->stats = argPacket->stats; //TODO: equipment //TODO: items //TODO: buffs //TODO: debuffs PumpPacket(argPacket); } //------------------------- //enemy management //------------------------- //TODO: enemy management //------------------------- //mismanagement //------------------------- void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) { //TODO: compensate for large distances //NOTE: I quite dislike this function //send all of the server's data to this client ClientData& client = clientMap[argPacket->clientIndex]; //send all characters CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_UPDATE; for (auto& it : *characterMgr.GetContainer()) { newPacket.characterIndex = it.first; CopyCharacterToPacket(&newPacket, it.first); network.SendTo(&client.address, dynamic_cast(&newPacket)); } //TODO: more in HandleSynchronize() } //------------------------- //utility methods //------------------------- //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); } } void ServerApplication::PumpCharacterUnload(int uid) { //delete the client-side character(s) CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_DELETE; newPacket.characterIndex = uid; PumpPacket(dynamic_cast(&newPacket)); } void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) { CharacterData* character = characterMgr.GetCharacter(characterIndex); if (!character) { throw(std::runtime_error("Failed to copy a character to a packet")); } //TODO: keep this up to date when the character changes packet->characterIndex = characterIndex; snprintf(packet->handle, PACKET_STRING_SIZE, "%s", character->handle.c_str()); snprintf(packet->avatar, PACKET_STRING_SIZE, "%s", character->avatar.c_str()); packet->accountIndex = character->owner; packet->roomIndex = character->roomIndex; packet->origin = character->origin; packet->motion = character->motion; packet->stats = character->stats; }