/* 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 "serial_packet.hpp" //utility functions #include "sql_utility.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 " << argv[0] << std::endl; //load the prerequisites 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); roomMgr.SetLuaState(luaState); std::cout << "Internal managers initialized" << 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 //------------------------- //TODO: enable/disable these with a switch #define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl; std::cout << "Internal sizes:" << std::endl; DEBUG_OUTPUT_VAR(sizeof(Region::type_t)); DEBUG_OUTPUT_VAR(sizeof(Region)); DEBUG_OUTPUT_VAR(REGION_WIDTH); DEBUG_OUTPUT_VAR(REGION_HEIGHT); DEBUG_OUTPUT_VAR(REGION_DEPTH); DEBUG_OUTPUT_VAR(REGION_TILE_FOOTPRINT); DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT); DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE); DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE); #undef DEBUG_OUTPUT_VAR //------------------------- //finalize the startup //------------------------- std::cout << "Startup completed successfully" << std::endl; //------------------------- //debugging //------------------------- //... } void ServerApplication::Proc() { SerialPacket* packetBuffer = reinterpret_cast(new char[MAX_PACKET_SIZE]); while(running) { //suck in the waiting packets & process them while(network.Receive(packetBuffer)) { HandlePacket(packetBuffer); } //update the internals //BUG: #30 Update the internals i.e. player positions //give the computer a break SDL_Delay(10); } delete reinterpret_cast(packetBuffer); } void ServerApplication::Quit() { std::cout << "Shutting down" << std::endl; //close the managers clientMap.clear(); accountMgr.UnloadAll(); characterMgr.UnloadAll(); //TODO: unload combats //TODO: unload enemies roomMgr.UnloadAll(); //APIs lua_close(luaState); sqlite3_close_v2(database); network.Close(); SDLNet_Quit(); SDL_Quit(); std::cout << "Clean exit" << std::endl; } //------------------------- //direct incoming traffic //------------------------- void ServerApplication::HandlePacket(SerialPacket* const argPacket) { switch(argPacket->GetType()) { //basic connections case SerialPacketType::BROADCAST_REQUEST: HandleBroadcastRequest(static_cast(argPacket)); break; case SerialPacketType::JOIN_REQUEST: HandleJoinRequest(static_cast(argPacket)); break; case SerialPacketType::DISCONNECT: HandleDisconnect(static_cast(argPacket)); break; case SerialPacketType::SHUTDOWN: HandleShutdown(static_cast(argPacket)); break; //map management case SerialPacketType::REGION_REQUEST: HandleRegionRequest(static_cast(argPacket)); break; //combat management //TODO: combat management //character management case SerialPacketType::CHARACTER_NEW: HandleCharacterNew(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_DELETE: HandleCharacterDelete(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_UPDATE: case SerialPacketType::CHARACTER_STATS_REQUEST: HandleCharacterUpdate(static_cast(argPacket)); break; //enemy management //TODO: enemy management //mismanagement case SerialPacketType::SYNCHRONIZE: HandleSynchronize(static_cast(argPacket)); break; //handle errors default: { std::string msg = "Unknown SerialPacketType encountered in the server: "; msg += to_string_custom(static_cast(argPacket->GetType())); throw(std::runtime_error(msg)); } break; } }