/* 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 "in_world.hpp" #include "channels.hpp" #include "utility.hpp" #include "terminal_error.hpp" #include #include #include #include #include //------------------------- //these should've come standard //------------------------- bool operator==(IPaddress lhs, IPaddress rhs) { return lhs.host == rhs.host && lhs.port == rhs.port; } bool operator!=(IPaddress lhs, IPaddress rhs) { return !(lhs == rhs); } //------------------------- //Public access members //------------------------- InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex): clientIndex(*argClientIndex), accountIndex(*argAccountIndex) { //setup the utility objects buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp"); buttonImage.SetClipH(buttonImage.GetClipH()/3); font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp"); //pass the utility objects disconnectButton.SetImage(&buttonImage); disconnectButton.SetFont(&font); shutDownButton.SetImage(&buttonImage); shutDownButton.SetFont(&font); //set the button positions disconnectButton.SetX(50); disconnectButton.SetY(50 + buttonImage.GetClipH() * 0); shutDownButton.SetX(50); shutDownButton.SetY(50 + buttonImage.GetClipH() * 1); //set the button texts disconnectButton.SetText("Disconnect"); shutDownButton.SetText("Shut Down"); //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"] + "overworld.bmp", 32, 32); //Send the character data //TODO: login scene, prompt, etc. CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_LOAD; 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); //query the world state memset(&newPacket, 0, MAX_PACKET_SIZE); newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS; network.SendTo(Channels::SERVER, &newPacket); //set the camera's values camera.width = GetScreen()->w; camera.height = GetScreen()->h; //debug // } InWorld::~InWorld() { //unload the local data characterMap.clear(); monsterMap.clear(); } //------------------------- //Frame loop //------------------------- void InWorld::FrameStart() { // } void InWorld::Update() { //create and zero the buffer SerialPacket* packetBuffer = reinterpret_cast(new char[MAX_PACKET_SIZE]); memset(packetBuffer, 0, MAX_PACKET_SIZE); try { //suck in and process all waiting packets while(network.Receive(packetBuffer)) { HandlePacket(packetBuffer); } } catch(terminal_error& e) { throw(e); } catch(std::exception& e) { std::cerr << "HandlePacket Error: " << e.what() << std::endl; } //free the buffer delete reinterpret_cast(packetBuffer); //update the map UpdateMap(); //update all entities for (auto& it : characterMap) { it.second.Update(); } for (auto& it : monsterMap) { it.second.Update(); } //update the camera if (localCharacter) { camera.x = localCharacter->GetOrigin().x - camera.marginX; camera.y = localCharacter->GetOrigin().y - camera.marginY; } //check the connection (heartbeat) if (Clock::now() - lastBeat > std::chrono::seconds(3)) { if (attemptedBeats > 2) { //two-step logout SendLogoutRequest(); SendDisconnectRequest(); 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() { // } void InWorld::RenderFrame() { SDL_FillRect(GetScreen(), 0, 0); Render(GetScreen()); SDL_Flip(GetScreen()); fps.Calculate(); } void InWorld::Render(SDL_Surface* const screen) { //draw the map for (std::list::iterator it = regionPager.GetContainer()->begin(); it != regionPager.GetContainer()->end(); it++) { tileSheet.DrawRegionTo(screen, &(*it), camera.x, camera.y); } //draw the entities for (auto& it : characterMap) { //TODO: depth ordering it.second.DrawTo(screen, camera.x, camera.y); } for (auto& it : monsterMap) { //TODO: depth ordering it.second.DrawTo(screen, camera.x, camera.y); } //draw UI disconnectButton.DrawTo(screen); shutDownButton.DrawTo(screen); font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0); } //------------------------- //Event handlers //------------------------- void InWorld::QuitEvent() { //two-step logout SendLogoutRequest(); SendDisconnectRequest(); SetNextScene(SceneList::QUIT); } void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) { disconnectButton.MouseMotion(motion); shutDownButton.MouseMotion(motion); } void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) { disconnectButton.MouseButtonDown(button); shutDownButton.MouseButtonDown(button); } void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) { if (disconnectButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) { SendLogoutRequest(); } if (shutDownButton.MouseButtonUp(button) == Button::State::HOVER && button.button == SDL_BUTTON_LEFT) { SendShutdownRequest(); } } void InWorld::KeyDown(SDL_KeyboardEvent const& key) { //hotkeys switch(key.keysym.sym) { case SDLK_ESCAPE: //the escape key should actually control menus and stuff SendLogoutRequest(); break; } //character movement if (!localCharacter) { return; } Vector2 motion = localCharacter->GetMotion(); switch(key.keysym.sym) { case SDLK_w: motion.y -= CHARACTER_WALKING_SPEED; break; case SDLK_a: motion.x -= CHARACTER_WALKING_SPEED; break; case SDLK_s: motion.y += CHARACTER_WALKING_SPEED; break; case SDLK_d: motion.x += CHARACTER_WALKING_SPEED; break; } //handle diagonals if (motion.x != 0 && motion.y != 0) { motion *= CHARACTER_WALKING_MOD; } localCharacter->SetMotion(motion); localCharacter->CorrectSprite(); SendLocalCharacterMotion(); } void InWorld::KeyUp(SDL_KeyboardEvent const& key) { //character movement if (!localCharacter) { return; } Vector2 motion = localCharacter->GetMotion(); switch(key.keysym.sym) { case SDLK_w: motion.y = std::min(0.0, motion.y += CHARACTER_WALKING_SPEED); break; case SDLK_a: motion.x = std::min(0.0, motion.x += CHARACTER_WALKING_SPEED); break; case SDLK_s: motion.y = std::max(0.0, motion.y -= CHARACTER_WALKING_SPEED); break; case SDLK_d: motion.x = std::max(0.0, motion.x -= CHARACTER_WALKING_SPEED); break; } //handle diagonals localCharacter->SetMotion(motion); localCharacter->CorrectSprite(); SendLocalCharacterMotion(); } //------------------------- //Basic connections //------------------------- void InWorld::HandlePacket(SerialPacket* const argPacket) { switch(argPacket->type) { //heartbeat system case SerialPacketType::PING: HandlePing(static_cast(argPacket)); break; case SerialPacketType::PONG: HandlePong(static_cast(argPacket)); break; //game server connections case SerialPacketType::LOGOUT_RESPONSE: HandleLogoutResponse(static_cast(argPacket)); break; case SerialPacketType::DISCONNECT_RESPONSE: HandleDisconnectResponse(static_cast(argPacket)); break; case SerialPacketType::DISCONNECT_FORCED: HandleDisconnectForced(static_cast(argPacket)); break; //map management case SerialPacketType::REGION_CONTENT: HandleRegionContent(static_cast(argPacket)); break; //character management case SerialPacketType::CHARACTER_CREATE: HandleCharacterCreate(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_DELETE: HandleCharacterDelete(static_cast(argPacket)); break; case SerialPacketType::QUERY_CHARACTER_EXISTS: HandleCharacterQueryExists(static_cast(argPacket)); break; //character movement case SerialPacketType::CHARACTER_SET_ROOM: HandleCharacterSetRoom(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_SET_ORIGIN: HandleCharacterSetOrigin(static_cast(argPacket)); break; case SerialPacketType::CHARACTER_SET_MOTION: HandleCharacterSetMotion(static_cast(argPacket)); break; //rejection messages case SerialPacketType::REGION_REJECTION: case SerialPacketType::CHARACTER_REJECTION: throw(terminal_error(static_cast(argPacket)->text)); break; case SerialPacketType::SHUTDOWN_REJECTION: throw(std::runtime_error(static_cast(argPacket)->text)); break; //errors default: { std::ostringstream msg; msg << "Unknown SerialPacketType encountered in InWorld: " << static_cast(argPacket->type); throw(std::runtime_error(msg.str())); } break; } } 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) != argPacket->srcAddress) { throw(std::runtime_error("Heartbeat message received from an unknown source")); } attemptedBeats = 0; lastBeat = Clock::now(); } //------------------------- //Connection control //------------------------- void InWorld::SendLogoutRequest() { ClientPacket newPacket; //send a logout request newPacket.type = SerialPacketType::LOGOUT_REQUEST; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } void InWorld::SendDisconnectRequest() { ClientPacket newPacket; //send a disconnect request newPacket.type = SerialPacketType::DISCONNECT_REQUEST; newPacket.clientIndex = clientIndex; network.SendTo(Channels::SERVER, &newPacket); } void InWorld::SendShutdownRequest() { ClientPacket newPacket; //send a shutdown request newPacket.type = SerialPacketType::SHUTDOWN_REQUEST; newPacket.accountIndex = accountIndex; network.SendTo(Channels::SERVER, &newPacket); } void InWorld::HandleLogoutResponse(ClientPacket* const argPacket) { accountIndex = -1; characterIndex = -1; //reset the camera camera.x = camera.y = 0; camera.marginX = camera.marginY = 0; SendDisconnectRequest(); } void InWorld::HandleDisconnectResponse(ClientPacket* const argPacket) { SetNextScene(SceneList::DISCONNECTEDSCREEN); ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have successfully logged out"; } void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) { //clear the local data accountIndex = -1; characterIndex = -1; //reset the camera camera.x = camera .y = 0; camera.marginX = camera.marginY = 0; SetNextScene(SceneList::DISCONNECTEDSCREEN); ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server"; } //------------------------- //map management //------------------------- void InWorld::SendRegionRequest(int roomIndex, int x, int y) { RegionPacket packet; //pack the region's data packet.type = SerialPacketType::REGION_REQUEST; packet.roomIndex = roomIndex; packet.x = x; packet.y = y; network.SendTo(Channels::SERVER, &packet); } void InWorld::HandleRegionContent(RegionPacket* const argPacket) { //replace existing regions regionPager.UnloadRegion(argPacket->x, argPacket->y); regionPager.PushRegion(argPacket->region); //clean up after the serial code delete argPacket->region; argPacket->region = nullptr; } void InWorld::UpdateMap() { if (roomIndex == -1) { return; } //these represent the zone of regions that the client needs loaded, including the mandatory buffers (+1/-1) int xStart = snapToBase(REGION_WIDTH, camera.x/tileSheet.GetTileW()) - REGION_WIDTH; int xEnd = snapToBase(REGION_WIDTH, (camera.x+camera.width)/tileSheet.GetTileW()) + REGION_WIDTH; int yStart = snapToBase(REGION_HEIGHT, camera.y/tileSheet.GetTileH()) - REGION_HEIGHT; int yEnd = snapToBase(REGION_HEIGHT, (camera.y+camera.height)/tileSheet.GetTileH()) + REGION_HEIGHT; //prune distant regions regionPager.GetContainer()->remove_if([&](Region const& region) -> bool { return region.GetX() < xStart || region.GetX() > xEnd || region.GetY() < yStart || region.GetY() > yEnd; }); //request empty regions within this zone for (int i = xStart; i <= xEnd; i += REGION_WIDTH) { for (int j = yStart; j <= yEnd; j += REGION_HEIGHT) { if (!regionPager.FindRegion(i, j)) { SendRegionRequest(roomIndex, i, j); } } } } //------------------------- //entity management //------------------------- //NOTE: preexisting characters will result in query responses //NOTE: new characters will result in create messages //NOTE: this client's character will exist in both (skipped) void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) { //prevent double message if (characterMap.find(argPacket->characterIndex) != characterMap.end()) { std::ostringstream msg; msg << "Double character creation event; "; msg << "Index: " << argPacket->characterIndex << "; "; msg << "Handle: " << argPacket->handle; throw(std::runtime_error(msg.str())); } //implicity create and retrieve the entity BaseCharacter* character = &characterMap[argPacket->characterIndex]; //fill the character's info character->SetOrigin(argPacket->origin); character->SetMotion(argPacket->motion); character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); character->SetHandle(argPacket->handle); character->SetAvatar(argPacket->avatar); character->SetOwner(argPacket->accountIndex); character->CorrectSprite(); //check for this player's character if (character->GetOwner() == accountIndex) { localCharacter = static_cast(character); //focus the camera on this character camera.marginX = (camera.width / 2 - localCharacter->GetSprite()->GetImage()->GetClipW() / 2); camera.marginY = (camera.height/ 2 - localCharacter->GetSprite()->GetImage()->GetClipH() / 2); //focus on this character's info characterIndex = argPacket->characterIndex; roomIndex = argPacket->roomIndex; } //debug std::cout << "Create, total: " << characterMap.size() << std::endl; } void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) { //ignore if this character doesn't exist std::map::iterator characterIt = characterMap.find(argPacket->characterIndex); if (characterIt == characterMap.end()) { //debug std::cout << "Ignoring character deletion" << std::endl; return; } //check for this player's character if ((*characterIt).second.GetOwner() == accountIndex) { localCharacter = nullptr; //clear the camera camera.marginX = 0; camera.marginY = 0; //clear the room roomIndex = -1; } //remove this character characterMap.erase(characterIt); //debug std::cout << "Delete, total: " << characterMap.size() << std::endl; } void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) { //prevent a double message about this player's character if (argPacket->accountIndex == accountIndex) { return; } //ignore characters in a different room (sub-optimal) if (argPacket->roomIndex != roomIndex) { return; } //implicitly construct the character if it doesn't exist BaseCharacter* character = &characterMap[argPacket->characterIndex]; //set/update the character's info character->SetOrigin(argPacket->origin); character->SetMotion(argPacket->motion); character->SetBounds({CHARACTER_BOUNDS_X, CHARACTER_BOUNDS_Y, CHARACTER_BOUNDS_WIDTH, CHARACTER_BOUNDS_HEIGHT}); character->SetHandle(argPacket->handle); character->SetAvatar(argPacket->avatar); character->SetOwner(argPacket->accountIndex); character->CorrectSprite(); //debug std::cout << "Query, total: " << characterMap.size() << std::endl; } void InWorld::HandleCharacterSetRoom(CharacterPacket* const argPacket) { //someone else's character if (argPacket->characterIndex != characterIndex) { characterMap.erase(argPacket->characterIndex); return; } //this character is moving between rooms roomIndex = argPacket->roomIndex; //set the character's info localCharacter->SetOrigin(argPacket->origin); localCharacter->SetMotion(argPacket->motion); localCharacter->CorrectSprite(); //clear the old room's data regionPager.UnloadAll(); monsterMap.clear(); //use the jenky pattern for std::map to skip this player's character for (std::map::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) { if (it->first != characterIndex) { it = characterMap.erase(it); } else { ++it; } } //request the info on characters in this room CharacterPacket newPacket; newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS; newPacket.roomIndex = roomIndex; network.SendTo(Channels::SERVER, &newPacket); } void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) { //check that this character exists std::map::iterator characterIt = characterMap.find(argPacket->characterIndex); if (characterIt != characterMap.end()) { //set the origin and motion characterIt->second.SetOrigin(argPacket->origin); characterIt->second.SetMotion(argPacket->motion); characterIt->second.CorrectSprite(); } } void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) { //check that this character exists std::map::iterator characterIt = characterMap.find(argPacket->characterIndex); if (characterIt != characterMap.end()) { //set the origin and motion characterIt->second.SetOrigin(argPacket->origin); characterIt->second.SetMotion(argPacket->motion); characterIt->second.CorrectSprite(); } } //------------------------- //player movement //------------------------- //TODO: add a "movement" packet type void InWorld::SendLocalCharacterMotion() { CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_SET_MOTION; newPacket.accountIndex = accountIndex; newPacket.characterIndex = characterIndex; newPacket.roomIndex = roomIndex; newPacket.origin = localCharacter->GetOrigin(); newPacket.motion = localCharacter->GetMotion(); network.SendTo(Channels::SERVER, &newPacket); }