/* 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 #include //------------------------- //basic connections //------------------------- 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.GetLoadedCount(); newPacket.version = NETWORK_VERSION; network.SendTo(argPacket->srcAddress, static_cast(&newPacket)); } void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) { //load the user account //TODO: handle passwords int accountIndex = accountMgr.Load(argPacket->username, clientIndex); //Cannot load if (accountIndex < 0) { 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(&newPacket)); return; } //send the client their info ClientPacket newPacket; newPacket.type = SerialPacketType::JOIN_RESPONSE; newPacket.clientIndex = clientIndex; newPacket.accountIndex = accountIndex; network.SendTo(argPacket->srcAddress, static_cast(&newPacket)); //register the client ClientData newClient; newClient.SetAddress(argPacket->srcAddress); clientMap[clientIndex++] = newClient; //finished this routine std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl; } void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) { //TODO: authenticate who is disconnecting/kicking /*Pseudocode: if sender's account index -> client index -> address == sender's address then continue end if sender's account index -> admin == true OR sender's account index -> mod == true then continue end if neither of the above is true, then output a warning to the console, and return */ //forward to the specified client network.SendTo( clientMap[ accountMgr.Get(argPacket->accountIndex)->GetClientIndex() ].GetAddress(), static_cast(argPacket) ); //save and unload this account's characters characterMgr.UnloadIf([&](std::pair 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.Get(argPacket->accountIndex)->GetClientIndex()); accountMgr.Unload(argPacket->accountIndex); //finished this routine std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl; } void ServerApplication::HandleShutdown(ClientPacket* const argPacket) { //TODO: authenticate who is shutting the server down /*Pseudocode: if sender's account -> admin is not true then print a warning return end */ //end the server running = false; //disconnect all clients ClientPacket 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; //BUG: possibly related to #35 newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y); //send the content network.SendTo(argPacket->srcAddress, static_cast(&newPacket)); } //------------------------- //Character Management //------------------------- void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) { //NOTE: misnomer, try to load the character first int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar); //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; //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(&newPacket)); 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.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar); //if this is not your character 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(&newPacket)); //unload an unneeded character if (characterIndex != -1) { characterMgr.Unload(characterIndex); } return; } //delete it characterMgr.Delete(characterIndex); //TODO: success packet //Unload this character from all clients PumpCharacterUnload(characterIndex); } void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) { CharacterData* character = characterMgr.Get(argPacket->characterIndex); //make a new character if this one doesn't exist if (!character) { HandleCharacterNew(argPacket); return; } //accept client-side logic character->SetRoomIndex(argPacket->roomIndex); character->SetOrigin(argPacket->origin); character->SetMotion(argPacket->motion); *character->GetBaseStats() = argPacket->stats; //TODO: gameplay components: equipment, items, buffs, debuffs PumpPacket(argPacket); } //------------------------- //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()) { CopyCharacterToPacket(&newPacket, it.first); network.SendTo(client.GetAddress(), static_cast(&newPacket)); } //TODO: more in HandleSynchronize() } //------------------------- //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.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; PumpPacket(static_cast(&newPacket)); } void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) { CharacterData* character = characterMgr.Get(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; strncpy(packet->handle, character->GetHandle().c_str(), PACKET_STRING_SIZE); strncpy(packet->avatar, character->GetAvatar().c_str(), PACKET_STRING_SIZE); packet->accountIndex = character->GetOwner(); packet->roomIndex = character->GetRoomIndex(); packet->origin = character->GetOrigin(); packet->motion = character->GetMotion(); packet->stats = *character->GetBaseStats(); }