diff --git a/server/server_connections.cpp b/server/server_connections.cpp index 1a96d5b..2f35566 100644 --- a/server/server_connections.cpp +++ b/server/server_connections.cpp @@ -21,212 +21,106 @@ */ #include "server_application.hpp" -#include "utility.hpp" - #include #include -#include - -//------------------------- -//Define the public members -//------------------------- - -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 - ClientEntry::uidCounter = 0; - PlayerEntry::uidCounter = 0; - config.Load("rsc\\config.cfg"); - - //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"), PACKET_BUFFER_SIZE); - 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; - - //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 << "Initialized SQL's setup script" << std::endl; - - //lua - luaState = luaL_newstate(); - if (!luaState) { - throw(std::runtime_error("Failed to initialize lua")); - } - luaL_openlibs(luaState); - std::cout << "Initialized lua" << std::endl; - - //run the 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 << "Initialized lua's setup script" << std::endl; - - //setup the map object - regionPager.GetAllocator()->SetLuaState(luaState); - regionPager.GetFormat()->SetLuaState(luaState); - //TODO: config parameter - regionPager.GetFormat()->SetSaveDir("save/mapname/"); - - std::cout << "Initialized the map system" << std::endl; - std::cout << "\tsizeof(SerialPacket): " << sizeof(SerialPacket) << std::endl; - std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl; - - //finalize the startup - std::cout << "Startup completed successfully" << std::endl; - - //debugging - // -} - -void ServerApplication::Proc() { - SerialPacket packet; - while(running) { - //suck in the waiting packets & process them - while(network.Receive()) { - //get the packet - deserialize(&packet, network.GetInData()); - //cache the source address - packet.meta.srcAddress = network.GetInPacket()->address; - //we need to go deeper - HandlePacket(packet); - } - //give the computer a break - SDL_Delay(10); - } -} - -void ServerApplication::Quit() { - std::cout << "Shutting down" << std::endl; - //empty the members - regionPager.UnloadAll(); - - //APIs - lua_close(luaState); - sqlite3_close_v2(database); - network.Close(); - SDLNet_Quit(); - SDL_Quit(); - std::cout << "Shutdown finished" << std::endl; -} - -//------------------------- -//Define the uber switch -//------------------------- - -void ServerApplication::HandlePacket(SerialPacket packet) { - switch(packet.meta.type) { - case SerialPacket::Type::BROADCAST_REQUEST: - HandleBroadcastRequest(packet); - break; - case SerialPacket::Type::JOIN_REQUEST: - HandleJoinRequest(packet); - break; - case SerialPacket::Type::DISCONNECT: - HandleDisconnect(packet); - break; - case SerialPacket::Type::SYNCHRONIZE: - HandleSynchronize(packet); - break; - case SerialPacket::Type::SHUTDOWN: - HandleShutdown(packet); - break; - case SerialPacket::Type::PLAYER_NEW: - HandlePlayerNew(packet); - break; - case SerialPacket::Type::PLAYER_DELETE: - HandlePlayerDelete(packet); - break; - case SerialPacket::Type::PLAYER_UPDATE: - HandlePlayerUpdate(packet); - break; - case SerialPacket::Type::REGION_REQUEST: - HandleRegionRequest(packet); - break; - //handle errors - default: - throw(std::runtime_error("Unknown SerialPacket::Type encountered")); - break; - } -} //------------------------- //Handle various network input //------------------------- void ServerApplication::HandleBroadcastRequest(SerialPacket packet) { - //send back the server's metadata + //pack the server's data packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE; - - //pack the data + packet.serverInfo.networkVersion = NETWORK_VERSION; snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str()); packet.serverInfo.playerCount = playerMap.size(); - packet.serverInfo.regionWidth = REGION_WIDTH; - packet.serverInfo.regionHeight = REGION_HEIGHT; - packet.serverInfo.regionDepth = REGION_DEPTH; - //send the data + //bounce this packet char buffer[PACKET_BUFFER_SIZE]; serialize(&packet, buffer); network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE); } void ServerApplication::HandleJoinRequest(SerialPacket packet) { - //register the new client + //create the new client ClientEntry newClient; newClient.address = packet.meta.srcAddress; - clientMap[ClientEntry::uidCounter] = newClient; - //send the client their index - char buffer[PACKET_BUFFER_SIZE]; + //TODO: move this into the player management code + //create the new player + PlayerEntry newPlayer; + newPlayer.clientIndex = ClientEntry::uidCounter; + newPlayer.player = packet.clientInfo.player; + newPlayer.handle = packet.clientInfo.handle; + newPlayer.avatar = packet.clientInfo.avatar; + + //send the client their info packet.meta.type = SerialPacket::Type::JOIN_RESPONSE; - packet.clientInfo.index = ClientEntry::uidCounter; - serialize(&packet, buffer); + packet.clientInfo.clientIndex = ClientEntry::uidCounter; + packet.clientInfo.playerIndex = PlayerEntry::uidCounter; //bounce this packet + char buffer[PACKET_BUFFER_SIZE]; + serialize(&packet, buffer); network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE); + //send the new player to all clients + packet.meta.type = SerialPacket::Type::PLAYER_NEW; + packet.playerInfo.playerIndex = PlayerEntry::uidCounter; + strncpy(packet.playerInfo.handle, newPlayer.handle.c_str(), PACKET_STRING_SIZE); + strncpy(packet.playerInfo.avatar, newPlayer.avatar.c_str(), PACKET_STRING_SIZE); + packet.playerInfo.position = newPlayer.position; + packet.playerInfo.motion = newPlayer.motion; + PumpPacket(packet); + //finished this routine + clientMap[ClientEntry::uidCounter] = newClient; + playerMap[PlayerEntry::uidCounter] = newPlayer; ClientEntry::uidCounter++; + PlayerEntry::uidCounter++; std::cout << "Connect, total: " << clientMap.size() << std::endl; } +void ServerApplication::HandleSynchronize(SerialPacket packet) { + //TODO: compensate for large distances + + //send all the server's data to this client + SerialPacket newPacket; + char buffer[PACKET_BUFFER_SIZE]; + + //players + newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE; + for (auto& it : playerMap) { + //TODO: update this for the expanded PlayerEntry structure + newPacket.playerInfo.playerIndex = it.first; + snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str()); + snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str()); + newPacket.playerInfo.mapIndex = it.second.mapIndex; + newPacket.playerInfo.position = it.second.position; + newPacket.playerInfo.motion = it.second.motion; + serialize(&newPacket, buffer); + network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE); + } +} + void ServerApplication::HandleDisconnect(SerialPacket packet) { //TODO: authenticate who is disconnecting/kicking + //TODO: define the difference between unloading and deletng a player //disconnect the specified client char buffer[PACKET_BUFFER_SIZE]; serialize(&packet, buffer); - network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE); - clientMap.erase(packet.clientInfo.index); + network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE); + clientMap.erase(packet.clientInfo.clientIndex); //prep the delete packet SerialPacket delPacket; delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE; - //TODO: can this use DeletePlayer() instead? //delete server and client side players - erase_if(playerMap, [&](std::pair it) -> bool { + erase_if(playerMap, [&](std::pair it) -> bool { //find the internal players to delete - if (it.second.clientIndex == packet.clientInfo.index) { + if (it.second.clientIndex == packet.clientInfo.clientIndex) { //send the delete player command to all clients delPacket.playerInfo.playerIndex = it.first; PumpPacket(delPacket); @@ -243,102 +137,23 @@ void ServerApplication::HandleDisconnect(SerialPacket packet) { std::cout << "Disconnect, total: " << clientMap.size() << std::endl; } -void ServerApplication::HandleSynchronize(SerialPacket packet) { - //TODO: compensate for large distances - - //send all the server's data to this client - SerialPacket newPacket; - char buffer[PACKET_BUFFER_SIZE]; - - //players - newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE; - for (auto& it : playerMap) { - //TODO: update this for the expanded PlayerEntry structure - newPacket.playerInfo.playerIndex = it.first; - snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str()); - snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str()); - newPacket.playerInfo.position = it.second.position; - newPacket.playerInfo.motion = it.second.motion; - serialize(&newPacket, buffer); - network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE); - } -} - void ServerApplication::HandleShutdown(SerialPacket packet) { + //TODO: authenticate who is shutting the server down + //end the server running = false; //disconnect all clients packet.meta.type = SerialPacket::Type::DISCONNECT; + packet.clientInfo.clientIndex = -1; PumpPacket(packet); //finished this routine std::cout << "Shutdown signal accepted" << std::endl; } -void ServerApplication::HandlePlayerNew(SerialPacket packet) { - //register the new PlayerEntry - //NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code - PlayerEntry newPlayer; - - //metadata - newPlayer.clientIndex = packet.playerInfo.clientIndex; - newPlayer.handle = packet.playerInfo.handle; - newPlayer.avatar = packet.playerInfo.avatar; - - //position - newPlayer.mapIndex = 0; - newPlayer.position = {0,0}; - newPlayer.motion = {0,0}; - newPlayer.bbox = {0, 0, 0, 0}; - - //TODO: Add the statistic creation code here - - //push this player - playerMap[PlayerEntry::uidCounter] = newPlayer; - - //send the client their info - packet.playerInfo.playerIndex = PlayerEntry::uidCounter; - packet.playerInfo.position = newPlayer.position; - packet.playerInfo.motion = newPlayer.motion; - - //actually send to everyone - PumpPacket(packet); - - //finish this routine - PlayerEntry::uidCounter++; -} - -//TODO: differentiate between delete and unload -void ServerApplication::HandlePlayerDelete(SerialPacket packet) { - //TODO: authenticate who is deleting this player - if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) { - throw(std::runtime_error("Cannot delete a non-existant player")); - } - - //TODO: remove the deleted player from the database? - - //prep the delete packet - SerialPacket delPacket; - delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE; - - //delete the specified playerEntry - erase_if(playerMap, [&](std::pair it) -> bool { - //find the specified PlayerEntry - if (it.first == packet.playerInfo.playerIndex) { - //send to all - delPacket.playerInfo.playerIndex = it.first; - PumpPacket(delPacket); - - //delete this player - return true; - } - //skip this player - return false; - }); -} - void ServerApplication::HandlePlayerUpdate(SerialPacket packet) { + //TODO: this should be moved elsewhere if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) { throw(std::runtime_error("Cannot update a non-existant player")); } @@ -351,9 +166,12 @@ void ServerApplication::HandlePlayerUpdate(SerialPacket packet) { } void ServerApplication::HandleRegionRequest(SerialPacket packet) { - char buffer[PACKET_BUFFER_SIZE]; + //TODO: this should be moved elsewhere packet.meta.type = SerialPacket::Type::REGION_CONTENT; packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y); + + //send the content + char buffer[PACKET_BUFFER_SIZE]; serialize(&packet, buffer); network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE); }