/* 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 #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"); //debug // } InWorld::~InWorld() { // } //------------------------- //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(std::exception& e) { std::cerr << "HandlePacket Error: " << e.what() << std::endl; } //free the buffer delete reinterpret_cast(packetBuffer); //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 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; } } void InWorld::KeyUp(SDL_KeyboardEvent const& key) { // } //------------------------- //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; 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; //TODO: unload the character 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) { //TODO: More needed in the disconnection SetNextScene(SceneList::DISCONNECTEDSCREEN); ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server"; }