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Tortuga/server/server_logic.cpp
T
Kayne Ruse b391dde089 WaypointManager is no longer a Singleton, wrote waypoint API outline
I'm planning on giving each room it's own waypoint manager, so it can
compare it's waypoints against the characters in that room alone. If it
turns out to be a good pattern, I'll do thae same for monsters.
2015-01-09 13:21:09 +11:00

316 lines
9.1 KiB
C++

/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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"
//utility functions
#include "sql_tools.hpp"
#include "utility.hpp"
//std & STL
#include <stdexcept>
#include <chrono>
#include <iostream>
#include <sstream>
#include <string>
//-------------------------
//public methods
//-------------------------
//BUG: #35 The server fails without at least one room
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 config settings
config.Load("rsc/config.cfg", false, argc, argv);
//-------------------------
//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;
//append config["dir.scripts"] to the module path
if (config["dir.scripts"].size() > 0) {
//get the original path
lua_getglobal(luaState, "package");
lua_getfield(luaState, -1, "path");
//build & push the message
std::ostringstream path;
path << lua_tostring(luaState, -1) << ";" << config["dir.scripts"] << "?.lua";
lua_pushstring(luaState, path.str().c_str());
//set the new path and clean up the stack
lua_setfield(luaState, -3, "path");
lua_pop(luaState, 2);
std::cout << "\tLua script directory appended" << 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(NETWORK_VERSION);
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_STRING_SIZE);
DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
DEBUG_OUTPUT_VAR(static_cast<int>(SerialPacketType::LAST));
#undef DEBUG_OUTPUT_VAR
//-------------------------
//finalize the startup
//-------------------------
std::cout << "Startup completed successfully" << std::endl;
//-------------------------
//debugging
//-------------------------
//...
}
void ServerApplication::Proc() {
SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
memset(packetBuffer, 0, MAX_PACKET_SIZE); //zero the buffer
while(running) {
//suck in the waiting packets & process them
while(network.Receive(packetBuffer)) {
try {
HandlePacket(packetBuffer);
}
catch(std::exception& e) {
std::cerr << "HandlePacket Error: " << e.what() << std::endl;
}
memset(packetBuffer, 0, MAX_PACKET_SIZE); //reset the buffer
}
//update the internals
//...
//Check connections
int disconnected = clientMgr.CheckConnections();
if (disconnected != -1) {
FullClientUnload(disconnected);
std::cerr << "Client dropped: " << disconnected << std::endl;
}
//give the computer a break
SDL_Delay(10);
}
delete reinterpret_cast<char*>(packetBuffer);
}
void ServerApplication::Quit() {
std::cout << "Shutting down" << std::endl;
//TODO: save the server state
//close the managers
accountMgr.UnloadAll();
characterMgr.UnloadAll();
clientMgr.UnloadAll();
monsterMgr.UnloadAll();
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->type) {
//heartbeat system
case SerialPacketType::PING:
HandlePing(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::PONG:
HandlePong(static_cast<ServerPacket*>(argPacket));
break;
//client connections
case SerialPacketType::BROADCAST_REQUEST:
HandleBroadcastRequest(static_cast<ServerPacket*>(argPacket));
break;
case SerialPacketType::JOIN_REQUEST:
HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::LOGIN_REQUEST:
HandleLoginRequest(static_cast<ClientPacket*>(argPacket));
break;
//client disconnections
case SerialPacketType::LOGOUT_REQUEST:
HandleLogoutRequest(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT_REQUEST:
HandleDisconnectRequest(static_cast<ClientPacket*>(argPacket));
break;
//server commands
// case SerialPacketType::DISCONNECT_FORCED:
// HandleDisconnectForced(static_cast<ClientPacket*>(argPacket));
// break;
case SerialPacketType::SHUTDOWN_REQUEST:
HandleShutdownRequest(static_cast<ClientPacket*>(argPacket));
break;
//data management & queries
case SerialPacketType::REGION_REQUEST:
HandleRegionRequest(static_cast<RegionPacket*>(argPacket));
break;
case SerialPacketType::QUERY_CHARACTER_EXISTS:
HandleCharacterExists(static_cast<CharacterPacket*>(argPacket));
break;
//character management
case SerialPacketType::CHARACTER_CREATE:
HandleCharacterCreate(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_LOAD:
HandleCharacterLoad(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_UNLOAD:
HandleCharacterUnload(static_cast<CharacterPacket*>(argPacket));
break;
//character movement
case SerialPacketType::CHARACTER_SET_ROOM:
HandleCharacterSetRoom(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_SET_ORIGIN:
HandleCharacterSetOrigin(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_SET_MOTION:
HandleCharacterSetMotion(static_cast<CharacterPacket*>(argPacket));
break;
/*
case SerialPacketType::QUERY_CHARACTER_STATS:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
break;
case SerialPacketType::QUERY_CHARACTER_LOCATION:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
break;
case SerialPacketType::TEXT_BROADCAST:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
break;
//enemy management
//TODO: enemy management
//TODO: text
*/
//handle errors
default: {
std::ostringstream msg;
msg << "Unknown SerialPacketType encountered in the server: ";
msg << to_string_custom(static_cast<int>(argPacket->type));
throw(std::runtime_error(msg.str()));
}
break;
}
}