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Tortuga/server/server_application.cpp
T
2014-06-06 22:57:10 +10:00

416 lines
12 KiB
C++

/* 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 "sql_utility.hpp"
#include "serial.hpp"
#include <stdexcept>
#include <iostream>
#include <string>
//-------------------------
//public methods
//-------------------------
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
config.Load("rsc\\config.cfg");
//-------------------------
//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;
//-------------------------
//Setup the objects
//-------------------------
accountMgr.SetDatabase(database);
characterMgr.SetDatabase(database);
combatMgr.SetLuaState(luaState);
roomMgr.SetLuaState(luaState);
std::cout << "Internal managers ready" << 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
//-------------------------
std::cout << "Internal sizes:" << std::endl;
std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << << std::endl;
std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
//-------------------------
//finalize the startup
//-------------------------
std::cout << "Startup completed successfully" << std::endl;
}
void ServerApplication::Proc() {
SerialPacket packet;
while(running) {
//suck in the waiting packets & process them
while(network.Receive(&packet)) {
HandlePacket(packet);
}
//update the internals
//TODO: update the internals i.e. player positions
//give the computer a break
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
std::cout << "Shutting down" << std::endl;
//save the server state
for (auto& it : accountMap) {
SaveUserAccount(it.first);
}
for (auto& it : characterMap) {
SaveCharacter(it.first);
}
//empty the members
accountMap.clear();
characterMap.clear();
regionPager.UnloadAll();
//APIs
lua_close(luaState);
sqlite3_close_v2(database);
network.Close();
SDLNet_Quit();
SDL_Quit();
std::cout << "Shutdown finished" << std::endl;
}
//-------------------------
//handle incoming traffic
//-------------------------
void ServerApplication::HandlePacket(SerialPacket packet) {
switch(packet.meta.type) {
//basic connections
case SerialPacketType::BROADCAST_REQUEST:
HandleBroadcastRequest(packet);
break;
case SerialPacketType::JOIN_REQUEST:
HandleJoinRequest(packet);
break;
case SerialPacketType::DISCONNECT:
HandleDisconnect(packet);
break;
case SerialPacketType::SHUTDOWN:
HandleShutdown(packet);
break;
//map management
case SerialPacketType::REGION_REQUEST:
HandleRegionRequest(packet);
break;
//combat management
//TODO: combat management
//character management
case SerialPacketType::CHARACTER_NEW:
HandleCharacterNew(packet);
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(packet);
break;
case SerialPacketType::CHARACTER_UPDATE:
case SerialPacketType::CHARACTER_STATS_REQUEST: //TODO: ?
HandleCharacterUpdate(packet);
break;
//enemy management
//TODO: enemy management
//mismanagement
case SerialPacketType::SYNCHRONIZE:
HandleSynchronize(packet);
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(packet.type))));
break;
}
}
//-------------------------
//basic connections
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
//pack the server's data
packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
packet.serverInfo.networkVersion = NETWORK_VERSION;
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
packet.serverInfo.playerCount = characterMap.size();
//bounce this packet
network.SendTo(&packet.meta.srcAddress, &packet);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
//create the new client
ClientData newClient;
newClient.address = packet.meta.srcAddress;
//load the user account
int accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
if (accountIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
return;
}
//load the new character
int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
if (characterIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
UnloadUserAccount(accountIndex);
return;
}
//send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.clientIndex = clientUID;
packet.clientInfo.accountIndex = accountIndex;
packet.clientInfo.characterIndex = characterIndex;
//bounce this packet
network.SendTo(&newClient.address, &packet);
//reference to prevent multiple lookups
//TODO: I need a way to pack structures unto packets more easily
//NOTE: this chunk of code is similar to HandleSynchronize
CharacterData& character = characterMap[characterIndex];
//send the new character to all clients
packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
packet.characterInfo.characterIndex = characterIndex;
strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
packet.characterInfo.mapIndex = character.mapIndex;
packet.characterInfo.origin = character.origin;
packet.characterInfo.motion = character.motion;
packet.characterInfo.stats = character.stats;
PumpPacket(packet);
//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
//finished this routine
clientMap[clientUID++] = newClient;
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;
//characters
newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
for (auto& it : characterMap) {
//TODO: update this for the expanded CharacterData structure
newPacket.characterInfo.characterIndex = it.first;
snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.characterInfo.mapIndex = it.second.mapIndex;
newPacket.characterInfo.origin = it.second.origin;
newPacket.characterInfo.motion = it.second.motion;
newPacket.characterInfo.stats = it.second.stats;
network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
}
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//forward to the specified client
network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
//unload client and server-side characters
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
if (it->second.owner == packet.clientInfo.accountIndex) {
PumpCharacterUnload(it->first);
SaveCharacter(it->first);
it = characterMap.erase(it); //efficient
continue;
}
else {
++it;
}
}
//erase the in-memory stuff
clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
UnloadUserAccount(packet.clientInfo.accountIndex);
//finished this routine
std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
}
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;
PumpPacket(packet);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
//-------------------------
//map management
//-------------------------
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
//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
network.SendTo(&packet.meta.srcAddress, &packet);
}
//-------------------------
//combat management
//-------------------------
//TODO: combat management
//-------------------------
//Character Management
//-------------------------
void ServerApplication::HandleCharacterNew(SerialPacket) {
//TODO: fill this
}
void ServerApplication::HandleCharacterDelete(SerialPacket) {
//TODO: fill this
}
void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
//TODO: this should be moved elsewhere
if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
throw(std::runtime_error("Cannot update a non-existant character"));
}
//TODO: the server needs it's own movement system too
characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
PumpPacket(packet);
}
//-------------------------
//enemy management
//-------------------------
//TODO: enemy management
//-------------------------
//utility methods
//-------------------------
//TODO: a function that only sends to characters in a certain proximity
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
for (auto& it : clientMap) {
network.SendTo(&it.second.address, &packet);
}
}
void ServerApplication::PumpCharacterUnload(int uid) {
//delete the client-side character(s)
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
delPacket.characterInfo.characterIndex = uid;
PumpPacket(delPacket);
}