404 lines
12 KiB
C++
404 lines
12 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "server_application.hpp"
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#include "sql_utility.hpp"
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#include "serial.hpp"
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#include <stdexcept>
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#include <iostream>
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#include <string>
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//-------------------------
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//public methods
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//-------------------------
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void ServerApplication::Init(int argc, char** argv) {
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
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std::cout << "Beginning startup" << std::endl;
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//initial setup
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config.Load("rsc\\config.cfg");
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//-------------------------
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//Initialize the APIs
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//-------------------------
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//Init SDL
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if (SDL_Init(0)) {
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throw(std::runtime_error("Failed to initialize SDL"));
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}
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std::cout << "Initialized SDL" << std::endl;
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//Init SDL_net
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(config.Int("server.port"));
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std::cout << "Initialized SDL_net" << std::endl;
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//Init SQL
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int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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if (ret != SQLITE_OK || !database) {
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throw(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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std::cout << "Initialized SQL" << std::endl;
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//Init lua
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luaState = luaL_newstate();
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if (!luaState) {
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throw(std::runtime_error("Failed to initialize lua"));
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}
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luaL_openlibs(luaState);
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std::cout << "Initialized lua" << std::endl;
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//-------------------------
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//Setup the objects
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//-------------------------
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accountMgr.SetDatabase(database);
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characterMgr.SetDatabase(database);
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combatMgr.SetLuaState(luaState);
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roomMgr.SetLuaState(luaState);
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enemyMgr.SetLuaState(luaState);
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std::cout << "Internal managers ready" << std::endl;
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//-------------------------
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//Run the startup scripts
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//-------------------------
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//setup the database
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if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
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throw(std::runtime_error("Failed to initialize SQL's setup script"));
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}
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std::cout << "Completed SQL's setup script" << std::endl;
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//run lua's startup script
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if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
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throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
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}
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std::cout << "Completed lua's setup script" << std::endl;
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//-------------------------
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//debug output
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//-------------------------
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std::cout << "Internal sizes:" << std::endl;
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std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
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std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << << std::endl;
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std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
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std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
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//-------------------------
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//finalize the startup
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//-------------------------
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std::cout << "Startup completed successfully" << std::endl;
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}
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void ServerApplication::Proc() {
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SerialPacket packet;
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while(running) {
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//suck in the waiting packets & process them
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while(network.Receive(&packet)) {
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HandlePacket(packet);
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}
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//update the internals
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//TODO: update the internals i.e. player positions
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//give the computer a break
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SDL_Delay(10);
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}
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}
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void ServerApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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//APIs
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lua_close(luaState);
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sqlite3_close_v2(database);
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network.Close();
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SDLNet_Quit();
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SDL_Quit();
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std::cout << "Shutdown finished" << std::endl;
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}
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//-------------------------
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//handle incoming traffic
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//-------------------------
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void ServerApplication::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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//basic connections
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case SerialPacketType::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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break;
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case SerialPacketType::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case SerialPacketType::SHUTDOWN:
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HandleShutdown(packet);
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break;
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//map management
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case SerialPacketType::REGION_REQUEST:
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HandleRegionRequest(packet);
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break;
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//combat management
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//TODO: combat management
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//character management
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(packet);
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(packet);
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST: //TODO: ?
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HandleCharacterUpdate(packet);
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break;
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//enemy management
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//TODO: enemy management
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//mismanagement
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case SerialPacketType::SYNCHRONIZE:
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HandleSynchronize(packet);
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(packet.type))));
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break;
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}
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}
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//-------------------------
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//basic connections
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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//pack the server's data
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packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
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packet.serverInfo.networkVersion = NETWORK_VERSION;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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packet.serverInfo.playerCount = characterMap.size();
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//bounce this packet
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network.SendTo(&packet.meta.srcAddress, &packet);
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}
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void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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//create the new client
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ClientData newClient;
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newClient.address = packet.meta.srcAddress;
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//load the user account
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int accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
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if (accountIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
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return;
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}
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//load the new character
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int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
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if (characterIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
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UnloadUserAccount(accountIndex);
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return;
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}
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//send the client their info
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packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.clientIndex = clientUID;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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//bounce this packet
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network.SendTo(&newClient.address, &packet);
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//reference to prevent multiple lookups
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//TODO: I need a way to pack structures unto packets more easily
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//NOTE: this chunk of code is similar to HandleSynchronize
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CharacterData& character = characterMap[characterIndex];
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//send the new character to all clients
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packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
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packet.characterInfo.characterIndex = characterIndex;
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strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
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strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
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packet.characterInfo.mapIndex = character.mapIndex;
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packet.characterInfo.origin = character.origin;
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packet.characterInfo.motion = character.motion;
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packet.characterInfo.stats = character.stats;
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PumpPacket(packet);
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//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
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//finished this routine
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clientMap[clientUID++] = newClient;
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std::cout << "Connect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//TODO: compensate for large distances
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//send all the server's data to this client
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SerialPacket newPacket;
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//characters
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newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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for (auto& it : characterMap) {
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//TODO: update this for the expanded CharacterData structure
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newPacket.characterInfo.characterIndex = it.first;
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snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.characterInfo.mapIndex = it.second.mapIndex;
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newPacket.characterInfo.origin = it.second.origin;
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newPacket.characterInfo.motion = it.second.motion;
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newPacket.characterInfo.stats = it.second.stats;
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network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
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}
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}
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void ServerApplication::HandleDisconnect(SerialPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//forward to the specified client
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network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
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//unload client and server-side characters
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
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if (it->second.owner == packet.clientInfo.accountIndex) {
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PumpCharacterUnload(it->first);
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SaveCharacter(it->first);
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it = characterMap.erase(it); //efficient
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continue;
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}
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else {
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++it;
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}
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}
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//erase the in-memory stuff
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clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
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UnloadUserAccount(packet.clientInfo.accountIndex);
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//finished this routine
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std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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//TODO: authenticate who is shutting the server down
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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PumpPacket(packet);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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}
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//-------------------------
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//map management
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//-------------------------
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void ServerApplication::HandleRegionRequest(SerialPacket packet) {
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//TODO: this should be moved elsewhere
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packet.meta.type = SerialPacket::Type::REGION_CONTENT;
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packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
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//send the content
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network.SendTo(&packet.meta.srcAddress, &packet);
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}
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//-------------------------
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//combat management
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//-------------------------
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//TODO: combat management
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//-------------------------
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//Character Management
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//-------------------------
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void ServerApplication::HandleCharacterNew(SerialPacket) {
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//TODO: fill this
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}
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void ServerApplication::HandleCharacterDelete(SerialPacket) {
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//TODO: fill this
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}
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void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
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//TODO: this should be moved elsewhere
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if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
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throw(std::runtime_error("Cannot update a non-existant character"));
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}
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//TODO: the server needs it's own movement system too
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characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
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characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
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PumpPacket(packet);
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}
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//-------------------------
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//enemy management
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//-------------------------
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//TODO: enemy management
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//-------------------------
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//utility methods
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//-------------------------
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//TODO: a function that only sends to characters in a certain proximity
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void ServerApplication::PumpPacket(SerialPacket packet) {
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//NOTE: I don't really like this, but it'll do for now
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for (auto& it : clientMap) {
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network.SendTo(&it.second.address, &packet);
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}
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}
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void ServerApplication::PumpCharacterUnload(int uid) {
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//delete the client-side character(s)
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SerialPacket delPacket;
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delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
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delPacket.characterInfo.characterIndex = uid;
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PumpPacket(delPacket);
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}
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