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Tortuga/server/server_internals.cpp
T
Kayne Ruse 910e51f637 Began to implement user accounts using the database
I'm mostly just testing the waters at this stage, and i've left some debug
code in. There's no way to unload, delete, etc. the accounts, but that
comes later.
2014-05-05 23:57:07 +10:00

197 lines
5.6 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 "server_utility.hpp"
#include <stdexcept>
#include <iostream>
#include <string>
//-------------------------
//Define the various UIDs
//-------------------------
int ClientData::uidCounter = 0;
int CharacterData::uidCounter = 0;
int CombatInstance::uidCounter = 0;
//-------------------------
//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
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"), 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;
//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
//-------------------------
//setup the map object
regionPager.GetAllocator()->SetLuaState(luaState);
regionPager.GetFormat()->SetLuaState(luaState);
//TODO: config parameter
regionPager.GetFormat()->SetSaveDir("save/mapname/");
std::cout << "Prepared the map system" << std::endl;
//push the pager onto the lua registry
lua_pushstring(luaState, "pager");
lua_pushlightuserdata(luaState, reinterpret_cast<void*>(&regionPager));
lua_settable(luaState, LUA_REGISTRYINDEX);
std::cout << "Registered the map system in lua" << 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 << "\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);
}
//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
//TODO: save the existing players
//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::SYNCHRONIZE:
HandleSynchronize(packet);
break;
case SerialPacket::Type::DISCONNECT:
HandleDisconnect(packet);
break;
case SerialPacket::Type::SHUTDOWN:
HandleShutdown(packet);
break;
case SerialPacket::Type::CHARACTER_UPDATE:
HandleCharacterUpdate(packet);
break;
case SerialPacket::Type::REGION_REQUEST:
HandleRegionRequest(packet);
break;
//handle errors
default:
throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
break;
}
}