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Tortuga/server/server_application.cpp
T
Kayne Ruse 1e0ed350fc Removed Multithreading, simplifying the server
Networking and multithreading working at the same time is really fucking
hard. It's better to just have the one thread, and not worry about speed
at this stage.
2013-12-01 15:21:00 +11:00

180 lines
4.9 KiB
C++

/* Copyright: (c) Kayne Ruse 2013
*
* 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 "network_packet.hpp"
#include <stdexcept>
#include <iostream>
#include <string>
#include <fstream>
using namespace std;
//-------------------------
//Declarations
//-------------------------
int ClientInformation::counter = 0;
//-------------------------
//Define the ServerApplication
//-------------------------
ServerApplication::ServerApplication() {
//
}
ServerApplication::~ServerApplication() {
//
}
void ServerApplication::Init(int argc, char** argv) {
//TODO: proper command line option parsing
//load config
config.Load("rsc\\config.cfg");
//Init SDL
if (SDL_Init(0)) {
throw(runtime_error("Failed to initialize SDL"));
}
cout << "initialized SDL" << endl;
//Init SDL_net
if (SDLNet_Init()) {
throw(runtime_error("Failed to init SDL_net"));
}
network.Open(config.Int("server.port"), sizeof(NetworkPacket));
cout << "initialized SDL_net" << endl;
//Init SQL
string dbname = (config["server.dbname"].size()) ? config["server.dbname"] : std::string(argv[0]) + ".db"; //fancy and unnecessary
int ret = sqlite3_open_v2(dbname.c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE|SQLITE_OPEN_FULLMUTEX, nullptr);
if (ret != SQLITE_OK || !database) {
throw(runtime_error("Failed to open the server database"));
}
cout << "initialized SQL" << endl;
cout << "Database filename: " << dbname << endl;
//TODO: move this into a function?
//Run setup scripts
ifstream is("rsc\\scripts\\setup_server.sql");
if (!is.is_open()) {
throw(runtime_error("Failed to run database setup script"));
}
string script;
getline(is, script, '\0');
is.close();
sqlite3_exec(database, script.c_str(), nullptr, nullptr, nullptr);
}
void ServerApplication::Loop() {
//debugging
NetworkPacket packet;
while(running) {
//suck in the waiting packets & process them
try {
while(network.Receive()) {
memcpy(&packet, network.GetInData(), sizeof(NetworkPacket));
packet.meta.srcAddress = network.GetInPacket()->address;
HandlePacket(packet);
}
}
catch(exception& e) {
cerr << "Network Error: " << e.what() << endl;
}
//give the computer a break
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
//members
network.Close();
//APIs
sqlite3_close_v2(database);
SDLNet_Quit();
SDL_Quit();
}
void ServerApplication::HandlePacket(NetworkPacket packet) {
switch(packet.meta.type) {
case NetworkPacket::Type::BROADCAST_REQUEST:
//send back the server's name
packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
network.Send(&packet.meta.srcAddress, &packet, sizeof(NetworkPacket));
break;
case NetworkPacket::Type::JOIN_REQUEST: {
//TODO: prevent duplicate logins from the same address?
//create the new client, filling it with the correct info
ClientInformation newClient;
newClient.index = ClientInformation::counter++;
newClient.address = packet.meta.srcAddress;
//push the new client
clientInfo[newClient.index] = newClient;
//send the client their info
packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = newClient.index;
network.Send(&newClient.address, &packet, sizeof(NetworkPacket));
cout << "connect, total: " << clientInfo.size() << endl;
}
break;
case NetworkPacket::Type::DISCONNECT:
//disconnect the specified client
network.Send(&clientInfo[packet.clientInfo.index].address, &packet, sizeof(NetworkPacket));
clientInfo.erase(packet.clientInfo.index);
cout << "disconnect, total: " << clientInfo.size() << endl;
break;
case NetworkPacket::Type::SYNCHRONIZE:
//TODO
break;
case NetworkPacket::Type::SHUTDOWN:
//end the server
running = false;
//disconnect all clients
packet.meta.type = NetworkPacket::Type::DISCONNECT;
for (auto& it : clientInfo) {
network.Send(&it.second.address, &packet, sizeof(NetworkPacket));
}
cout << "shutting down" << endl;
break;
//handle errors
default:
throw(runtime_error("Unknown NetworkPacket::Type encountered"));
break;
}
}