270 lines
6.8 KiB
C++
270 lines
6.8 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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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 <stdexcept>
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#include <iostream>
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#include <chrono>
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using namespace std;
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//-------------------------
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//Public access members
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//-------------------------
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ServerApplication::ServerApplication() {
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//
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}
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ServerApplication::~ServerApplication() {
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//
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}
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/* ServerApplication::Init()
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* This function initializes the entire program. There are a number of things
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* that could go wrong here, which is why there is such an unusual order of
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* operations.
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* Important things to note:
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* The APIs are initiated here.
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* The global objects are initialized here.
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* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
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*/
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void ServerApplication::Init() {
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//load the config file
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try {
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configUtil->Load("rsc/config.cfg");
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}
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catch(std::runtime_error& e) {
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std::string s = e.what();
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s += "; Ensure that the \"rsc\" directory is present";
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throw(std::runtime_error(s));
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}
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//check the port is valid
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if (configUtil->Int("server.port") <= 0) {
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throw(runtime_error("Cannot open the server on an invalid port or port 0"));
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}
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//initialize the APIs
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if (SDLNet_Init()) {
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throw(runtime_error("Failed to initialize SDL_net"));
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}
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//initiate the remaining singletons
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netUtil->Open(configUtil->Int("server.port"), sizeof(Packet::Packet));
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//create the threads
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beginQueueThread();
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//output the server information
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cout << configUtil->String("server.name") << endl;
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cout << "Open on port " << configUtil->String("server.port") << endl;
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//disable this for debugging
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running = true;
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}
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void ServerApplication::Proc() {
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typedef chrono::high_resolution_clock Clock;
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Clock::time_point lastTick = Clock::now();
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Clock::duration delta;
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while(running) {
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try {
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//process all packets on the network queue
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while(HandlePacket(popNetworkPacket()));
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}
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catch(exception& e) {
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//handle any errors
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cerr << "Network Error: " << e.what() << endl;
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continue;
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}
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//get the time since last update
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delta = Clock::now() - lastTick;
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lastTick = Clock::now();
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//update the world
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UpdateWorld(double(delta.count()) / Clock::duration::period::den);
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//give the machine 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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//close the threads
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endQueueThread();
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//clean up the singletons
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netUtil->Close();
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//deinitialize the APIs
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SDLNet_Quit();
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}
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//-------------------------
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//Game loop
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//-------------------------
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void ServerApplication::UpdateWorld(double delta) {
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//
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}
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//-------------------------
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//Network loop
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//-------------------------
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int ServerApplication::HandlePacket(Packet::Packet p) {
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switch(p.meta.type) {
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case Packet::Type::NONE:
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//DO NOTHING
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return 0;
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break;
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case Packet::Type::PING:
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//quick pong
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p.meta.type = Packet::Type::PONG;
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netUtil->Send(&p.meta.address, &p, sizeof(Packet::Packet));
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break;
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case Packet::Type::PONG:
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//
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break;
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case Packet::Type::BROADCAST_REQUEST:
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HandleBroadcast(p.broadcastRequest);
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break;
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// case PacketType::BROADCAST_RESPONSE:
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// //
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// break;
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case Packet::Type::JOIN_REQUEST:
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HandleConnection(p.joinRequest);
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break;
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// case PacketType::JOIN_RESPONSE:
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// //
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// break;
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case Packet::Type::DISCONNECT:
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HandleDisconnection(p.disconnect);
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break;
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// case Packet::Type::SYNCHRONIZE:
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// //
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// break;
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case Packet::Type::PLAYER_NEW:
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AddPlayer(p.playerNew);
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RelayPacket(p);
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break;
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case Packet::Type::PLAYER_DELETE:
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DeletePlayer(p.playerDelete);
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RelayPacket(p);
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break;
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case Packet::Type::PLAYER_UPDATE:
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UpdatePlayer(p.playerUpdate);
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RelayPacket(p);
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break;
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default:
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throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
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}
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return 1;
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}
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void ServerApplication::RelayPacket(Packet::Packet& p) {
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//pump this packet to all clients
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for (auto it : clients) {
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netUtil->Send(&it.second.address, &p, sizeof(Packet::Packet));
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}
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}
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void ServerApplication::HandleBroadcast(Packet::BroadcastRequest& bcast) {
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//respond to a broadcast request with the server's data
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Packet::Packet p;
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p.meta.type = Packet::Type::BROADCAST_RESPONSE;
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snprintf(p.broadcastResponse.name, PACKET_STRING_SIZE, "%s", configUtil->CString("server.name"));
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//TODO version information
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netUtil->Send(&bcast.meta.address, &p, sizeof(Packet::Packet));
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}
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void ServerApplication::HandleConnection(Packet::JoinRequest& request) {
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//create the entries
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ClientEntry newClient = {
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uniqueIndex++,
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request.meta.address
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};
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//push this information
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clients[newClient.index] = newClient;
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//send the player their information
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Packet::Packet p;
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p.meta.type = Packet::Type::JOIN_RESPONSE;
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p.joinResponse.clientIndex = newClient.index;
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//TODO: resource list
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netUtil->Send(&newClient.address, &p, sizeof(Packet::Packet));
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//debugging
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cout << "New connection: index " << newClient.index << endl;
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cout << "number of clients: " << clients.size() << endl;
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}
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void ServerApplication::HandleDisconnection(Packet::Disconnect& disconnect) {
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//disconnect a client (redundant message)
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netUtil->Send(&clients[disconnect.clientIndex].address, &disconnect, sizeof(Packet::Packet));
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clients.erase(disconnect.clientIndex);
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//TODO remove the player...
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//remove if(...)
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//debugging
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cout << "Lost connection: index " << disconnect.clientIndex << endl;
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cout << "number of clients: " << clients.size() << endl;
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}
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void ServerApplication::AddPlayer(Packet::PlayerNew& playerNew) {
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//add the player
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PlayerEntry newPlayer = {
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uniqueIndex++,
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playerNew.clientIndex,
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playerNew.handle,
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playerNew.avatar,
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{0,0},
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{0,0}
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};
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players[newPlayer.index] = newPlayer;
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//prep for relay
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playerNew.playerIndex = newPlayer.index;
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//debugging
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cout << "New player " << newPlayer.handle << "Has joined the game" << endl;
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cout << "Number of players: " << players.size() << endl;
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}
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void ServerApplication::DeletePlayer(Packet::PlayerDelete& playerDelete) {
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//TODO remove a player
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}
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void ServerApplication::UpdatePlayer(Packet::PlayerUpdate& playerUpdate) {
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//TODO update a player
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}
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