a5b68cf1fd
I've added lua hooks for both pager functor classes. Hopefully, I haven't missed any corner cases, because it took me a while to hunt everything down. One issue is that the map's save directory needs to be set in the Format class, but it'll do for now. I'll review this again when I've got more than one map running at one time. There should be enough here for a lua-driven map generator to be implemented, even if it's a bit rough. I think I'll test this out in the editor eventually, but getting the base branch's network map code going comes first. The current process is extremely convulted, so I need to document everything that I've done so far, including C++ and lua functions.
351 lines
10 KiB
C++
351 lines
10 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 "utility.hpp"
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#include <stdexcept>
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#include <iostream>
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#include <string>
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#include <fstream>
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using namespace std;
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int runSQLScript(sqlite3* db, std::string fname) {
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ifstream is(fname);
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if (!is.is_open()) {
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return -1;
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}
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string script;
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getline(is, script, '\0');
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is.close();
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//TODO: flesh out this error if needed
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if (sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr) != SQLITE_OK) {
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return -2;
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}
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return 0;
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}
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//-------------------------
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//Define the public members
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//-------------------------
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void ServerApplication::Init(int argc, char** argv) {
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cout << "Beginning startup" << endl;
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int ret = 0;
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//load config
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config.Load("rsc\\config.cfg");
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//Init SDL
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if (SDL_Init(0)) {
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throw(runtime_error("Failed to initialize SDL"));
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}
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cout << "Initialized SDL" << endl;
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//Init SDL_net
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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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network.Open(config.Int("server.port"), PACKET_BUFFER_SIZE);
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cout << "Initialized SDL_net" << endl;
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//Init SQL
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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(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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cout << "Initialized SQL" << endl;
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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(runtime_error("Failed to initialize SQL's setup script"));
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}
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cout << "Initialized SQL's setup script" << endl;
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//lua
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luaState = luaL_newstate();
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if (!luaState) {
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throw(runtime_error("Failed to initialize lua"));
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}
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luaL_openlibs(luaState);
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cout << "Initialized lua" << endl;
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//run the startup script
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if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
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throw(runtime_error(string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
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}
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cout << "Initialized lua's setup script" << endl;
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//setup the map object
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mapPager.SetRegionWidth(REGION_WIDTH);
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mapPager.SetRegionHeight(REGION_HEIGHT);
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mapPager.SetRegionDepth(REGION_DEPTH);
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mapPager.GetGenerator()->SetLuaState(luaState);
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mapPager.GetFormat()->SetLuaState(luaState);
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mapPager.GetFormat()->SetSaveDir("save/mapname/");
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//TODO: pass args to the generator & format as needed
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact
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// with the map system as needed.
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cout << "Initialized the map system" << endl;
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cout << "\tsizeof(NetworkPacket): " << sizeof(NetworkPacket) << endl;
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cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << endl;
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//finalize the startup
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cout << "Startup completed successfully" << endl;
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//debugging
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//
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}
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void ServerApplication::Loop() {
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NetworkPacket 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()) {
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//get the packet
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deserialize(&packet, network.GetInData());
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//cache the source address
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packet.meta.srcAddress = network.GetInPacket()->address;
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//we need to go deeper
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HandlePacket(packet);
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}
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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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cout << "Shutting down" << endl;
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//empty the members
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mapPager.UnloadAll();
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//TODO: player manager
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//TODO: client manager
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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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cout << "Shutdown finished" << endl;
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}
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//-------------------------
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//Define the uber switch
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//-------------------------
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void ServerApplication::HandlePacket(NetworkPacket packet) {
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switch(packet.meta.type) {
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case NetworkPacket::Type::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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break;
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case NetworkPacket::Type::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case NetworkPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case NetworkPacket::Type::SYNCHRONIZE:
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HandleSynchronize(packet);
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break;
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case NetworkPacket::Type::SHUTDOWN:
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HandleShutdown(packet);
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break;
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case NetworkPacket::Type::PLAYER_NEW:
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HandlePlayerNew(packet);
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break;
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case NetworkPacket::Type::PLAYER_DELETE:
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HandlePlayerDelete(packet);
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break;
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case NetworkPacket::Type::PLAYER_UPDATE:
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HandlePlayerUpdate(packet);
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break;
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//handle errors
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default:
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throw(runtime_error("Unknown NetworkPacket::Type encountered"));
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break;
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}
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}
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//-------------------------
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//Handle various network input
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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//send back the server's metadata
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packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
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//TODO: version info
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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//TODO: player count
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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}
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//register the new client
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ClientEntry c;
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c.address = packet.meta.srcAddress;
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clientMap[clientCounter] = c;
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//send the client their info
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = clientCounter;
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serialize(&packet, buffer);
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network.Send(&clientMap[clientCounter].address, buffer, PACKET_BUFFER_SIZE);
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//finished this routine
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clientCounter++;
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cout << "Connect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//disconnect the specified client
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//TODO: authenticate who is disconnecting/kicking
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.index);
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//delete players from all clients
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NetworkPacket delPacket;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//find the internal players to delete
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if (it.second.clientIndex == packet.clientInfo.index) {
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delPacket.playerInfo.playerIndex = it.first;
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//send the delete player command to all clients
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PumpPacket(delPacket);
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return true;
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}
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return false;
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});
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//finished this routine
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cout << "Disconnect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//send all the server's data to this client
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//TODO: compensate for large distances
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NetworkPacket newPacket;
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char buffer[PACKET_BUFFER_SIZE];
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//players
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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for (auto& it : playerMap) {
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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void ServerApplication::HandleShutdown(NetworkPacket packet) {
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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 = NetworkPacket::Type::DISCONNECT;
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PumpPacket(packet);
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//finished this routine
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cout << "Shutdown signal accepted" << endl;
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}
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//create the new player object
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PlayerEntry newPlayer;
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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newPlayer.mapIndex = 0;
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newPlayer.handle = packet.playerInfo.handle;
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newPlayer.avatar = packet.playerInfo.avatar;
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newPlayer.position = {0,0};
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newPlayer.motion = {0,0};
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//push this player
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playerMap[playerCounter] = newPlayer;
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//send the client their info
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packet.playerInfo.playerIndex = playerCounter;
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packet.playerInfo.position = playerMap[playerCounter].position;
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packet.playerInfo.motion = playerMap[playerCounter].motion;
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//actually send to everyone
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PumpPacket(packet);
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//finish this routine
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playerCounter++;
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}
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void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot delete a non-existant player"));
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}
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//delete players
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erase_if(playerMap, [&](pair<int, PlayerEntry> it) -> bool {
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if (it.first == packet.playerInfo.playerIndex) {
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NetworkPacket delPacket;
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//data to delete one specific player
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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delPacket.playerInfo.playerIndex = it.first;
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//send to all
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PumpPacket(delPacket);
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return true;
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}
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return false;
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});
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}
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void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot update a non-existant player"));
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}
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//server is the slave to the clients, but only for now
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playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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PumpPacket(packet);
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}
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void ServerApplication::PumpPacket(NetworkPacket packet) {
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//I don't really like this, but it'll do for now
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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for (auto& it : clientMap) {
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network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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