5175a4e40d
Fleshed out HandleCharacterNew() and HandleCharacterDelete(), and rewrote HandleSynchronize().
478 lines
15 KiB
C++
478 lines
15 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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//debugging
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//-------------------------
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std::cout << "Debugging dump:" << std::endl;
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std::cout << "\tMAX_PACKET_SIZE:\t\t" << MAX_PACKET_SIZE << std::endl;
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std::cout << "\tsizeof(SerialPacket):\t\t" << sizeof(SerialPacket) << std::endl;
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std::cout << "\tsizeof(CharacterPacket):\t" << sizeof(CharacterPacket) << std::endl;
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std::cout << "\t\tsizeof(Statistics):\t" << sizeof(Statistics) << std::endl;
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std::cout << "\tsizeof(ClientPacket):\t\t" << sizeof(ClientPacket) << std::endl;
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std::cout << "\tsizeof(CombatPacket):\t\t" << sizeof(CombatPacket) << std::endl;
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std::cout << "\tsizeof(EnemyPacket):\t\t" << sizeof(EnemyPacket) << std::endl;
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std::cout << "\tsizeof(RegionPacket):\t\t" << sizeof(RegionPacket) << std::endl;
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std::cout << "\tsizeof(ServerPacket):\t\t" << sizeof(ServerPacket) << std::endl;
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}
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void ServerApplication::Proc() {
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char packetBuffer[MAX_PACKET_SIZE];
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while(running) {
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//suck in the waiting packets & process them
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while(network.Receive(reinterpret_cast<SerialPacket*>(packetBuffer))) {
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HandlePacket(reinterpret_cast<SerialPacket*>(packetBuffer));
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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* const argPacket) {
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switch(argPacket->type) {
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//basic connections
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case SerialPacketType::BROADCAST_REQUEST:
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HandleBroadcastRequest(dynamic_cast<SerialPacket*>(argPacket));
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break;
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case SerialPacketType::JOIN_REQUEST:
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HandleJoinRequest(dynamic_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(dynamic_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::SHUTDOWN:
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HandleShutdown(dynamic_cast<SerialPacket*>(argPacket));
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break;
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//map management
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case SerialPacketType::REGION_REQUEST:
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HandleRegionRequest(dynamic_cast<RegionPacket*>(argPacket));
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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(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST:
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HandleCharacterUpdate(dynamic_cast<CharacterPacket*>(argPacket));
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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(dynamic_cast<ClientPacket*>(argPacket));
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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(argPacket->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* const argPacket) {
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//send the server's data
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
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snprintf(newPacket.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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newPacket.playerCount = characterMgr.GetContainer()->size();
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newPacket.version = NETWORK_VERSION;
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(&newPacket));
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}
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void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
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//create the new client
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ClientData newClient;
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newClient.address = argPacket->srcAddress;
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//load the user account
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//TODO: handle passwords
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int accountIndex = accountMgr.LoadAccount(argPacket->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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//send the client their info
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ClientPacket newPacket;
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newPacket.type = SerialPacketType::JOIN_RESPONSE;
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newPacket.clientIndex = clientUID;
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newPacket.accountIndex = accountIndex;
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network.SendTo(&newClient.address, dynamic_cast<SerialPacket*>(&newPacket));
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//finished this routine
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clientMap[clientUID++] = newClient;
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std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
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}
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void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
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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(
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&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
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dynamic_cast<SerialPacket*>(argPacket)
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);
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//save and unload this account's characters
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//pump the unload message to all remaining clients
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characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
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if (argPacket->accountIndex == it->second.owner) {
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PumpCharacterUnload(it->first);
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return true;
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}
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return false;
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});
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//erase the in-memory stuff
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clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->clientIndex);
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accountMgr.UnloadAccount(argPacket->accountIndex);
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//finished this routine
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std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
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}
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void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
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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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SerialPacket newPacket;
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newPacket.type = SerialPacketType::DISCONNECT;
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PumpPacket(&newPacket);
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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(RegionPacket* const argPacket) {
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RegionPacket newPacket;
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newPacket.type = SerialPacketType::REGION_CONTENT;
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newPacket.roomIndex = argPacket->roomIndex;
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newPacket.x = argPacket->x;
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newPacket.y = argPacket->y;
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newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y);
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//send the content
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
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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(CharacterPacket* const argPacket) {
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int characterIndex = characterMgr.CreateCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex == -1) {
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//TODO: rejection packet
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std::cerr << "Warning: Character already loaded" << std::endl;
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return;
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}
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if (characterIndex == -2) {
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//TODO: rejection packet
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std::cerr << "Warning: Character already exists" << std::endl;
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return;
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}
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//send this new character to all clients
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_NEW;
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CopyCharacterToPacket(&newPacket, characterIndex);
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PumpPacket(&newPacket);
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}
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void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//NOTE: Disconnecting only unloads a character, this explicitly deletes it
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//Authenticate the owner is doing this
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int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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//if this is not your character
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if (characterIndex == -2) {
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//TODO: rejection packet
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std::cerr << "Warning: Character cannot be deleted" << std::endl;
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//unload an unneeded character
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if (characterIndex != -1) {
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characterMgr.UnloadCharacter(characterIndex);
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}
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return;
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}
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//delete it
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characterMgr.DeleteCharacter(characterIndex);
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//TODO: success packet
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//Unload this character from all clients
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PumpCharacterUnload(characterIndex);
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}
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void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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CharacterData* character = characterMgr.GetCharacter(argPacket->characterIndex);
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//make a new character if this one doesn't exist
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if (!character) {
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//this isn't normal
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std::cerr << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
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HandleCharacterNew(argPacket);
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return;
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}
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/* TODO: rewrite this design flaw, read more
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* Slaving the client to the server here is a terrible idea, instead there
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* needs to be a utility function to update and send the server-side character
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* to the clients.
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*
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* Other things to consider include functionality to reequip the character,
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* apply status effects and to change the stats as well. These should all be
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* handled server-side.
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*/
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character->roomIndex = argPacket->roomIndex;
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character->origin = argPacket->origin;
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character->motion = argPacket->motion;
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character->stats = argPacket->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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PumpPacket(argPacket);
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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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//mismanagement
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//-------------------------
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void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
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//TODO: compensate for large distances
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//NOTE: I quite dislike this function
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//send all of the server's data to this client
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ClientData& client = clientMap[argPacket->clientIndex];
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//send all characters
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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for (auto& it : *characterMgr.GetContainer()) {
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newPacket.characterIndex = it.first;
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CopyCharacterToPacket(&newPacket, it.first);
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network.SendTo(&client.address, dynamic_cast<SerialPacket*>(&newPacket));
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}
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//TODO: more in HandleSynchronize()
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}
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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* const argPacket) {
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for (auto& it : clientMap) {
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network.SendTo(&it.second.address, argPacket);
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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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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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newPacket.characterIndex = uid;
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PumpPacket(dynamic_cast<SerialPacket*>(&newPacket));
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}
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void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
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CharacterData* character = characterMgr.GetCharacter(characterIndex);
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if (!character) {
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throw(std::runtime_error("Failed to copy a character to a packet"));
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}
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//TODO: keep this up to date when the character changes
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packet->characterIndex = characterIndex;
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snprintf(packet->handle, PACKET_STRING_SIZE, "%s", character->handle.c_str());
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snprintf(packet->avatar, PACKET_STRING_SIZE, "%s", character->avatar.c_str());
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packet->accountIndex = character->owner;
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packet->roomIndex = character->roomIndex;
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packet->origin = character->origin;
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packet->motion = character->motion;
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packet->stats = character->stats;
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} |