63be0ee70d
There is some missing character creation/unloading code, and there are a few other issues highlighted by TODO tags, see below. In general, 'mapIndex' has been renamed to 'roomIndex'. Multiple rooms have not been fully implemented yet, but I'm working on it. Other issues: * FileFormat needs to be changed to MapLoader * Server's character movement is still slaved to the clients The client does not build.
411 lines
12 KiB
C++
411 lines
12 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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void ServerApplication::Proc() {
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SerialPacket 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(&packet)) {
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HandlePacket(&packet);
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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: //TODO: ?
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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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//TODO: fill this
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}
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void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: fill this
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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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//TODO: I quite dislike this function
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//send all the server's data to this client
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CharacterPacket characterPacket;
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//characters
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characterPacket.type = SerialPacketType::CHARACTER_UPDATE;
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for (auto& it : *characterMgr.GetContainer()) {
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//TODO: update this for the expanded CharacterData structure
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characterPacket.characterIndex = it.first;
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snprintf(characterPacket.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(characterPacket.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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characterPacket.roomIndex = it.second.roomIndex;
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characterPacket.origin = it.second.origin;
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characterPacket.motion = it.second.motion;
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characterPacket.stats = it.second.stats;
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network.SendTo(&clientMap[argPacket->clientIndex].address, dynamic_cast<SerialPacket*>(&characterPacket));
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}
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//TODO: more
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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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