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Tortuga/server/server_application.cpp
T
2013-06-17 19:04:05 +10:00

204 lines
4.8 KiB
C++

#include "server_application.hpp"
#include <stdexcept>
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
ServerApplication::ServerApplication() {
//
}
ServerApplication::~ServerApplication() {
//
}
/* ServerApplication::Init()
* This function initializes the entire program. There are a number of things
* that could go wrong here, which is why there is such an unusual order of
* operations.
* Important things to note:
* The APIs are initiated here.
* The global objects are created here.
* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
*/
void ServerApplication::Init() {
//load the config file
try {
configUtil = ServiceLocator<ConfigUtility>::Set(new ConfigUtility());
configUtil->Load("rsc/config.cfg");
}
catch(std::runtime_error& e) {
std::string s = e.what();
s += "; Ensure that the \"rsc\" directory is present";
throw(std::runtime_error(s));
}
//check the port is valid
if (configUtil->Int("server.port") <= 0) {
throw(runtime_error("Cannot open the server on an invalid port or port 0"));
}
//initialize the APIs
if (SDLNet_Init()) {
throw(runtime_error("Failed to initialize SDL_net"));
}
//instanciate the remaining services
netUtil = ServiceLocator<UDPNetworkUtility>::Set(new UDPNetworkUtility());
//initiate the remaining services
netUtil->Open(configUtil->Int("server.port"), sizeof(Packet));
//create the threads
BeginQueueThread();
//output the server information
cout << configUtil->String("server.name") << endl;
cout << "Open on port " << configUtil->String("server.port") << endl;
//disable this for debugging
running = true;
}
void ServerApplication::Proc() {
Clock::duration delta = Clock::now() - lastTick;
lastTick = Clock::now();
while(running) {
try {
//process all packets on the network queue
while(HandlePacket(popNetworkPacket()));
}
catch(exception& e) {
cerr << "Network Error: " << e.what() << endl;
}
UpdateWorld(double(delta.count()) / Clock::duration::period::den);
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
//close the threads
EndQueueThread();
//clean up the services
netUtil->Close();
//delete the services
configUtil = ServiceLocator<ConfigUtility>::Set(nullptr);
netUtil = ServiceLocator<UDPNetworkUtility>::Set(nullptr);
//deinitialize the APIs
SDLNet_Quit();
}
//-------------------------
//Game loop
//-------------------------
void ServerApplication::UpdateWorld(double delta) {
for (auto it : players) {
it.second.Update(delta);
}
}
//-------------------------
//Network loop
//-------------------------
int ServerApplication::HandlePacket(Packet p) {
switch(p.meta.type) {
case PacketType::NONE:
//DO NOTHING
return 0;
break;
case PacketType::PING:
//quick pong
p.meta.type = PacketType::PONG;
netUtil->Send(&p.meta.address, &p, sizeof(Packet));
break;
case PacketType::PONG:
//
break;
case PacketType::BROADCAST_REQUEST:
Broadcast(p.broadcastRequest);
break;
// case PacketType::BROADCAST_RESPONSE:
// //
// break;
case PacketType::JOIN_REQUEST:
HandleConnection(p.joinRequest);
break;
// case PacketType::JOIN_RESPONSE:
// //
// break;
// case PacketType::DISCONNECT:
// //
// break;
// case PacketType::SYNCHRONIZE:
// //
// break;
// case PacketType::PLAYER_NEW:
// //
// break;
// case PacketType::PLAYER_DELETE:
// //
// break;
// case PacketType::PLAYER_MOVE:
// //
// break;
default:
throw(runtime_error("Failed to recognize the packet type"));
}
return 1;
}
void ServerApplication::Broadcast(BroadcastRequest& bcast) {
//respond to a broadcast request with the server's data
Packet p;
p.meta.type = PacketType::BROADCAST_RESPONSE;
snprintf(p.broadcastResponse.name, PACKET_STRING_SIZE, "%s", configUtil->CString("server.name"));
//TODO version information
netUtil->Send(&bcast.meta.address, &p, sizeof(Packet));
}
void ServerApplication::HandleConnection(JoinRequest& request) {
if (clients.size() >= SDLNET_MAX_UDPCHANNELS) {
//ignore the new connection if there's too many clients connected
return;
}
//create the containers
ClientData client = { uniqueIndex };
PlayerData player = { uniqueIndex };
uniqueIndex++;
//link the containers
client.playerIndex = player.index;
player.clientIndex = client.index;
//fill the containers
player.handle = request.playerHandle;
player.avatar = request.playerAvatar;
//bind the address
client.channel = netUtil->Bind(&request.meta.address);
//push this information
clients[client.index] = client;
players[player.index] = player;
//send the player their information
Packet p;
p.meta.type = PacketType::JOIN_RESPONSE;
p.joinResponse.playerIndex = player.index;
netUtil->Send(client.channel, &p, sizeof(Packet));
//send it out to new players
//TODO
}