This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/server/networking.cpp
T

176 lines
5.9 KiB
C++

/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "server_application.hpp"
#include <stdexcept>
#include <iostream>
//-------------------------
//Handle various network input
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
//pack the server's data
packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
packet.serverInfo.networkVersion = NETWORK_VERSION;
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
packet.serverInfo.playerCount = playerMap.size();
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
//register the new client
ClientEntry newClient;
newClient.address = packet.meta.srcAddress;
clientMap[ClientEntry::uidCounter] = newClient;
//register the new player
PlayerEntry newPlayer;
newPlayer.clientIndex = ClientEntry::uidCounter;
newPlayer.player = packet.clientInfo.player;
newPlayer.handle = packet.clientInfo.handle;
newPlayer.avatar = packet.clientInfo.avatar;
playerMap[PlayerEntry::uidCounter] = newPlayer;
//send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.clientIndex = ClientEntry::uidCounter;
packet.clientInfo.playerIndex = PlayerEntry::uidCounter;
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
//TODO: finish the player's initialization
//finished this routine
ClientEntry::uidCounter++;
PlayerEntry::uidCounter++;
std::cout << "Connect, total: " << clientMap.size() << std::endl;
}
void ServerApplication::HandleSynchronize(SerialPacket packet) {
//TODO: compensate for large distances
//send all the server's data to this client
SerialPacket newPacket;
char buffer[PACKET_BUFFER_SIZE];
//players
newPacket.meta.type = SerialPacket::Type::PLAYER_UPDATE;
for (auto& it : playerMap) {
//TODO: update this for the expanded PlayerEntry structure
newPacket.playerInfo.playerIndex = it.first;
snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.playerInfo.position = it.second.position;
newPacket.playerInfo.motion = it.second.motion;
serialize(&newPacket, buffer);
network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
}
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//TODO: define the difference between unloading and deletng a player
//disconnect the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
clientMap.erase(packet.clientInfo.clientIndex);
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
//delete server and client side players
erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
//find the internal players to delete
if (it.second.clientIndex == packet.clientInfo.clientIndex) {
//send the delete player command to all clients
delPacket.playerInfo.playerIndex = it.first;
PumpPacket(delPacket);
//delete this player object
return true;
}
//don't delete this player object
return false;
});
//finished this routine
std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
}
void ServerApplication::HandleShutdown(SerialPacket packet) {
//TODO: authenticate who is shitting the server down
//end the server
running = false;
//disconnect all clients
packet.meta.type = SerialPacket::Type::DISCONNECT;
packet.clientInfo.clientIndex = -1;
PumpPacket(packet);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
void ServerApplication::HandlePlayerUpdate(SerialPacket packet) {
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot update a non-existant player"));
}
//TODO: the server needs it's own movement system too
playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
PumpPacket(packet);
}
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
//send the content
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
}
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
for (auto& it : clientMap) {
network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
}
}