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Tortuga/server/server_application.cpp
T
Kayne Ruse 756d4e770d Connection and disconnection are working correctly
I've dummied out the player code, so only the client connection code is
working. Otherwise the protocol hasn't changed.

I've also made a few other tweaks as I went along, but nothing really
major.
2014-03-04 02:48:47 +11:00

289 lines
8.1 KiB
C++

/* Copyright: (c) Kayne Ruse 2013
*
* 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 "utility.hpp"
#include <stdexcept>
#include <iostream>
#include <string>
#include <fstream>
using namespace std;
void runSQLScript(sqlite3* db, std::string fname) {
//Run setup scripts
ifstream is(fname);
if (!is.is_open()) {
throw(runtime_error("Failed to run SQL script"));
}
string script;
getline(is, script, '\0');
is.close();
sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr);
}
//-------------------------
//Define the public members
//-------------------------
void ServerApplication::Init(int argc, char** argv) {
//load config
config.Load("rsc\\config.cfg");
//Init SDL
if (SDL_Init(0)) {
throw(runtime_error("Failed to initialize SDL"));
}
cout << "initialized SDL" << endl;
//Init SDL_net
if (SDLNet_Init()) {
throw(runtime_error("Failed to initialize SDL_net"));
}
network.Open(config.Int("server.port"), sizeof(NetworkPacket));
cout << "initialized SDL_net" << endl;
//Init SQL
int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
if (ret != SQLITE_OK || !database) {
throw(runtime_error("Failed to open the server database"));
}
cout << "initialized SQL" << endl;
//setup the database
runSQLScript(database, config["dir.scripts"] + "setup_server.sql");
cout << "initialized " << config["server.dbname"] << endl;
//lua
//TODO
}
void ServerApplication::Loop() {
NetworkPacket packet;
while(running) {
//suck in the waiting packets & process them
while(network.Receive()) {
//get the packet
memcpy(&packet, network.GetInData(), sizeof(NetworkPacket));
//cache the source address
packet.meta.srcAddress = network.GetInPacket()->address;
//we need to go deeper
HandlePacket(packet);
}
//give the computer a break
SDL_Delay(10);
}
}
void ServerApplication::Quit() {
//empty the members
//TODO: player manager
//TODO: client manager
//APIs
sqlite3_close_v2(database);
network.Close();
SDLNet_Quit();
SDL_Quit();
}
//-------------------------
//Define the uber switch
//-------------------------
void ServerApplication::HandlePacket(NetworkPacket packet) {
switch(packet.meta.type) {
case NetworkPacket::Type::BROADCAST_REQUEST:
HandleBroadcastRequest(packet);
break;
case NetworkPacket::Type::JOIN_REQUEST:
HandleJoinRequest(packet);
break;
case NetworkPacket::Type::DISCONNECT:
HandleDisconnect(packet);
break;
case NetworkPacket::Type::SYNCHRONIZE:
// HandleSynchronize(packet);
break;
case NetworkPacket::Type::SHUTDOWN:
HandleShutdown(packet);
break;
case NetworkPacket::Type::PLAYER_NEW:
// HandlePlayerNew(packet);
break;
case NetworkPacket::Type::PLAYER_DELETE:
// HandlePlayerDelete(packet);
break;
case NetworkPacket::Type::PLAYER_UPDATE:
// HandlePlayerUpdate(packet);
break;
//handle errors
default:
throw(runtime_error("Unknown NetworkPacket::Type encountered"));
break;
}
}
//-------------------------
//Handle various network input
//-------------------------
void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
//send back the server's name
packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
//TODO: version info
snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
//TODO: player count
network.Send(&packet.meta.srcAddress, &packet, sizeof(NetworkPacket));
}
void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
//register the new client
int index = clientMgr.HandleConnection(packet.meta.srcAddress);
//send the client their info
packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = index;
network.Send(&clientMgr.GetClient(index)->address, &packet, sizeof(NetworkPacket));
//finished this routine
cout << "connect, total: " << clientMgr.Size() << endl;
}
void ServerApplication::HandleDisconnect(NetworkPacket packet) {
//disconnect the specified client
network.Send(&clientMgr.GetClient(packet.clientInfo.index)->address, &packet, sizeof(NetworkPacket));
clientMgr.HandleDisconnection(packet.clientInfo.index);
/* //delete players
erase_if(playerMap, [&](pair<int, Player> it) -> bool {
if (it.second.clientIndex == packet.clientInfo.index) {
NetworkPacket delPacket;
//data to delete one specific player
delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
delPacket.playerInfo.playerIndex = it.first;
//send to all
PumpPacket(delPacket);
return true;
}
return false;
});
*/
//finished this routine
cout << "disconnect, total: " << clientMgr.Size() << endl;
}
/*
void ServerApplication::HandleSynchronize(NetworkPacket packet) {
//send all the server's data to this client
NetworkPacket newPacket;
//players
newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
for (auto& it : playerMap) {
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;
network.Send(&clientMap[packet.clientInfo.index].address, &newPacket, sizeof(NetworkPacket));
}
}
*/
void ServerApplication::HandleShutdown(NetworkPacket packet) {
//end the server
running = false;
//disconnect all clients
packet.meta.type = NetworkPacket::Type::DISCONNECT;
clientMgr.ForEach([&](ClientManager::Iterator it) -> void {
this->network.Send(&it->second.address, &packet, sizeof(NetworkPacket));
});
//finished this routine
cout << "shutting down" << endl;
}
/*
void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
//create the new player object
Player newPlayer;
newPlayer.clientIndex = packet.playerInfo.clientIndex;
newPlayer.handle = packet.playerInfo.handle;
newPlayer.avatar = packet.playerInfo.avatar;
newPlayer.position = {0,0};
newPlayer.motion = {0,0};
//push this player
playerMap[playerCounter] = newPlayer;
//send the client their info
packet.playerInfo.playerIndex = playerCounter;
packet.playerInfo.position = playerMap[playerCounter].position;
packet.playerInfo.motion = playerMap[playerCounter].motion;
//actually send to everyone
PumpPacket(packet);
//finish this routine
playerCounter++;
}
void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot delete a non-existant player"));
}
//delete players
erase_if(playerMap, [&](pair<int, Player> it) -> bool {
if (it.first == packet.playerInfo.playerIndex) {
NetworkPacket delPacket;
//data to delete one specific player
delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
delPacket.playerInfo.playerIndex = it.first;
//send to all
PumpPacket(delPacket);
return true;
}
return false;
});
}
void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot update a non-existant player"));
}
//server is the slave to the clients, but only for now
playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
PumpPacket(packet);
}
*/