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Tortuga/server/network_handlers.cpp
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/* 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 = characterMap.size();
//bounce this packet
network.SendTo(&packet.meta.srcAddress, &packet);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
//create the new client
ClientData newClient;
newClient.address = packet.meta.srcAddress;
//load the user account
int accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
if (accountIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
return;
}
//load the new character
int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
if (characterIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
UnloadUserAccount(accountIndex);
return;
}
//send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.clientIndex = clientUID;
packet.clientInfo.accountIndex = accountIndex;
packet.clientInfo.characterIndex = characterIndex;
//bounce this packet
network.SendTo(&newClient.address, &packet);
//reference to prevent multiple lookups
//TODO: I need a way to pack structures unto packets more easily
//NOTE: this chunk of code is similar to HandleSynchronize
CharacterData& character = characterMap[characterIndex];
//send the new character to all clients
packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
packet.characterInfo.characterIndex = characterIndex;
strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
packet.characterInfo.mapIndex = character.mapIndex;
packet.characterInfo.origin = character.origin;
packet.characterInfo.motion = character.motion;
packet.characterInfo.stats = character.stats;
PumpPacket(packet);
//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
//finished this routine
clientMap[clientUID++] = newClient;
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;
//characters
newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
for (auto& it : characterMap) {
//TODO: update this for the expanded CharacterData structure
newPacket.characterInfo.characterIndex = it.first;
snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
newPacket.characterInfo.mapIndex = it.second.mapIndex;
newPacket.characterInfo.origin = it.second.origin;
newPacket.characterInfo.motion = it.second.motion;
newPacket.characterInfo.stats = it.second.stats;
network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
}
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//forward to the specified client
network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
//unload client and server-side characters
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
if (it->second.owner == packet.clientInfo.accountIndex) {
PumpCharacterUnload(it->first);
SaveCharacter(it->first);
it = characterMap.erase(it); //efficient
continue;
}
else {
++it;
}
}
//erase the in-memory stuff
clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
UnloadUserAccount(packet.clientInfo.accountIndex);
//finished this routine
std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
}
void ServerApplication::HandleShutdown(SerialPacket packet) {
//TODO: authenticate who is shutting the server down
//end the server
running = false;
//disconnect all clients
packet.meta.type = SerialPacket::Type::DISCONNECT;
PumpPacket(packet);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
//TODO: this should be moved elsewhere
if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
throw(std::runtime_error("Cannot update a non-existant character"));
}
//TODO: the server needs it's own movement system too
characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
PumpPacket(packet);
}
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
//TODO: this should be moved elsewhere
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
//send the content
network.SendTo(&packet.meta.srcAddress, &packet);
}
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
for (auto& it : clientMap) {
network.SendTo(&it.second.address, &packet);
}
}
void ServerApplication::PumpCharacterUnload(int uid) {
//delete the client-side character(s)
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::CHARACTER_DELETE;
delPacket.characterInfo.characterIndex = uid;
PumpPacket(delPacket);
}