910e51f637
I'm mostly just testing the waters at this stage, and i've left some debug code in. There's no way to unload, delete, etc. the accounts, but that comes later.
197 lines
5.6 KiB
C++
197 lines
5.6 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 "server_utility.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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//Define the various UIDs
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//-------------------------
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int ClientData::uidCounter = 0;
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int CharacterData::uidCounter = 0;
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int CombatInstance::uidCounter = 0;
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//-------------------------
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//Define the public members
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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"), PACKET_BUFFER_SIZE);
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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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//setup the map object
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regionPager.GetAllocator()->SetLuaState(luaState);
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regionPager.GetFormat()->SetLuaState(luaState);
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//TODO: config parameter
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regionPager.GetFormat()->SetSaveDir("save/mapname/");
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std::cout << "Prepared the map system" << std::endl;
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//push the pager onto the lua registry
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lua_pushstring(luaState, "pager");
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lua_pushlightuserdata(luaState, reinterpret_cast<void*>(®ionPager));
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lua_settable(luaState, LUA_REGISTRYINDEX);
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std::cout << "Registered the map system in lua" << 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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//debug output
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std::cout << "Internal sizes:" << std::endl;
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std::cout << "\tsizeof(SerialPacket): " << sizeof(SerialPacket) << std::endl;
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std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
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//finalize the startup
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std::cout << "Startup completed successfully" << std::endl;
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//debugging
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//
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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()) {
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//get the packet
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deserialize(&packet, network.GetInData());
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//cache the source address
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packet.meta.srcAddress = network.GetInPacket()->address;
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//we need to go deeper
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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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//save the server state
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//TODO: save the existing players
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//empty the members
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regionPager.UnloadAll();
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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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//Define the uber switch
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//-------------------------
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void ServerApplication::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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case SerialPacket::Type::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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break;
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case SerialPacket::Type::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case SerialPacket::Type::SYNCHRONIZE:
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HandleSynchronize(packet);
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break;
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case SerialPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case SerialPacket::Type::SHUTDOWN:
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HandleShutdown(packet);
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break;
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case SerialPacket::Type::CHARACTER_UPDATE:
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HandleCharacterUpdate(packet);
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break;
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case SerialPacket::Type::REGION_REQUEST:
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HandleRegionRequest(packet);
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break;
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//handle errors
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default:
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throw(std::runtime_error("Unknown SerialPacket::Type encountered"));
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break;
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}
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}
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