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Tortuga/server/networking.cpp
T
Kayne Ruse 9c673928e6 Began segmenting the server's code
I've created a separate branch for this because it's gonna be a bitch to
get compiled, and then I'll still have to ensure that the client & server
are work together correctly.

This build does not compile.
2014-04-26 02:09:32 +10:00

224 lines
7.1 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 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();
//send the data
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;
//create the new player
//TODO: make the player
//send the client their info
packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
packet.clientInfo.index = ClientEntry::uidCounter;
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
//finished this routine
ClientEntry::uidCounter++;
std::cout << "Connect, total: " << clientMap.size() << std::endl;
}
void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//disconnect the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
clientMap.erase(packet.clientInfo.index);
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
//TODO: can this use DeletePlayer() instead?
//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.index) {
//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::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.index].address, buffer, PACKET_BUFFER_SIZE);
}
}
void ServerApplication::HandleShutdown(SerialPacket packet) {
//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::HandlePlayerNew(SerialPacket packet) {
//register the new PlayerEntry
//NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
PlayerEntry newPlayer;
//metadata
newPlayer.clientIndex = packet.playerInfo.clientIndex;
newPlayer.handle = packet.playerInfo.handle;
newPlayer.avatar = packet.playerInfo.avatar;
//position
newPlayer.mapIndex = 0;
newPlayer.position = {0,0};
newPlayer.motion = {0,0};
newPlayer.bbox = {0, 0, 0, 0};
//TODO: Add the statistic creation code here
//push this player
playerMap[PlayerEntry::uidCounter] = newPlayer;
//send the client their info
packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
packet.playerInfo.position = newPlayer.position;
packet.playerInfo.motion = newPlayer.motion;
//actually send to everyone
PumpPacket(packet);
//finish this routine
PlayerEntry::uidCounter++;
}
//TODO: differentiate between delete and unload
void ServerApplication::HandlePlayerDelete(SerialPacket packet) {
//TODO: authenticate who is deleting this player
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
throw(std::runtime_error("Cannot delete a non-existant player"));
}
//TODO: remove the deleted player from the database?
//prep the delete packet
SerialPacket delPacket;
delPacket.meta.type = SerialPacket::Type::PLAYER_DELETE;
//delete the specified playerEntry
erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
//find the specified PlayerEntry
if (it.first == packet.playerInfo.playerIndex) {
//send to all
delPacket.playerInfo.playerIndex = it.first;
PumpPacket(delPacket);
//delete this player
return true;
}
//skip this player
return false;
});
}
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) {
char buffer[PACKET_BUFFER_SIZE];
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
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);
}
}