388 lines
11 KiB
C++
388 lines
11 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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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 "utility.hpp"
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#include <stdexcept>
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#include <iostream>
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#include <string>
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#include <fstream>
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using namespace std;
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int runSQLScript(sqlite3* db, std::string fname) {
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ifstream is(fname);
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if (!is.is_open()) {
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return -1;
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}
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string script;
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getline(is, script, '\0');
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is.close();
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//NOTE: flesh out this error if needed
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if (sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr) != SQLITE_OK) {
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return -2;
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}
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return 0;
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}
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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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cout << "Beginning startup" << endl;
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//initial setup
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ClientEntry::uidCounter = 0;
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PlayerEntry::uidCounter = 0;
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config.Load("rsc\\config.cfg");
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//Init SDL
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if (SDL_Init(0)) {
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throw(runtime_error("Failed to initialize SDL"));
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}
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cout << "Initialized SDL" << endl;
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//Init SDL_net
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if (SDLNet_Init()) {
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throw(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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cout << "Initialized SDL_net" << 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(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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cout << "Initialized SQL" << endl;
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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(runtime_error("Failed to initialize SQL's setup script"));
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}
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cout << "Initialized SQL's setup script" << endl;
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//lua
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luaState = luaL_newstate();
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if (!luaState) {
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throw(runtime_error("Failed to initialize lua"));
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}
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luaL_openlibs(luaState);
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cout << "Initialized lua" << endl;
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//run the startup script
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if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
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throw(runtime_error(string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
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}
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cout << "Initialized lua's setup script" << endl;
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//setup the map object
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regionPager.SetRegionWidth(REGION_WIDTH);
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regionPager.SetRegionHeight(REGION_HEIGHT);
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regionPager.SetRegionDepth(REGION_DEPTH);
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regionPager.GetGenerator()->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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//TODO: pass args to the generator & format as needed
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact
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// with the map system as needed.
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cout << "Initialized the map system" << endl;
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cout << "\tsizeof(NetworkPacket): " << sizeof(NetworkPacket) << endl;
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cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << endl;
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//finalize the startup
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cout << "Startup completed successfully" << endl;
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//debugging
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//
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}
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void ServerApplication::Loop() {
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NetworkPacket 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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//give the computer a break
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//TODO: remove this?
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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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cout << "Shutting down" << endl;
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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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cout << "Shutdown finished" << 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(NetworkPacket packet) {
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switch(packet.meta.type) {
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case NetworkPacket::Type::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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break;
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case NetworkPacket::Type::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case NetworkPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case NetworkPacket::Type::SYNCHRONIZE:
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HandleSynchronize(packet);
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break;
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case NetworkPacket::Type::SHUTDOWN:
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HandleShutdown(packet);
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break;
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case NetworkPacket::Type::PLAYER_NEW:
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HandlePlayerNew(packet);
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break;
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case NetworkPacket::Type::PLAYER_DELETE:
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HandlePlayerDelete(packet);
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break;
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case NetworkPacket::Type::PLAYER_UPDATE:
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HandlePlayerUpdate(packet);
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break;
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case NetworkPacket::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(runtime_error("Unknown NetworkPacket::Type encountered"));
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break;
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}
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}
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//-------------------------
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//Handle various network input
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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//send back the server's metadata
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packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
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//TODO: version info
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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//TODO: player count
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//TODO: map format
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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}
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//register the new client
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ClientEntry newClient;
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newClient.address = packet.meta.srcAddress;
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clientMap[ClientEntry::uidCounter] = newClient;
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//send the client their index
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = ClientEntry::uidCounter;
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serialize(&packet, buffer);
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//bounce this packet
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network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
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//finished this routine
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ClientEntry::uidCounter++;
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cout << "Connect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//TODO: authenticate who is disconnecting/kicking
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//disconnect the specified client
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.index);
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//prep the delete packet
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NetworkPacket delPacket;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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//TODO: can this use DeletePlayer() instead?
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//delete server and client side players
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
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//find the internal players to delete
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if (it.second.clientIndex == packet.clientInfo.index) {
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//send the delete player command to all clients
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delPacket.playerInfo.playerIndex = it.first;
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PumpPacket(delPacket);
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//delete this player object
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return true;
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}
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//don't delete this player object
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return false;
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});
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//finished this routine
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cout << "Disconnect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//TODO: compensate for large distances
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//send all the server's data to this client
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NetworkPacket newPacket;
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char buffer[PACKET_BUFFER_SIZE];
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//TODO: map?
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//players
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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for (auto& it : playerMap) {
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//TODO: update this for the expanded PlayerEntry structure
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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void ServerApplication::HandleShutdown(NetworkPacket packet) {
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = NetworkPacket::Type::DISCONNECT;
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PumpPacket(packet);
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//finished this routine
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cout << "Shutdown signal accepted" << endl;
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}
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//register the new PlayerEntry
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//NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
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PlayerEntry newPlayer;
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//metadata
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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newPlayer.handle = packet.playerInfo.handle;
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newPlayer.avatar = packet.playerInfo.avatar;
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//position
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newPlayer.mapIndex = 0;
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newPlayer.position = {0,0};
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newPlayer.motion = {0,0};
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newPlayer.bbox = {0, 0, 0, 0};
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//stats
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//TODO
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//push this player
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playerMap[PlayerEntry::uidCounter] = newPlayer;
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//send the client their info
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packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
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packet.playerInfo.position = newPlayer.position;
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packet.playerInfo.motion = newPlayer.motion;
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//actually send to everyone
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PumpPacket(packet);
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//finish this routine
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PlayerEntry::uidCounter++;
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}
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void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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//TODO: remove this?
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//TODO: authenticate who is deleting this player
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot delete a non-existant player"));
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}
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//prep the delete packet
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NetworkPacket delPacket;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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//delete the specified playerEntry
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
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//find the specified PlayerEntry
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if (it.first == packet.playerInfo.playerIndex) {
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//send to all
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delPacket.playerInfo.playerIndex = it.first;
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PumpPacket(delPacket);
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//delete this player
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return true;
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}
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//skip this player
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return false;
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});
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}
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void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot update a non-existant player"));
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}
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//TODO: the server needs it's own movement system too
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playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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PumpPacket(packet);
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}
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void ServerApplication::HandleRegionRequest(NetworkPacket packet) {
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = NetworkPacket::Type::REGION_CONTENT;
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packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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}
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void ServerApplication::PumpPacket(NetworkPacket packet) {
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//I don't really like this, but it'll do for now
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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for (auto& it : clientMap) {
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network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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