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Tortuga/server/server_application.cpp
T
2014-08-17 10:06:29 +10:00

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14 KiB
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/* Copyright: (c) Kayne Ruse 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"
//for PACKET_BUFFER_SIZE
#include "serial.hpp"
//utility functions
#include "sql_utility.hpp"
#include "utility.hpp"
#include <stdexcept>
#include <iostream>
#include <string>
//-------------------------
//public methods
//-------------------------
void ServerApplication::Init(int argc, char** argv) {
//NOTE: I might need to rearrange the init process so that lua & SQL can interact with the map system as needed.
std::cout << "Beginning " << argv[0] << std::endl;
//load the prerequisites
config.Load("rsc\\config.cfg");
//-------------------------
//Initialize the APIs
//-------------------------
//Init SDL
if (SDL_Init(0)) {
throw(std::runtime_error("Failed to initialize SDL"));
}
std::cout << "Initialized SDL" << std::endl;
//Init SDL_net
if (SDLNet_Init()) {
throw(std::runtime_error("Failed to initialize SDL_net"));
}
network.Open(config.Int("server.port"));
std::cout << "Initialized SDL_net" << std::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(std::runtime_error(std::string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
}
std::cout << "Initialized SQL" << std::endl;
//Init lua
luaState = luaL_newstate();
if (!luaState) {
throw(std::runtime_error("Failed to initialize lua"));
}
luaL_openlibs(luaState);
std::cout << "Initialized lua" << std::endl;
//-------------------------
//Setup the objects
//-------------------------
//set the hooks
accountMgr.SetDatabase(database);
characterMgr.SetDatabase(database);
roomMgr.SetLuaState(luaState);
std::cout << "Internal managers initialized" << std::endl;
//-------------------------
//Run the startup scripts
//-------------------------
//setup the database
if (runSQLScript(database, config["dir.scripts"] + "setup_server.sql")) {
throw(std::runtime_error("Failed to initialize SQL's setup script"));
}
std::cout << "Completed SQL's setup script" << std::endl;
//run lua's startup script
if (luaL_dofile(luaState, (config["dir.scripts"] + "setup_server.lua").c_str())) {
throw(std::runtime_error(std::string() + "Failed to initialize lua's setup script: " + lua_tostring(luaState, -1) ));
}
std::cout << "Completed lua's setup script" << std::endl;
//-------------------------
//debug output
//-------------------------
//TODO: enable/disable these with a switch
#define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl;
std::cout << "Internal sizes:" << std::endl;
DEBUG_OUTPUT_VAR(sizeof(Region::type_t));
DEBUG_OUTPUT_VAR(sizeof(Region));
DEBUG_OUTPUT_VAR(REGION_WIDTH);
DEBUG_OUTPUT_VAR(REGION_HEIGHT);
DEBUG_OUTPUT_VAR(REGION_DEPTH);
DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT);
DEBUG_OUTPUT_VAR(REGION_FOOTPRINT);
DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
#undef DEBUG_OUTPUT_VAR
//-------------------------
//finalize the startup
//-------------------------
std::cout << "Startup completed successfully" << std::endl;
//-------------------------
//debugging
//-------------------------
//...
}
void ServerApplication::Proc() {
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
while(running) {
//suck in the waiting packets & process them
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
//update the internals
//BUG: #30 Update the internals i.e. player positions
//give the computer a break
SDL_Delay(10);
}
free(static_cast<void*>(packetBuffer));
}
void ServerApplication::Quit() {
std::cout << "Shutting down" << std::endl;
//close the managers
clientMap.clear();
accountMgr.UnloadAll();
characterMgr.UnloadAll();
//TODO: unload combats
//TODO: unload enemies
roomMgr.UnloadAll();
//APIs
lua_close(luaState);
sqlite3_close_v2(database);
network.Close();
SDLNet_Quit();
SDL_Quit();
std::cout << "Clean exit" << std::endl;
}
//-------------------------
//handle incoming traffic
//-------------------------
void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
//basic connections
case SerialPacketType::BROADCAST_REQUEST:
HandleBroadcastRequest(static_cast<SerialPacket*>(argPacket));
break;
case SerialPacketType::JOIN_REQUEST:
HandleJoinRequest(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::DISCONNECT:
HandleDisconnect(static_cast<ClientPacket*>(argPacket));
break;
case SerialPacketType::SHUTDOWN:
HandleShutdown(static_cast<SerialPacket*>(argPacket));
break;
//map management
case SerialPacketType::REGION_REQUEST:
HandleRegionRequest(static_cast<RegionPacket*>(argPacket));
break;
//combat management
//TODO: combat management
//character management
case SerialPacketType::CHARACTER_NEW:
HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_DELETE:
HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_UPDATE:
case SerialPacketType::CHARACTER_STATS_REQUEST:
HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
break;
//enemy management
//TODO: enemy management
//mismanagement
case SerialPacketType::SYNCHRONIZE:
HandleSynchronize(static_cast<ClientPacket*>(argPacket));
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(static_cast<int>(argPacket->type)) ));
break;
}
}
//-------------------------
//basic connections
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
//send the server's data
ServerPacket newPacket;
newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
strncpy(newPacket.name, config["server.name"].c_str(), PACKET_STRING_SIZE);
newPacket.playerCount = characterMgr.GetContainer()->size();
newPacket.version = NETWORK_VERSION;
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
//create the new client
ClientData newClient;
newClient.address = argPacket->srcAddress;
//load the user account
//TODO: handle passwords
int accountIndex = accountMgr.LoadAccount(argPacket->username, clientUID);
if (accountIndex < 0) {
//TODO: send rejection packet
std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
return;
}
//send the client their info
ClientPacket newPacket;
newPacket.type = SerialPacketType::JOIN_RESPONSE;
newPacket.clientIndex = clientUID;
newPacket.accountIndex = accountIndex;
network.SendTo(&newClient.address, static_cast<SerialPacket*>(&newPacket));
//finished this routine
clientMap[clientUID++] = newClient;
std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
}
void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
//TODO: authenticate who is disconnecting/kicking
/*Pseudocode:
if sender's account index -> client index -> address == sender's address then
continue
end
if sender's account index -> admin == true OR sender's account index -> mod == true then
continue
end
if neither of the above is true, then output a warning to the console, and return
*/
//forward to the specified client
network.SendTo(
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex() ].address,
static_cast<SerialPacket*>(argPacket)
);
//save and unload this account's characters
//pump the unload message to all remaining clients
characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
if (argPacket->accountIndex == it->second.GetOwner()) {
PumpCharacterUnload(it->first);
return true;
}
return false;
});
//erase the in-memory stuff
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex());
accountMgr.UnloadAccount(argPacket->accountIndex);
//finished this routine
std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
}
void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
//TODO: authenticate who is shutting the server down
/*Pseudocode:
if sender's account -> admin is not true then
print a warning
return
end
*/
//end the server
running = false;
//disconnect all clients
SerialPacket newPacket;
newPacket.type = SerialPacketType::DISCONNECT;
PumpPacket(&newPacket);
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
//-------------------------
//map management
//-------------------------
void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
RegionPacket newPacket;
newPacket.type = SerialPacketType::REGION_CONTENT;
newPacket.roomIndex = argPacket->roomIndex;
newPacket.x = argPacket->x;
newPacket.y = argPacket->y;
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
//send the content
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
//-------------------------
//Character Management
//-------------------------
void ServerApplication::HandleCharacterNew(CharacterPacket* const argPacket) {
//BUG: #27 Characters can be created with an invalid account index
//NOTE: misnomer, try to load the character first
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
if (characterIndex == -1) {
//TODO: rejection packet
std::cerr << "Warning: Character already loaded" << std::endl;
return;
}
if (characterIndex == -2) {
//TODO: rejection packet
std::cerr << "Warning: Character already exists" << std::endl;
return;
}
//send this new character to all clients
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_NEW;
CopyCharacterToPacket(&newPacket, characterIndex);
PumpPacket(&newPacket);
}
void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
//NOTE: Disconnecting only unloads a character, this explicitly deletes it
//Authenticate the owner is doing this
int characterIndex = characterMgr.LoadCharacter(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
//if this is not your character
if (characterIndex == -2) {
//TODO: rejection packet
std::cerr << "Warning: Character cannot be deleted" << std::endl;
//unload an unneeded character
if (characterIndex != -1) {
characterMgr.UnloadCharacter(characterIndex);
}
return;
}
//delete it
characterMgr.DeleteCharacter(characterIndex);
//TODO: success packet
//Unload this character from all clients
PumpCharacterUnload(characterIndex);
}
void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
CharacterData* character = characterMgr.GetCharacter(argPacket->characterIndex);
//make a new character if this one doesn't exist
if (!character) {
//this isn't normal
std::cerr << "Warning: HandleCharacterUpdate() is passing to HandleCharacterNew()" << std::endl;
HandleCharacterNew(argPacket);
return;
}
//accept client-side logic
character->SetRoomIndex(argPacket->roomIndex);
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
*character->GetBaseStats() = argPacket->stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
PumpPacket(argPacket);
}
//-------------------------
//mismanagement
//-------------------------
void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
//TODO: compensate for large distances
//NOTE: I quite dislike this function
//send all of the server's data to this client
ClientData& client = clientMap[argPacket->clientIndex];
//send all characters
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
for (auto& it : *characterMgr.GetContainer()) {
newPacket.characterIndex = it.first;
CopyCharacterToPacket(&newPacket, it.first);
network.SendTo(&client.address, static_cast<SerialPacket*>(&newPacket));
}
//TODO: more in HandleSynchronize()
}
//-------------------------
//utility methods
//-------------------------
//TODO: a function that only sends to characters in a certain proximity
void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
for (auto& it : clientMap) {
network.SendTo(&it.second.address, argPacket);
}
}
void ServerApplication::PumpCharacterUnload(int uid) {
//delete the client-side character(s)
CharacterPacket newPacket;
newPacket.type = SerialPacketType::CHARACTER_DELETE;
newPacket.characterIndex = uid;
PumpPacket(static_cast<SerialPacket*>(&newPacket));
}
void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
CharacterData* character = characterMgr.GetCharacter(characterIndex);
if (!character) {
throw(std::runtime_error("Failed to copy a character to a packet"));
}
//TODO: keep this up to date when the character changes
packet->characterIndex = characterIndex;
strncpy(packet->handle, character->GetHandle().c_str(), PACKET_STRING_SIZE);
strncpy(packet->avatar, character->GetAvatar().c_str(), PACKET_STRING_SIZE);
packet->accountIndex = character->GetOwner();
packet->roomIndex = character->GetRoomIndex();
packet->origin = character->GetOrigin();
packet->motion = character->GetMotion();
packet->stats = *character->GetBaseStats();
}