eb0b18af6f
It seems that the serialization code has a bug in it. I was expecting something like this. When the server tries to send the region content, it exits. I'll try and find the cause of the error, but I'm committing my changes anyway.
385 lines
11 KiB
C++
385 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.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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//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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