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ryzom-core/snowballs2/server/frontend/src/main.cpp

713 lines
20 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This source file has been modified by the following contributors:
// Copyright (C) 2014 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif // HAVE_CONFIG_H
#ifndef SNOWBALLS_CONFIG
#define SNOWBALLS_CONFIG ""
#endif // SNOWBALLS_CONFIG
#ifndef SNOWBALLS_LOGS
#define SNOWBALLS_LOGS ""
#endif // SNOWBALLS_LOGS
// This include is mandatory to use NeL. It include NeL types.
#include <nel/misc/types_nl.h>
#include <nel/misc/vector.h>
// We're using the NeL Service framework and layer 5
#include <nel/net/service.h>
#include <nel/net/login_server.h>
#include <map>
#include <utility>
#ifdef NL_OS_WINDOWS
#include <Windows.h>
#endif
using namespace NLMISC;
using namespace NLNET;
using namespace std;
CCallbackServer *Clients = 0;
//TSockId clientfrom;
/*
* Keep a list of the players connected to that Frontend. Only map Id
* to a Connection
*/
struct CPlayer
{
enum PlayerState
{
IDENTIFYING,
ONLINE
};
CPlayer(uint32 Id, TSockId Con) : id(Id), con(Con), State(IDENTIFYING) { }
uint32 id;
TSockId con;
PlayerState State;
};
typedef map<uint32, CPlayer> _pmap;
_pmap localPlayers;
/****************************************************************************
* cbChatClient
*
* Receive chat messages from a client and send it to the Chat Service.
****************************************************************************/
void cbChatClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
{
string message;
// Input from the client is stored.
msgin.serial (message);
// Prepare the message to send to the CHAT service
CMessage msgout ("CHAT");
msgout.serial (message);
/*
* The incomming message from the client is sent to the CHAT service
* under the "CHAT" identification.
*/
CUnifiedNetwork::getInstance ()->send( "CHAT", msgout );
nldebug("SB: Received CHAT message \"%s\" from client \"%s\"", message.c_str(), clientcb.hostAddress(from).asString().c_str());
}
/****************************************************************************
* cdChatService
*
* Receive chat messages from the Chat Service to send it to all the clients.
****************************************************************************/
void cbChatService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
string message;
// Input: process the reply of the chat service
msgin.serial (message);
// Output: send the reply to the client
CMessage msgout ("CHAT");
msgout.serial (message);
// Send the message to all connected clients
Clients->send (msgout, InvalidSockId);
nldebug( "SB: Sent chat message \"%s\" to all clients", message.c_str());
}
/****************************************************************************
* cbPosClient
*
* Receive position messages from a client and send it to the Position Service.
****************************************************************************/
void cbPosClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
{
uint32 id;
CVector pos;
float angle;
uint32 state;
// Input from the client is stored.
msgin.serial( id );
msgin.serial( pos );
msgin.serial( angle );
msgin.serial( state );
// Prepare the message to send to the Position service
CMessage msgout ("ENTITY_POS");
msgout.serial( id );
msgout.serial( pos );
msgout.serial( angle );
msgout.serial( state );
/*
* The incomming message from the client is sent to the Position service
* under the "POS" identification.
*/
CUnifiedNetwork::getInstance ()->send( "POS", msgout );
//nldebug( "SB: Received ENTITY_POS from the client");
}
/****************************************************************************
* cbPosService
*
* Receive position messages from the Position Service to send it to all the
* clients.
****************************************************************************/
void cbPosService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
uint32 id;
CVector pos;
float angle;
uint32 state;
// Input: process the reply of the position service
msgin.serial( id );
msgin.serial( pos );
msgin.serial( angle );
msgin.serial( state );
// Output: send the reply to the client
CMessage msgout( "ENTITY_POS" );
msgout.serial( id );
msgout.serial( pos );
msgout.serial( angle );
msgout.serial( state );
// Send the message to all connected clients
Clients->send(msgout, InvalidSockId);
//nldebug( "SB: Sent ENTITY_POS message to all the connected clients");
}
/****************************************************************************
* cbTeleportService
*
* Test
****************************************************************************/
void cbTeleportService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
uint32 id;
CVector position;
msgin.serial(id);
msgin.serial(position);
CMessage msgout("ENTITY_TP");
msgout.serial(id);
msgout.serial(position);
Clients->send(msgout, InvalidSockId);
nldebug("SB: Sent ENTITY_TP message to all the connected clients");
}
/****************************************************************************
* cbAddClient
*
* Receive an ADD_ENTITY message from a client and send it to the Position
* Service.
****************************************************************************/
void cbAddClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
{
uint32 id;
string name;
uint8 race;
CVector start(1840.0f + ((float)(rand() % 100) / 10.0f), -970.0f + ((float)(rand() % 100) / 10.0f), -23.0f); // kaetemi_todo: from config
// Input from the client is stored.
msgin.serial(id);
msgin.serial(name);
msgin.serial(race);
if(from->appId() != 0)
{
CPlayer *p = (CPlayer *)(void *)from->appId();
if(id == p->id)
p->State = CPlayer::ONLINE;
}
// Prepare the message to send to the Position service
CMessage msgout("ADD_ENTITY");
msgout.serial(id);
msgout.serial(name);
msgout.serial(race);
msgout.serial(start);
/*
* The incoming message from the client is sent to the Position service
* under the "POS" identification.
*/
CUnifiedNetwork::getInstance()->send("POS", msgout);
nldebug("SB: Received ADD_ENTITY from the client");
// kaetemi_todo: from config
msgout = CMessage("CHAT");
std::string chat_msg(std::string(">>>> Welcome to Snowballs, ") + name + std::string("!"));
msgout.serial(chat_msg);
Clients->send(msgout, from);
}
/****************************************************************************
* cdAddService
*
* Receive an ADD_ENTITY messages from the Position Service to send it to all
* the clients.
****************************************************************************/
void cbAddService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
bool all;
uint32 to;
uint32 id;
string name;
uint8 race;
CVector start;
// Input: process the reply of the position service
msgin.serial( all );
msgin.serial( to );
msgin.serial( id );
msgin.serial( name );
msgin.serial( race );
msgin.serial( start );
// Output: prepare the reply to the clients
CMessage msgout( "ADD_ENTITY" );
msgout.serial( id );
msgout.serial( name );
msgout.serial( race );
msgout.serial( start );
if ( all == true )
{
// Send the message to all connected clients
Clients->send(msgout, InvalidSockId );
nldebug( "SB: Sent ADD_ENTITY message to all the connected clients");
}
else
{
// Send the message about a former connected client to the new client
_pmap::iterator ItPlayer;
ItPlayer = localPlayers.find(to);
if ( ItPlayer == localPlayers.end() )
{
nlwarning( "New player id %u not found !", to );
}
else
{
TSockId conToClient = ((*ItPlayer).second).con;
Clients->send( msgout, conToClient );
nldebug( "SB: Sent ADD_ENTITY about all the connected clients to the new client.");
}
}
}
/****************************************************************************
* cbRemoveClient
*
* Receive an REMOVE_ENTITY message from a client and send it to the Position
* Service.
****************************************************************************/
void cbRemoveClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
{
uint32 id;
// Input from the client is stored.
msgin.serial( id );
// Prepare the message to send to the Position service
CMessage msgout( "REMOVE_ENTITY" );
msgout.serial( id );
/*
* The incomming message from the client is sent to the Position service
* under the "POS" identification.
*/
CUnifiedNetwork::getInstance ()->send( "POS", msgout );
nldebug( "SB: Received REMOVE_ENTITY from the client");
}
/****************************************************************************
* cdRemoveService
*
* Receive an REMOVE_ENTITY messages from the Position Service to send it to all
* the clients.
****************************************************************************/
void cbRemoveService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
uint32 id;
// Input: process the reply of the position service
msgin.serial( id );
// Output: send the reply to the client
CMessage msgout( "REMOVE_ENTITY" );
msgout.serial( id );
// Send the message to all connected clients
Clients->send( msgout, InvalidSockId );
nldebug( "SB: Sent REMOVE_ENTITY message to all the connected clients");
}
/****************************************************************************
* cdSnowballService
*
* Receive an SNOWBALL messages from the Position Service to send it to all
* the clients.
****************************************************************************/
void cbSnowballService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
uint32 id,
playerId;
CVector start,
target;
float speed,
explosionRadius;
// Input: process the reply of the position service
msgin.serial( id );
msgin.serial( playerId );
msgin.serial( start );
msgin.serial( target );
msgin.serial( speed );
msgin.serial( explosionRadius );
// Output: send the reply to the client
CMessage msgout( "SNOWBALL" );
msgout.serial( id );
msgout.serial( playerId );
msgout.serial( start );
msgout.serial( target );
msgout.serial( speed );
msgout.serial( explosionRadius );
// Send the message to all connected clients
Clients->send( msgout, InvalidSockId );
nldebug( "SB: Sent SNOWBALL message to all the connected clients");
}
/****************************************************************************
* cbSnowballClient
*
* Receive an SNOWBALL message from a client and send it to the Position
* Service.
****************************************************************************/
void cbSnowballClient ( CMessage& msgin, TSockId from, CCallbackNetBase& clientcb )
{
uint32 playerId;
CVector start,
target;
float speed,
explosionRadius;
// Input from the client is stored.
msgin.serial( playerId );
msgin.serial( start );
msgin.serial( target );
msgin.serial( speed );
msgin.serial( explosionRadius );
// Prepare the message to send to the Position service
CMessage msgout( "SNOWBALL" );
msgout.serial( playerId );
msgout.serial( start );
msgout.serial( target );
msgout.serial( speed );
msgout.serial( explosionRadius );
/*
* The incomming message from the client is sent to the Position service
* under the "POS" identification.
*/
CUnifiedNetwork::getInstance ()->send( "POS", msgout );
nldebug( "SB: Received SNOWBALL from the client");
}
/****************************************************************************
* cdHitService
*
* Receive an HIT messages from the Position Service to send it to all
* the clients.
****************************************************************************/
void cbHitService (CMessage &msgin, const std::string &serviceName, TServiceId sid)
{
uint32 snowballId,
victimId;
bool direct;
// Input: process the reply of the position service
msgin.serial( snowballId );
msgin.serial( victimId );
msgin.serial( direct );
// Output: send the reply to the client
CMessage msgout( "HIT" );
msgout.serial( snowballId );
msgout.serial( victimId );
msgout.serial( direct );
// Send the message to all connected clients
Clients->send( msgout, InvalidSockId);
nldebug( "SB: Sent HIT message to all the connected clients");
}
/**
* Contains all callbacks from client
*/
TCallbackItem ClientCallbackArray[] =
{
{ "ADD_ENTITY", cbAddClient },
{ "ENTITY_POS", cbPosClient },
{ "CHAT", cbChatClient },
{ "REMOVE_ENTITY", cbRemoveClient },
{ "SNOWBALL", cbSnowballClient },
};
/**
* Contains *all* callbacks from the shard
*/
TUnifiedCallbackItem CallbackArray[] =
{
{ "CHAT", cbChatService },
{ "ADD_ENTITY", cbAddService },
{ "ENTITY_POS", cbPosService },
{ "ENTITY_TP", cbTeleportService },
{ "REMOVE_ENTITY", cbRemoveService },
{ "SNOWBALL", cbSnowballService },
{ "HIT", cbHitService },
};
/****************************************************************************
* Connection callback for the Chat service
****************************************************************************/
void onReconnectChat (const std::string &serviceName, TServiceId sid, void *arg)
{
nldebug( "SB: Chat Service reconnected" );
}
/****************************************************************************
* Disconnection callback for the Chat service
****************************************************************************/
void onDisconnectChat (const std::string &serviceName, TServiceId sid, void *arg)
{
/* Note: messages already forwarded should get no reply, but it may occure
* (e.g. if the server reconnects before the forwarding of a message and
* the reconnection callbacks is called after that). Then onReconnectChat()
* may send messagess that have already been sent and the front-end may get
* the same message twice. This is partially handled in cbChatService.
*/
nldebug( "SB: Chat Service disconnecting: messages will be delayed until reconnection" );
}
/****************************************************************************
* Connection callback for the Position service
****************************************************************************/
void onReconnectPosition (const std::string &serviceName, TServiceId sid, void *arg)
{
nldebug( "SB: Position Service reconnected" );
}
/****************************************************************************
* Disconnection callback for the Position service
****************************************************************************/
void onDisconnectPosition (const std::string &serviceName, TServiceId sid, void *arg)
{
/* Note: messages already forwarded should get no reply, but it may occure
* (e.g. if the server reconnects before the forwarding of a message and
* the reconnection callbacks is called after that). Then onReconnectChat()
* may send messagess that have already been sent and the front-end may get
* the same message twice. This is partially handled in cbPositionService.
*/
nldebug( "SB: Position Service disconnecting: messages will be delayed until reconnection" );
}
/****************************************************************************
* Connection callback for a client
****************************************************************************/
void onConnectionClient (TSockId from, const CLoginCookie &cookie)
{
uint32 id;
id = cookie.getUserId();
nlinfo( "The client with unique Id %u is connected", id );
// Add new client to the list of player managed by this FrontEnd
pair<_pmap::iterator, bool> player = localPlayers.insert( make_pair( id, CPlayer( id, from )));
// store the player info in appId
_pmap::iterator it = player.first;
CPlayer *p = &((*it).second);
from->setAppId((uint64)(uintptr_t)p);
// Output: send the IDENTIFICATION number to the new connected client
CMessage msgout( "IDENTIFICATION" );
msgout.serial( id );
// Send the message to connected client "from"
Clients->send( msgout, from );
nldebug( "SB: Sent IDENTIFICATION message to the new client");
}
/****************************************************************************
* Disconnection callback for a client
****************************************************************************/
void onDisconnectClient ( TSockId from, void *arg )
{
uint32 id;
uintptr_t i = from->appId();
if(i == 0)
return;
CPlayer *p = (CPlayer *)(void *)i;
id = p->id;
nlinfo( "A client with unique Id %u has disconnected", id );
// tell the login system that this client is disconnected
CLoginServer::clientDisconnected ( id );
// remove the player from the local player list
localPlayers.erase( id );
// don't send remove messages for entities that haven't been created.
if(p->State == CPlayer::ONLINE)
{
// Output: send the REMOVE_ENTITY to the position manager.
CMessage msgout( "REMOVE_ENTITY" );
msgout.serial( id );
// Send the message to the position manager
CUnifiedNetwork::getInstance ()->send( "POS", msgout);
nldebug( "SB: Sent REMOVE_ENTITY message to the position manager.");
}
}
/****************************************************************************
* CFrontEndService
****************************************************************************/
class CFrontEndService : public IService
{
public:
// Initialisation
void init()
{
// Create the server where the client must connect into
// In a real game, it should be an UDP server with specific protocol to manage packet lost and so on.
Clients = new CCallbackServer ();
nlassert (Clients != 0);
// Set the callbacks for that connection (comming from the Chat service)
Clients->addCallbackArray (ClientCallbackArray, sizeof(ClientCallbackArray)/sizeof(ClientCallbackArray[0]));
// Set the callbacks for the client disconnection of the Frontend
Clients->setDisconnectionCallback (onDisconnectClient, 0);
Clients->init (37000);
// Connect the frontend to the login system
CLoginServer::init( *Clients, onConnectionClient);
/*
* Set the callback function when the Chat service reconnect to the
* frontend
*/
CUnifiedNetwork::getInstance ()->setServiceUpCallback ("CHAT", onReconnectChat, 0);
/*
* Set the callback function when the Chat service disconnect from
* frontend
*/
CUnifiedNetwork::getInstance ()->setServiceDownCallback ("CHAT", onDisconnectChat, 0);
/*
* Set the callback function when the Position service reconnect to the
* frontend
*/
CUnifiedNetwork::getInstance ()->setServiceUpCallback ("POS", onReconnectPosition, 0);
/*
* Set the callback function when the Position service disconnect from
* frontend
*/
CUnifiedNetwork::getInstance ()->setServiceDownCallback ("POS", onDisconnectPosition, 0);
}
bool update()
{
// Manage messages from clients
Clients->update ();
// we want to continue
return true;
}
void release()
{
delete Clients;
Clients = NULL;
}
};
/****************************************************************************
* SNOWBALLS FRONTEND SERVICE MAIN Function
*
* This call create a main function for a service:
*
* - based on the "CFrontEndService" class
* - having the short name "FS"
* - having the long name "frontend_service"
* - listening on the port "0" (dynamically determined)
* - and shard callback set to "CallbackArray"
*
****************************************************************************/
NLNET_SERVICE_MAIN (CFrontEndService, "FS", "frontend_service", 0, CallbackArray, SNOWBALLS_CONFIG, SNOWBALLS_LOGS)
/* end of file */