#include "server.h" Server::Server(LogDest log) { m_log = log; if (log == LOG_DEST::LOGFILE) { m_logfile = std::ofstream("server.log", std::ofstream::out); if (!m_logfile.is_open()) { m_log = LOG_DEST::CONSOLE; // Fallback console. Log("Ouverture fichier log: repli vers console.", true, false); } } } Server::~Server() { if (m_logfile.is_open()) m_logfile.close(); if (m_sock_udp) closesocket(m_sock_udp); if (m_sock_tcp) closesocket(m_sock_tcp); for (const auto& [key, player] : m_players) closesocket(player->getSock()); m_players.clear(); #ifdef _WIN32 WSACleanup(); #endif } int Server::Init() { Log("Initialisation du serveur...", false, false); #ifdef _WIN32 if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */ Log("Initialisation WinSock.", true, true); return 1; } #endif m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0); if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */ Log("Creation Socket UDP.", true, true); return 2; } m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0); if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */ Log("Creation Socket TCP.", true, true); return 3; } /* Creation structure donnes descripteur du socket serveur */ sockaddr_in addr; addr.sin_family = AF_INET; addr.sin_port = htons(SRV_PORT); addr.sin_addr.s_addr = htonl(INADDR_ANY); if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */ Log("Association Socket UDP.", true, true); return 4; } if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */ Log("Association Socket TCP.", true, true); return 5; } return 0; } int Server::Ready() { int nbrjoueurs = 0, nbrconn = 0; char *buf = new char[BUFFER_LENGTH], *strbuf = new char[BUFFER_LENGTH]; uint32_t buflen = BUFFER_LENGTH, strbuflen = BUFFER_LENGTH; bool readystart = false; do { Log("Entrez la durée de la partie: ", false, false); std::cin >> m_game.countdown; std::cout << std::endl; } while (m_game.countdown < 1); do { Log("Entrez le seed de la partie: ", false, false); std::cin >> m_game.seed; std::cout << std::endl; } while (m_game.seed < 1); do { Log("Entrez le nombre de joueurs: ", false, false); std::cin >> nbrjoueurs; std::cout << std::endl; } while (nbrjoueurs > 0 && nbrjoueurs >= MAX_CONNECTIONS); m_game.gameType = 1; if (listen(m_sock_tcp, MAX_CONNECTIONS) < 0) { Log("Écoute sur le port TCP.", true, true); return 1; } buildIdList(ID_LIST_SIZE); Log("À l'écoute sur le port: " + std::to_string(SRV_PORT), false, false); while (!readystart) { sockaddr_in sockad; addrlen_t addrlen = sizeof(sockad); SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen); if (sock < 0) Log("Erreur de connexion", true, false); else if (sock > 0) { std::string str = "Nouvelle connection provenant de: "; str.append(inet_ntop(AF_INET, &sockad.sin_addr, strbuf, strbuflen)).append(": ").append(std::to_string(sockad.sin_port)); if (recv(sock, buf, buflen, 0) > 0) { LoginInfo* log; PlayerInfo play; Packet pck = getPack(buf, buflen); if (pck.type != PACKET_TYPE::LOGINF) { Log("Paquet invalide.", true, false); if (pck.type != PACKET_TYPE::ERR) emptyPack(pck); continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre. } log = (LoginInfo*)pck.ptr; log->sid = getUniqueId(); log->tid = 0; Log(str.append(" Nom: ").append(log->name), false, false); str.clear(); Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false); sendPack(sock, log, &buf, &buflen); play.id = getUniqueId(); strcpy(play.name, log->name); play.tid = log->tid; sendPack(sock, &m_game, &buf, &buflen); Connection* conn = new Connection(sock, sockad, *log, play); for (auto& [key, player] : m_players) { sendPack(player->getSock(), &play, &buf, &buflen); // Envoyer les infos de joueur distant aux joueurs déjà connectés buflen = BUFFER_LENGTH; sendPack(sock, player->getInfo(), &buf, &buflen); // et envoyer les infos des joueurs distants au nouveau joueur. buflen = BUFFER_LENGTH; } m_players[log->sid] = conn; delete log; // le pck va se supprimer tout seul, mais le pointer du log qui vient de lui, non. if (++nbrconn >= nbrjoueurs) readystart = true; } } } delete[] buf; delete[] strbuf; return 0; } void Server::Run() { char* buf = new char[BUFFER_LENGTH]; uint32_t buflen = BUFFER_LENGTH; netprot::Input in; sockaddr_in sockad; addrlen_t socklen = sizeof(sockad); Log("Debut de la partie...", false, false); for (auto& [key, conn]: m_players) // Gérer le point de spawn des joueurs. conn->player = new Player(Vector3f(64., 128., 64.)); // TODO: Faire un premier sync pour que les joueurs partent à la bonne place. while (true) { if (recvfrom(m_sock_udp, buf, BUFFER_LENGTH, 0, (sockaddr*)&sockad, &socklen) > 0) { Deserialize(&in, buf, buflen); std::cout << "Id: " << in.sid << "\r\n" << "Direction: { " << in.direction.x << ", " << in.direction.y << ", " << in.direction.z << " }" << "\r\n"; } std::cout << "!" << std::endl; } } inline std::string Server::LogTimestamp() { time_t rawtime; tm timeinfo; char buffer[50]; time(&rawtime); #ifdef _WIN32 localtime_s(&timeinfo, &rawtime); #else localtime_r(&rawtime, &timeinfo); #endif strftime(buffer, sizeof(buffer), "%d-%m-%Y %H:%M:%S", &timeinfo); std::string str(buffer); return "[" + str + "] "; } void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { switch (m_log) { using enum LOG_DEST; // C++20! case LOGFILE: m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; break; case CONSOLE: default: std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; break; } if (is_fatal) { if (m_sock_udp) closesocket(m_sock_udp); if (m_sock_tcp) closesocket(m_sock_tcp); for (const auto& [key, player] : m_players) closesocket(player->getSock()); m_players.clear(); #ifdef _WIN32 WSACleanup(); #endif exit(-1); } } void Server::buildIdList(size_t size) { std::set lst; srand(time(NULL)); do lst.insert(((uint64_t)rand() << 32 | rand())); // EIGHT SIX SEVENFIVE THREE AUGHT NIIIIIIiIIiiIiINE! while (lst.size() < size); m_ids = std::vector(lst.begin(), lst.end()); } uint64_t Server::getUniqueId() { uint64_t id = m_ids.back(); m_ids.pop_back(); return id; } // Test serialize/deserialize: /* netprot::LoginInfo log, log2; std::cout << "Nom? "; std::cin.getline(log.name, 32); // NO! STD::CIN >> VARIABLE;! EVEEEEEERRRR!!! log.sid = 12345; char* buf = new char[150]; uint32_t buflen = 150; netprot::Serialize(&log, &buf, &buflen); bool is_work = netprot::Deserialize(&log2, buf, buflen); std::string str; str.append(is_work ? "Y " : "N ").append(log2.name).append(": ").append(std::to_string(log2.sid)); Log(str, false, false); */