334 lines
9.3 KiB
C++
334 lines
9.3 KiB
C++
#include "server.h"
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Server::Server(LOG_DEST log) {
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m_log = log;
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if (log == LOG_DEST::LOGFILE) {
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m_logfile = std::ofstream("server.log", std::ofstream::out);
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if (!m_logfile.is_open()) {
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m_log = LOG_DEST::CONSOLE; // Fallback console.
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Log("Ouverture fichier log: repli vers console.", true, false);
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}
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}
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}
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Server::~Server() {
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if (m_logfile.is_open())
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m_logfile.close();
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if (m_sock_udp)
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closesocket(m_sock_udp);
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if (m_sock_tcp)
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closesocket(m_sock_tcp);
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for (const auto& [key, player] : m_players)
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closesocket(player->getSock());
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m_players.clear();
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#ifdef _WIN32
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WSACleanup();
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#endif
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}
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int Server::Init() {
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Log("Initialisation du serveur...", false, false);
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#ifdef _WIN32
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if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */
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Log("Initialisation WinSock.", true, true);
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return 1;
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}
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#endif
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m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0);
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if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */
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Log("Creation Socket UDP.", true, true);
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return 2;
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}
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m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0);
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if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */
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Log("Creation Socket TCP.", true, true);
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return 3;
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}
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/* Creation structure donnes descripteur du socket serveur */
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sockaddr_in addr;
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addr.sin_family = AF_INET;
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addr.sin_port = htons(SRV_PORT);
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addr.sin_addr.s_addr = htonl(INADDR_ANY);
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if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */
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Log("Association Socket UDP.", true, true);
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return 4;
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}
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if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */
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Log("Association Socket TCP.", true, true);
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return 5;
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}
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return 0;
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}
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int Server::Ready() {
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int nbrjoueurs = 0,
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nbrconn = 0;
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bool readystart = false;
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do {
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Log("Entrez la duree de la partie: ", false, false);
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std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
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try {
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m_game.countdown = std::stoi(m_buf.ptr);
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} catch(const std::exception& e) {
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Log(e.what(), true, false);
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m_game.countdown = 0;
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}
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} while (m_game.countdown < 1);
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do {
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Log("Entrez le seed de la partie: ", false, false);
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std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
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try {
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m_game.seed = 9370707;//std::stoi(m_buf.ptr);
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} catch(const std::exception& e) {
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Log(e.what(), true, false);
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m_game.seed = 0;
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}
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} while (m_game.seed < 1);
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do {
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Log("Entrez le nombre de joueurs: ", false, false);
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std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
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try {
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nbrjoueurs = std::stoi(m_buf.ptr);
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} catch(const std::exception& e) {
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Log(e.what(), true, false);
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nbrjoueurs = 0;
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}
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if (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS)
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Log("Nombre de joueurs invalide.", true, false);
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} while (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS);
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m_game.gameType = 1;
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if (listen(m_sock_tcp, MAX_CONNECTIONS) < 0) {
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Log("Ecoute sur le port TCP.", true, true);
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return 1;
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}
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buildIdList(ID_LIST_SIZE);
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Log("A l'ecoute sur le port: " + std::to_string(SRV_PORT), false, false);
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while (!readystart) {
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sockaddr_in sockad;
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addrlen_t addrlen = sizeof(sockad);
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SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen);
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if (sock < 0)
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Log("Erreur de connexion", true, false);
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else if (sock > 0) {
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std::string str = "Nouvelle connexion provenant de: ";
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str.append(inet_ntop(AF_INET, &sockad.sin_addr, m_buf.ptr, m_buf.len)).append(": ").append(std::to_string(sockad.sin_port));
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if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) {
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PlayerInfo play;
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m_buf.len = BUFFER_LENGTH;
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Packet pck = getPack(&m_buf);
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if (pck.type != PACKET_TYPE::LOGINF) {
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Log("Paquet invalide.", true, false);
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if (pck.type != PACKET_TYPE::ERR)
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netprot::emptyPack(pck);
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continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre.
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}
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LoginInfo* log = (LoginInfo*)pck.ptr;
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log->sid = getUniqueId();
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log->tid = 1145389380; // TODO: À changer si on implemente un mode en equipe.
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Log(str.append(" Nom: ").append(log->name), false, false);
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str.clear();
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sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad);
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play.id = getUniqueId();
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play.tid = log->tid;
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strcpy(play.name, log->name);
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Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]")
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.append(" ID: [").append(std::to_string(play.id)).append("]")
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.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false);
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play.tid = log->tid;
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sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
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std::cout << m_game.seed << std::endl;
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Connection* conn = new Connection(sock, sockad, *log, play);
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m_players[log->sid] = conn;
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delete log;
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if (++nbrconn >= nbrjoueurs)
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readystart = true;
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}
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}
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}
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for (auto& [keyin, playin] : m_players)
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for (auto& [keyout, playout] : m_players) {
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if (keyin == keyout)
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continue;
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//sendPackTo<PlayerInfo>(m_sock_udp, &play, &m_buf, &sockad); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
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sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
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}
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return 0;
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}
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void Server::Run() {
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bool endgame = false;
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Input in;
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sockaddr_in sockad;
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addrlen_t socklen = sizeof(sockad);
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Log("Debut de la partie...", false, false);
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int players = m_players.size();
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m_world = new World();
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m_world->SetSeed(m_game.seed);
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m_world->GetChunks().Reset(nullptr);
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m_world->BuildWorld();
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for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
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conn->player = std::make_unique<Player>(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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Sync sync;
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sync.position = conn->player->GetPositionAbs();
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sync.hp = conn->player->GetHP();
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sync.sid = key;
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sync.ammo = 0;
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sync.timestamp = 0;
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sync.timer = m_game.countdown;
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sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
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}
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while (!endgame) {
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for (auto& [key, conn] : m_players) {
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std::vector<char*> lsPck;
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Input in;
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Sync sync;
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lsPck = recvPacks(m_sock_udp, &m_buf);
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for (auto& pck : lsPck) {
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uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
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switch (netprot::getType(pck, 1)) {
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using enum netprot::PACKET_TYPE;
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case INPUT:
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if (Deserialize(&in, pck, &bsize)) {
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m_players[in.sid]->AddInput(in);
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}
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break;
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case SYNC:
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if (Deserialize(&sync, pck, &bsize)) {}
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break;
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default: break;
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}
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}
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lsPck.clear();
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if (conn->m_nsync) {
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conn->Run(m_world);
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conn->sendPacks(m_sock_udp, m_players, 0);
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}
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}
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}
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//while (true) {
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// if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
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// Packet pck = getPack(&m_buf);
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// switch (pck.type) {
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// using enum netprot::PACKET_TYPE;
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// case ERR: std::puts("ERROR!"); break;
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// case INPUT: std::puts("INPUT!"); break;
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// case OUTPUT: std::puts("OUTPUT!"); break;
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// case SYNC: std::puts("SYNC!"); break;
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// case TEAMINF: std::puts("TEAMINF!"); break;
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// case SELFINF: std::puts("SELFINF!"); break;
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// case PLAYINF: std::puts("PLAYINF!"); break;
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// case LOGINF: std::puts("LOGINF!"); break;
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// case CHUNKMOD: std::puts("CHUNKMOD!"); break;
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// case PLAYERMOD: std::puts("PLAYERMOD!"); break;
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// case PICKUPMOD: std::puts("PICKUPMOD!"); break;
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// case GAMEINFO: std::puts("GAMEINFO!"); break;
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// case ENDINFO: std::puts("ENDINFO!"); break;
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// case CHAT: std::puts("CHAT!"); break;
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// case ERRLOG: std::puts("ERRLOG!"); break;
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// case LAST_PACK: [[falltrough]];
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// default: std::puts("wtf?!"); break;
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// }
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// netprot::emptyPack(pck);
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// }
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//}
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}
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inline std::string Server::LogTimestamp() {
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time_t rawtime;
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tm timeinfo;
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char buffer[50];
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time(&rawtime);
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#ifdef _WIN32
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localtime_s(&timeinfo, &rawtime);
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#else
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localtime_r(&rawtime, &timeinfo);
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#endif
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strftime(buffer, sizeof(buffer), "%d-%m-%Y %H:%M:%S", &timeinfo);
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std::string str(buffer);
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return "[" + str + "] ";
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}
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void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
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switch (m_log) {
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using enum LOG_DEST; // C++20!
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case LOGFILE:
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m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
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break;
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case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!)
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default:
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std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
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break;
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}
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if (is_fatal) {
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if (m_logfile.is_open())
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m_logfile.close();
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if (m_sock_udp)
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closesocket(m_sock_udp);
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if (m_sock_tcp)
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closesocket(m_sock_tcp);
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for (const auto& [key, player] : m_players) {
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closesocket(player->getSock());
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}
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m_players.clear();
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#ifdef _WIN32
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WSACleanup();
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#endif
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exit(-1);
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}
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}
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void Server::buildIdList(size_t size) {
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std::set<uint64_t> lst;
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srand(time(NULL));
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do lst.insert(((uint64_t)rand() << 32 | rand()));
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while (lst.size() < size);
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m_ids = std::vector<uint64_t>(lst.begin(), lst.end());
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}
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uint64_t Server::getUniqueId() {
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uint64_t id = m_ids.back();
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m_ids.pop_back();
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return id;
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}
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