// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // 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 . #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 #include // We're using the NeL Service framework and layer 5 #include #include #include #include #ifdef NL_OS_WINDOWS #include #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 _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 */