GameServer.cpp 3.4 KB

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  1. #include <iostream>
  2. #include <cstring>
  3. #include <chrono>
  4. #include <mutex>
  5. #include <thread>
  6. #include <vector>
  7. #include <poll.h>
  8. #include <readline/readline.h>
  9. #include <readline/history.h>
  10. #include <unistd.h>
  11. #include "server/GameServer.h"
  12. #include "server/network/Server.h"
  13. #include "server/commands/ServerCommands.h"
  14. #include "server/commands/CommandManager.h"
  15. static ServerCommands serverCommands;
  16. static const std::chrono::nanoseconds NANOS_PER_TICK = std::chrono::nanoseconds(50000000);
  17. static const std::chrono::nanoseconds MIN_NANO_SLEEP = std::chrono::nanoseconds(300000);
  18. static std::vector<std::string> commandQueue;
  19. static std::mutex comandQueueMutex;
  20. static void init() {
  21. rl_bind_key('\t', rl_insert);
  22. rl_event_hook = []() {
  23. if(!serverCommands.isRunning()) {
  24. rl_stuff_char('\n');
  25. }
  26. return 0;
  27. };
  28. }
  29. static void readFromConsole() {
  30. while(serverCommands.isRunning()) {
  31. char* test = readline("> ");
  32. if(test == nullptr) {
  33. continue;
  34. }
  35. std::string command(test);
  36. if(command.size() != 0) {
  37. add_history(test);
  38. std::lock_guard<std::mutex> lg(comandQueueMutex);
  39. commandQueue.push_back(command);
  40. }
  41. free(test);
  42. }
  43. }
  44. static void handleCommandQueue() {
  45. std::lock_guard<std::mutex> lg(comandQueueMutex);
  46. for(std::string& s : commandQueue) {
  47. CommandManager::execute(serverCommands, s);
  48. }
  49. commandQueue.clear();
  50. }
  51. static void tick() {
  52. rl_clear_visible_line();
  53. handleCommandQueue();
  54. std::cout << "tick\n";
  55. rl_forced_update_display();
  56. }
  57. static void onFullServerClientConnect(int socket) {
  58. Stream answer;
  59. answer.write("Sorry, the server is full");
  60. answer.sendToSocket(socket);
  61. }
  62. static void onClientConnect(int socket) {
  63. std::cout << socket << " has connected\n";
  64. Stream answer;
  65. answer.write("Welcome to the server.");
  66. answer.sendToSocket(socket);
  67. }
  68. static void onClientPackage(int socket, Stream& in) {
  69. std::string s = "";
  70. while(in.hasData()) {
  71. char c;
  72. in.read(&c, 1);
  73. s = c + s;
  74. }
  75. Stream answer;
  76. answer.write(s.data(), s.length());
  77. answer.sendToSocket(socket);
  78. }
  79. static void onClientDisconnect(int socket) {
  80. std::cout << socket << " has disconnected\n";
  81. Stream answer;
  82. answer.write("Bye.");
  83. answer.sendToSocket(socket);
  84. }
  85. static void loop() {
  86. auto lastTime = std::chrono::steady_clock::now().time_since_epoch();
  87. auto lag = lastTime.zero();
  88. std::thread commandThread = std::thread(readFromConsole);
  89. while(serverCommands.isRunning()) {
  90. auto time = std::chrono::steady_clock::now().time_since_epoch();
  91. lag += time - lastTime;
  92. lastTime = time;
  93. while(lag >= NANOS_PER_TICK) {
  94. lag -= NANOS_PER_TICK;
  95. tick();
  96. }
  97. auto waitTime = NANOS_PER_TICK - lag - MIN_NANO_SLEEP;
  98. if(waitTime > MIN_NANO_SLEEP) {
  99. std::this_thread::sleep_for(waitTime);
  100. }
  101. }
  102. commandThread.join();
  103. }
  104. void GameServer::start(u16 port, u16 maxClients) {
  105. init();
  106. Server::setFullServerClientConnectFunction(onFullServerClientConnect);
  107. Server::setClientConnectFunction(onClientConnect);
  108. Server::setClientPackageFunction(onClientPackage);
  109. Server::setClientDisconnectFunction(onClientDisconnect);
  110. if(!Server::start(port, maxClients)) {
  111. return;
  112. }
  113. loop();
  114. }