Improved server
This commit is contained in:
parent
816337ede5
commit
0172a81bdf
@ -1,8 +1,11 @@
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extends PacketHandler
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var auth_token: String
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var instance_id := OS.get_process_id() % 4
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var username := "user%d" % instance_id
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func _ready():
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DisplayServer.window_set_title(username)
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send_login()
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func handle_packet(data: PackedByteArray, _peer: PacketPeer):
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@ -17,10 +20,11 @@ func handle_packet(data: PackedByteArray, _peer: PacketPeer):
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func send_login():
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if is_logged_in():
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return
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var password := "password"
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var buffer := StreamPeerBuffer.new()
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buffer.put_8(Packet.LOGIN)
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buffer.put_data(JSON.stringify(["user1", "password"]).to_utf8_buffer())
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buffer.put_data(JSON.stringify([username, password]).to_utf8_buffer())
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%Client.socket.put_packet(buffer.data_array)
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print("[Client] Connecting...")
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@ -17,9 +17,14 @@ func handle_packet(data: PackedByteArray, _peer: PacketPeer):
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print(server_position)
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var player := spawn_player()
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player.name = player_name
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player.position = server_position
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Global.player = player
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player.set_character_name(player_name)
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if false:
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Global.player = player
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var controller := PlayerController.new()
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controller.character = Global.player
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Global.player.add_child(controller)
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func spawn_player() -> Player:
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var player = player_scene.instantiate()
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@ -1,7 +1,6 @@
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class_name Player
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extends Character
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func _ready():
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var controller := PlayerController.new()
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controller.character = self
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add_child(controller)
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func set_character_name(new_name: String):
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name = new_name
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get_node("Label").text = name
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@ -1,8 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://2lcnu3dy54lx"]
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[gd_scene load_steps=5 format=3 uid="uid://2lcnu3dy54lx"]
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[ext_resource type="Script" path="res://player/Player.gd" id="1_8gebs"]
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[ext_resource type="PackedScene" uid="uid://2bbycjulf00g" path="res://character/health/HealthComponent.tscn" id="2_np5ag"]
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[ext_resource type="Script" path="res://player/controller/PlayerController.gd" id="3_oox5k"]
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[sub_resource type="PrismMesh" id="PrismMesh_y7abh"]
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size = Vector3(0.5, 1.6, 0.5)
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@ -29,6 +28,7 @@ shape = SubResource("CapsuleShape3D_2f50n")
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[node name="Health" parent="." instance=ExtResource("2_np5ag")]
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[node name="Controller" type="Node" parent="." node_paths=PackedStringArray("character")]
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script = ExtResource("3_oox5k")
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character = NodePath("..")
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[node name="Label" type="Label3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8, 0)
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billboard = 1
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text = "ABC"
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@ -68,10 +68,10 @@ camera_attributes = ExtResource("9_w4cdu")
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[node name="Trees" type="Node3D" parent="World"]
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[node name="Tree" parent="World/Trees" instance=ExtResource("11_wlyv1")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.11323, 0, -4.64839)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.11323, 0, -7.57074)
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[node name="Tree2" parent="World/Trees" instance=ExtResource("11_wlyv1")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.11323, 0, 5.35161)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.11323, 0, 7.80548)
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[node name="Enemies" type="Node3D" parent="World"]
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@ -118,6 +118,7 @@ follow_speed = 5.0
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[node name="PostProcessing" type="MeshInstance3D" parent="Viewport/SubViewport/CameraPivot/Camera"]
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unique_name_in_owner = true
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visible = false
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extra_cull_margin = 16384.0
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mesh = SubResource("QuadMesh_7yiqd")
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@ -1,31 +0,0 @@
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package game
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import (
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"net"
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"time"
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)
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// Client represents a logged in client.
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type Client struct {
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address *net.UDPAddr
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lastPacket time.Time
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authToken string
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player Player
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}
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// NewClient creates a new client.
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func NewClient(address *net.UDPAddr) *Client {
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return &Client{
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address: address,
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}
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}
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// String shows the client address.
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func (c *Client) String() string {
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return c.address.String()
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}
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// KeepAlive sets the last packet time to now.
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func (c *Client) KeepAlive() {
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c.lastPacket = time.Now()
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}
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67
server/game/Game.go
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67
server/game/Game.go
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@ -0,0 +1,67 @@
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package game
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import (
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"fmt"
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"os"
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"os/signal"
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"server/game/packet"
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"time"
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)
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// Game represents the entire state of the game server.
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type Game struct {
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server *Server
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players *PlayerManager
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}
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// New creates a new game.
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func New() *Game {
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return &Game{
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server: NewServer(),
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players: NewPlayerManager(),
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}
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}
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// Run starts all game systems.
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func (game *Game) Run() {
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game.start()
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close := make(chan os.Signal, 1)
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signal.Notify(close, os.Interrupt)
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<-close
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}
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// start starts all game systems.
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func (game *Game) start() {
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go game.network()
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go game.physics()
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go game.statistics()
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}
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// network will listen for new packets and process them.
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func (game *Game) network() {
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game.server.SetHandler(packet.Ping, game.Ping)
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game.server.SetHandler(packet.Login, game.Login)
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game.server.Run(4242)
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}
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// physics periodically runs the Tick function for each player.
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func (game *Game) physics() {
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updater := time.NewTicker(20 * time.Millisecond)
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for range updater.C {
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game.players.Each(func(c *Player) bool {
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c.Tick()
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return true
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})
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}
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}
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// statistics periodically shows server statistics on the command line.
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func (game *Game) statistics() {
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ticker := time.NewTicker(time.Second)
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for range ticker.C {
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fmt.Printf("%d players | %d packets\n", game.players.Count(), game.server.PacketCount())
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game.server.ResetPacketCount()
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}
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}
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@ -1,4 +1,4 @@
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package core
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package game
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import "net"
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@ -3,70 +3,78 @@ package game
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import (
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"crypto/rand"
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"encoding/base64"
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"encoding/binary"
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"encoding/json"
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"errors"
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"fmt"
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"math"
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"net"
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"server/core"
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"server/packet"
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"server/game/packet"
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)
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var (
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Clients = NewManager()
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LoginSuccess = []byte{0}
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LoginFailure = []byte{1}
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)
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// Login checks the account credentials and gives a network peer access to an account.
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func Login(data []byte, address *net.UDPAddr, server *core.Server) error {
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var loginRequest [2]string
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err := json.Unmarshal(data, &loginRequest)
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func (game *Game) Login(data []byte, address *net.UDPAddr, server *Server) error {
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username, password, err := getLoginData(data)
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if err != nil {
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server.Send(packet.Login, LoginFailure, address)
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return err
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}
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username := loginRequest[0]
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password := loginRequest[1]
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if password != "password" {
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server.Send(packet.Login, LoginFailure, address)
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return errors.New("login failure")
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}
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randomBytes := make([]byte, 32)
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_, err = rand.Read(randomBytes)
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player := game.players.Get(address)
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player.AuthToken = createAuthToken()
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player.Name = username
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player.KeepAlive()
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if err != nil {
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server.Send(packet.Login, LoginFailure, address)
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return err
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if username == "user0" {
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player.Position.X = 5.0
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}
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client := Clients.Get(address)
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client.KeepAlive()
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client.authToken = base64.StdEncoding.EncodeToString(randomBytes)
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client.player.Name = username
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client.player.Position.X = 5.0
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playerState := []byte(client.player.Name + "\u0000")
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playerState = appendVector3(playerState, client.player.Position)
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if username == "user1" {
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player.Position.X = -5.0
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}
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server.Send(packet.Login, append(LoginSuccess, []byte(client.authToken)...), address)
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server.Send(packet.PlayerState, playerState, address)
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if username == "user2" {
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player.Position.Z = -5.0
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}
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if username == "user3" {
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player.Position.Z = 5.0
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}
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server.Send(packet.Login, append(LoginSuccess, []byte(player.AuthToken)...), address)
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player.OnConnect()
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game.players.Each(func(other *Player) bool {
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server.Send(packet.PlayerState, other.State(), address)
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return true
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})
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fmt.Printf("%s logged in.\n", username)
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return nil
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}
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func appendVector3(data []byte, vector Vector3) []byte {
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bits := math.Float32bits(vector.X)
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data = binary.LittleEndian.AppendUint32(data, bits)
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func getLoginData(data []byte) (string, string, error) {
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loginRequest := [2]string{}
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err := json.Unmarshal(data, &loginRequest)
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bits = math.Float32bits(vector.Y)
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data = binary.LittleEndian.AppendUint32(data, bits)
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if err != nil {
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return "", "", err
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}
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bits = math.Float32bits(vector.Z)
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return binary.LittleEndian.AppendUint32(data, bits)
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username := loginRequest[0]
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password := loginRequest[1]
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return username, password, nil
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}
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func createAuthToken() string {
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randomBytes := make([]byte, 32)
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rand.Read(randomBytes)
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return base64.StdEncoding.EncodeToString(randomBytes)
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}
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@ -1,68 +0,0 @@
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package game
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import (
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"net"
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"sync"
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"sync/atomic"
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"time"
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)
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// Manager keeps tracks of all player connections.
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type Manager struct {
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clients sync.Map
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count atomic.Int64
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}
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// NewManager creates a new manager.
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func NewManager() *Manager {
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manager := &Manager{}
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timeout := 5 * time.Second
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interval := time.Second
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go func() {
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ticker := time.NewTicker(interval)
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defer ticker.Stop()
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for range ticker.C {
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now := time.Now()
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manager.clients.Range(func(key, value interface{}) bool {
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item := value.(*Client)
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if !item.lastPacket.IsZero() && now.After(item.lastPacket.Add(timeout)) {
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manager.clients.Delete(key)
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manager.count.Add(-1)
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}
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return true
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})
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}
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}()
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return manager
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}
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// Get either returns a new or existing client for the requested address.
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func (m *Manager) Get(addr *net.UDPAddr) *Client {
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obj, exists := m.clients.Load(addr.String())
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if exists {
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return obj.(*Client)
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}
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client := NewClient(addr)
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m.clients.Store(addr.String(), client)
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m.count.Add(1)
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return client
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}
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// Contains tells you whether the address is already a registered client.
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func (m *Manager) Contains(addr *net.UDPAddr) bool {
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_, exists := m.clients.Load(addr.String())
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return exists
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}
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// Count returns the number of clients.
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func (m *Manager) Count() int {
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return int(m.count.Load())
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}
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@ -2,16 +2,15 @@ package game
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import (
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"net"
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"server/core"
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"server/packet"
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"server/game/packet"
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)
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// Ping is used as a heartbeat and latency check.
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func Ping(data []byte, address *net.UDPAddr, server *core.Server) error {
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func (game *Game) Ping(data []byte, address *net.UDPAddr, server *Server) error {
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server.Send(packet.Ping, data, address)
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if Clients.Contains(address) {
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Clients.Get(address).KeepAlive()
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if game.players.Contains(address) {
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game.players.Get(address).KeepAlive()
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}
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return nil
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@ -1,6 +1,53 @@
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package game
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import (
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"fmt"
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"net"
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"time"
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)
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// Player represents a logged in client.
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type Player struct {
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Name string `json:"name"`
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Position Vector3 `json:"position"`
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Name string `json:"name"`
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Position Vector3 `json:"position"`
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AuthToken string
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address *net.UDPAddr
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lastPacket time.Time
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}
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// NewClient creates a new client.
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func NewClient(address *net.UDPAddr) *Player {
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return &Player{
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address: address,
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}
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}
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// String shows the client address.
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func (c *Player) String() string {
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return c.address.String()
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}
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// KeepAlive sets the last packet time to now.
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func (c *Player) KeepAlive() {
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c.lastPacket = time.Now()
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}
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// Tick is run on every tick.
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func (c *Player) Tick() {
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// ...
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}
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// State returns the player state (name and position).
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func (player *Player) State() []byte {
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state := []byte(player.Name + "\u0000")
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state = appendVector3(state, player.Position)
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return state
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}
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func (player *Player) OnConnect() {
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fmt.Printf("%s connected.\n", player.Name)
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}
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func (player *Player) OnDisconnect() {
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fmt.Printf("%s disconnected.\n", player.Name)
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}
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76
server/game/PlayerManager.go
Normal file
76
server/game/PlayerManager.go
Normal file
@ -0,0 +1,76 @@
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package game
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import (
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"net"
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"sync"
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"sync/atomic"
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"time"
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)
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// PlayerManager keeps tracks of all players.
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type PlayerManager struct {
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players sync.Map
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count atomic.Int64
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}
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// NewPlayerManager creates a new player manager.
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func NewPlayerManager() *PlayerManager {
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m := &PlayerManager{}
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timeout := 5 * time.Second
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interval := time.Second
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go func() {
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ticker := time.NewTicker(interval)
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defer ticker.Stop()
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for range ticker.C {
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now := time.Now()
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m.players.Range(func(key, value interface{}) bool {
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player := value.(*Player)
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if !player.lastPacket.IsZero() && now.After(player.lastPacket.Add(timeout)) {
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player.OnDisconnect()
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m.players.Delete(key)
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m.count.Add(-1)
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}
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return true
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})
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}
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}()
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return m
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}
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// Contains tells you whether the address is already a registered client.
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func (m *PlayerManager) Contains(addr *net.UDPAddr) bool {
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_, exists := m.players.Load(addr.String())
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return exists
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}
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// Count returns the number of clients.
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func (m *PlayerManager) Count() int {
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return int(m.count.Load())
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}
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// Each calls the callback function for each client.
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func (m *PlayerManager) Each(callback func(*Player) bool) {
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m.players.Range(func(key, value any) bool {
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return callback(value.(*Player))
|
||||
})
|
||||
}
|
||||
|
||||
// Get either returns a new or existing client for the requested address.
|
||||
func (m *PlayerManager) Get(addr *net.UDPAddr) *Player {
|
||||
obj, exists := m.players.Load(addr.String())
|
||||
|
||||
if exists {
|
||||
return obj.(*Player)
|
||||
}
|
||||
|
||||
client := NewClient(addr)
|
||||
m.players.Store(addr.String(), client)
|
||||
m.count.Add(1)
|
||||
return client
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
package core
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
@ -12,8 +12,8 @@ type Server struct {
|
||||
packetCount int
|
||||
}
|
||||
|
||||
// New creates a new server.
|
||||
func New() *Server {
|
||||
// NewServer creates a new server.
|
||||
func NewServer() *Server {
|
||||
return &Server{}
|
||||
}
|
||||
|
||||
@ -66,7 +66,7 @@ func listen(port int) *net.UDPConn {
|
||||
|
||||
// read is a blocking call which will read incoming packets and handle them.
|
||||
func (s *Server) read() {
|
||||
buffer := make([]byte, 4096)
|
||||
buffer := make([]byte, 16384)
|
||||
|
||||
for {
|
||||
n, addr, err := s.socket.ReadFromUDP(buffer)
|
@ -1,7 +1,25 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"encoding/binary"
|
||||
"math"
|
||||
)
|
||||
|
||||
// Vector3 represents a 3-dimensional vector using 32-bit float precision.
|
||||
type Vector3 struct {
|
||||
X float32 `json:"x"`
|
||||
Y float32 `json:"y"`
|
||||
Z float32 `json:"z"`
|
||||
}
|
||||
|
||||
// appendVector3 adds the raw bits of the vector to the given byte slice in XYZ order.
|
||||
func appendVector3(data []byte, vector Vector3) []byte {
|
||||
bits := math.Float32bits(vector.X)
|
||||
data = binary.LittleEndian.AppendUint32(data, bits)
|
||||
|
||||
bits = math.Float32bits(vector.Y)
|
||||
data = binary.LittleEndian.AppendUint32(data, bits)
|
||||
|
||||
bits = math.Float32bits(vector.Z)
|
||||
return binary.LittleEndian.AppendUint32(data, bits)
|
||||
}
|
||||
|
@ -1,29 +1,9 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"server/core"
|
||||
"server/game"
|
||||
"server/packet"
|
||||
"time"
|
||||
)
|
||||
|
||||
func main() {
|
||||
// Init server
|
||||
server := core.New()
|
||||
server.SetHandler(packet.Ping, game.Ping)
|
||||
server.SetHandler(packet.Login, game.Login)
|
||||
|
||||
// Show statistics
|
||||
ticker := time.NewTicker(time.Second)
|
||||
|
||||
go func() {
|
||||
for range ticker.C {
|
||||
fmt.Printf("%d packets per second, %d clients\n", server.PacketCount(), game.Clients.Count())
|
||||
server.ResetPacketCount()
|
||||
}
|
||||
}()
|
||||
|
||||
// Start listening
|
||||
server.Run(4242)
|
||||
game.New().Run()
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user