Smoothed naming and other conventions
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@@ -0,0 +1,101 @@
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#include "server_application.hpp"
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#include <stdexcept>
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#include <iostream>
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using namespace std;
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void ServerApplication::Init() {
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if (SDLNet_Init()) {
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throw(runtime_error("Failed to initialize SDL_net"));
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}
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configUtil.Load("config.cfg");
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netUtil.Open(configUtil.Integer("server.port"), sizeof(PacketData));
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running = true;
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}
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void ServerApplication::Proc() {
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while(running) {
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HandleInput();
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UpdateWorld();
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HandleOutput();
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//debug
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// running = false;
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SDL_Delay(10);
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}
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}
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void ServerApplication::Quit() {
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netUtil.Close();
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SDLNet_Quit();
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}
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void ServerApplication::HandleInput() {
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//accept new connections
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//accept updates from the clients
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//read the updates from the clients into internal containers
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PacketData packet;
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while(netUtil.Receive()) {
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memcpy(reinterpret_cast<void*>(&packet), netUtil.GetInData(), sizeof(PacketData));
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switch(packet.type) {
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case PacketList::PING:
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Ping(&packet);
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break;
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case PacketList::JOINREQUEST:
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JoinRequest(&packet);
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break;
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case PacketList::DISCONNECT:
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Disconnect(&packet);
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break;
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case PacketList::MOVEMENT:
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Movement(&packet);
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break;
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}
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}
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}
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void ServerApplication::UpdateWorld() {
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//update internals ie.
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// ai
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// loot drops
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delta.Calculate();
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for (auto it : clientMap) {
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it.second.Update(delta.GetDelta());
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}
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}
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void ServerApplication::HandleOutput() {
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//send all information to new connections
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//selective updates to existing connectons
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}
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//-------------------------
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//network commands
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//-------------------------
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void ServerApplication::Ping(PacketData* packet) {
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//respond to pings with the server name
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packet->type = PacketList::PONG;
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sprintf(packet->pong.metadata, "%s",configUtil.CString("servername"));
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netUtil.Send(&netUtil.GetInPacket()->address, reinterpret_cast<void*>(packet), sizeof(PacketData));
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}
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void ServerApplication::JoinRequest(PacketData* packet) {
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//TODO
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cout << "Join request..." << endl;
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// if (playerMgr.GetPlayerMap()->size() >= playerMgr.GetMaxPlayers()) {
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// //rejection
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// return;
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// }
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// int ch = netUtil.Bind(&netUtil.GetInPacket()->address, -1);
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// cout << ch << endl;
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}
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void ServerApplication::Disconnect(PacketData* packet) {
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//TODO
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}
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void ServerApplication::Movement(PacketData* packet) {
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//TODO
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}
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