Rearranged the methods

This commit is contained in:
Kayne Ruse
2014-06-06 22:57:10 +10:00
parent 973a2be16b
commit 5c8572d811
2 changed files with 94 additions and 64 deletions
+61 -35
View File
@@ -29,7 +29,7 @@
#include <string>
//-------------------------
//Define the public members
//public methods
//-------------------------
void ServerApplication::Init(int argc, char** argv) {
@@ -75,17 +75,13 @@ void ServerApplication::Init(int argc, char** argv) {
//Setup the objects
//-------------------------
//setup the map object
regionPager.GetAllocator()->SetLuaState(luaState);
regionPager.GetFormat()->SetLuaState(luaState);
regionPager.GetFormat()->SetSaveDir(config["dir.maps"] + config["map.savename"]);
std::cout << "Prepared the map system" << std::endl;
accountMgr.SetDatabase(database);
characterMgr.SetDatabase(database);
//push the pager onto the lua registry
lua_pushstring(luaState, "pager");
lua_pushlightuserdata(luaState, reinterpret_cast<void*>(&regionPager));
lua_settable(luaState, LUA_REGISTRYINDEX);
std::cout << "Registered the map system in lua" << std::endl;
combatMgr.SetLuaState(luaState);
roomMgr.SetLuaState(luaState);
std::cout << "Internal managers ready" << std::endl;
//-------------------------
//Run the startup scripts
@@ -103,16 +99,21 @@ void ServerApplication::Init(int argc, char** argv) {
}
std::cout << "Completed lua's setup script" << std::endl;
//-------------------------
//debug output
//-------------------------
std::cout << "Internal sizes:" << std::endl;
std::cout << "\tsizeof(SerialPacket): " << sizeof(SerialPacket) << std::endl;
std::cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << std::endl;
std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << << std::endl;
std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
//-------------------------
//finalize the startup
std::cout << "Startup completed successfully" << std::endl;
//-------------------------
//debugging
//
std::cout << "Startup completed successfully" << std::endl;
}
void ServerApplication::Proc() {
@@ -156,7 +157,7 @@ void ServerApplication::Quit() {
}
//-------------------------
//Define the network switch
//handle incoming traffic
//-------------------------
void ServerApplication::HandlePacket(SerialPacket packet) {
@@ -191,9 +192,7 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
HandleCharacterDelete(packet);
break;
case SerialPacketType::CHARACTER_UPDATE:
HandleCharacterUpdate(packet);
break;
case SerialPacketType::CHARACTER_STATS_REQUEST:
case SerialPacketType::CHARACTER_STATS_REQUEST: //TODO: ?
HandleCharacterUpdate(packet);
break;
@@ -213,7 +212,7 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
}
//-------------------------
//Define the network handlers
//basic connections
//-------------------------
void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
@@ -344,6 +343,37 @@ void ServerApplication::HandleShutdown(SerialPacket packet) {
std::cout << "Shutdown signal accepted" << std::endl;
}
//-------------------------
//map management
//-------------------------
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
//TODO: this should be moved elsewhere
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
//send the content
network.SendTo(&packet.meta.srcAddress, &packet);
}
//-------------------------
//combat management
//-------------------------
//TODO: combat management
//-------------------------
//Character Management
//-------------------------
void ServerApplication::HandleCharacterNew(SerialPacket) {
//TODO: fill this
}
void ServerApplication::HandleCharacterDelete(SerialPacket) {
//TODO: fill this
}
void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
//TODO: this should be moved elsewhere
if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
@@ -357,14 +387,17 @@ void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
PumpPacket(packet);
}
void ServerApplication::HandleRegionRequest(SerialPacket packet) {
//TODO: this should be moved elsewhere
packet.meta.type = SerialPacket::Type::REGION_CONTENT;
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
//-------------------------
//enemy management
//-------------------------
//send the content
network.SendTo(&packet.meta.srcAddress, &packet);
}
//TODO: enemy management
//-------------------------
//utility methods
//-------------------------
//TODO: a function that only sends to characters in a certain proximity
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
@@ -380,10 +413,3 @@ void ServerApplication::PumpCharacterUnload(int uid) {
delPacket.characterInfo.characterIndex = uid;
PumpPacket(delPacket);
}
//-------------------------
//Define the utility methods
//-------------------------
//TODO: utility methods
+33 -29
View File
@@ -24,22 +24,19 @@
//server specific stuff
#include "client_data.hpp"
#include "account_data.hpp"
#include "character_data.hpp"
#include "combat_data.hpp"
#include "enemy_factory_generic.hpp"
#include "account_manager.hpp"
#include "character_manager.hpp"
#include "combat_manager.hpp"
#include "room_manager.hpp"
//maps
#include "map_allocator.hpp"
#include "map_file_format.hpp"
#include "region_pager.hpp"
//networking
//common utilities
#include "udp_network_utility.hpp"
//common
#include "config_utility.hpp"
#include "vector2.hpp"
//APIs
#include "lua/lua.hpp"
@@ -51,10 +48,9 @@
#include <string>
//The main application class
//TODO: modulate this god class
class ServerApplication {
public:
//standard functions
//public methods
ServerApplication() = default;
~ServerApplication() = default;
@@ -63,47 +59,55 @@ public:
void Quit();
private:
//handle incoming traffic
void HandlePacket(SerialPacket);
//handle incoming traffic
//basic connections
void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket);
void HandleSynchronize(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket);
void HandleCharacterUpdate(SerialPacket);
//map management
void HandleRegionRequest(SerialPacket);
//combat management
//TODO: combat management
//character management
void HandleCharacterNew(SerialPacket);
void HandleCharacterDelete(SerialPacket);
void HandleCharacterUpdate(SerialPacket);
//enemy management
//TODO: enemy management
//mismanagement
void HandleSynchronize(SerialPacket);
//utility methods
//TODO: a function that only sends to characters in a certain proximity
void PumpPacket(SerialPacket);
void PumpCharacterUnload(int uid);
//TODO: Account management
//TODO: character management
//TODO: combat management
//APIs
UDPNetworkUtility network;
//APIs and utilities
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
UDPNetworkUtility network;
ConfigUtility config;
//server tables
std::map<int, ClientData> clientMap;
std::map<int, CombatData> combatMap;
std::map<int, EnemyData> enemyMap;
//maps
//TODO: I need to handle multiple map objects
//TODO: Unload regions that are distant from any characters
RegionPager<LuaAllocator, LuaFormat> regionPager;
EnemyFactoryGeneric enemyFactory;
//managers
AccountManager accountMgr;
CharacterManager characterMgr;
CombatManager combatMgr;
RoomManager roomMgr;
//misc
bool running = true;
ConfigUtility config;
int clientUID = 0;
int combatUID = 0;
int enemyUID = 0;
};
#endif