Moving client and player data into manager classes
Remember: anything with "manager" in its name organizes a number of other objects, as far as I'm concerned. I'll eventually have a database connection in the PlayerManager class; this'll make it easier to manage the database.
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef PLAYERMANAGER_HPP_
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#define PLAYERMANAGER_HPP_
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#include "vector2.hpp"
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#include <map>
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#include <string>
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struct PlayerEntry {
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int clientIndex;
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int mapIndex;
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Vector2 position;
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Vector2 motion;
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};
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class PlayerManager {
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public:
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//These functions interact with the database
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//*Deletion, *Load and *Unload returns: 0 success, -1 failure
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//*Creation returns the uniqueID, but doesn't load
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// that object; call *Load directly afterward
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int HandlePlayerCreation (std::string name, std::string avatar);
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int HandlePlayerDeletion (int uniqueID);
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int HandlePlayerLoad (int uniqueID, int clientIndex);
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int HandlePlayerUnload (int uniqueID);
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//basic accessor
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PlayerEntry* GetPlayer (int uniqueID);
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//update each player's position
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void Update(double delta);
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private:
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std::map<int, PlayerEntry> playerMap;
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//database connection here
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};
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#endif
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