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.
This commit is contained in:
Kayne Ruse
2014-03-02 23:20:37 +11:00
parent 7703c4b0ad
commit 7bb5e8ce0d
4 changed files with 161 additions and 25 deletions
+58
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@@ -0,0 +1,58 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "client_manager.hpp"
int ClientManager::HandleConnection(IPaddress add) {
ClientEntry c;
c.address = add;
clientMap[counter] = c;
return counter++;
}
int ClientManager::HandleDisconnection(int i) {
for (auto& it : clientMap) {
if (it.first == i) {
clientMap.erase(it.first);
return 0;
}
}
return -1;
}
ClientEntry* ClientManager::GetClient(int i) {
for (auto& it : clientMap) {
if (it.first == i) {
return &it.second;
}
}
return nullptr;
}
ClientEntry* ClientManager::GetClient(IPaddress add) {
for (auto& it : clientMap) {
if (it.second.address.host == add.host &&
it.second.address.port == add.port) {
return &it.second;
}
}
return nullptr;
}
@@ -1,4 +1,4 @@
/* Copyright: (c) Kayne Ruse 2013 /* Copyright: (c) Kayne Ruse 2014
* *
* This software is provided 'as-is', without any express or implied * This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages * warranty. In no event will the authors be held liable for any damages
@@ -19,20 +19,29 @@
* 3. This notice may not be removed or altered from any source * 3. This notice may not be removed or altered from any source
* distribution. * distribution.
*/ */
#ifndef CLIENT_HPP_ #ifndef CLIENTMANAGER_HPP_
#define CLIENT_HPP_ #define CLIENTMANAGER_HPP_
#include "SDL/SDL_net.h" #include "SDL/SDL_net.h"
#include <map> #include <map>
/* Hold the client info. struct ClientEntry {
*/
struct Client {
IPaddress address; IPaddress address;
}; };
typedef std::map<int, Client> ClientMap; class ClientManager {
public:
//returns the internal index
int HandleConnection(IPaddress);
int HandleDisconnection(int i);
//accessors
ClientEntry* GetClient(int i);
ClientEntry* GetClient(IPaddress);
private:
std::map<int, ClientEntry> clientMap;
int counter = 0;
};
#endif #endif
+27 -17
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@@ -1,4 +1,4 @@
/* Copyright: (c) Kayne Ruse 2013 /* Copyright: (c) Kayne Ruse 2014
* *
* This software is provided 'as-is', without any express or implied * This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages * warranty. In no event will the authors be held liable for any damages
@@ -19,25 +19,35 @@
* 3. This notice may not be removed or altered from any source * 3. This notice may not be removed or altered from any source
* distribution. * distribution.
*/ */
#ifndef PLAYER_HPP_ #include "player_manager.hpp"
#define PLAYER_HPP_
#include "vector2.hpp" int PlayerManager::HandlePlayerCreation(std::string name, std::string avatar) {
//
}
#include <string> int PlayerManager::HandlePlayerDeletion(int uniqueID) {
#include <map> //
}
/* Hold the player info. int PlayerManager::HandlePlayerLoad(int uniqueID, int clientIndex) {
*/ //
}
struct Player { int PlayerManager::HandlePlayerUnload(int uniqueID) {
int clientIndex; //
std::string handle; }
std::string avatar;
Vector2 position;
Vector2 motion;
};
typedef std::map<int, Player> PlayerMap; PlayerEntry* PlayerManager::GetPlayer(int uniqueID) {
for (auto& it : playerMap) {
if (it.first == uniqueID) {
return &it.second;
}
}
return nullptr;
}
#endif void PlayerManager::Update(double delta) {
for (auto& it : playerMap) {
it.second.position += it.second.motion * delta;
}
}
+59
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@@ -0,0 +1,59 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef PLAYERMANAGER_HPP_
#define PLAYERMANAGER_HPP_
#include "vector2.hpp"
#include <map>
#include <string>
struct PlayerEntry {
int clientIndex;
int mapIndex;
Vector2 position;
Vector2 motion;
};
class PlayerManager {
public:
//These functions interact with the database
//*Deletion, *Load and *Unload returns: 0 success, -1 failure
//*Creation returns the uniqueID, but doesn't load
// that object; call *Load directly afterward
int HandlePlayerCreation (std::string name, std::string avatar);
int HandlePlayerDeletion (int uniqueID);
int HandlePlayerLoad (int uniqueID, int clientIndex);
int HandlePlayerUnload (int uniqueID);
//basic accessor
PlayerEntry* GetPlayer (int uniqueID);
//update each player's position
void Update(double delta);
private:
std::map<int, PlayerEntry> playerMap;
//database connection here
};
#endif