Began segmenting the server's code
I've created a separate branch for this because it's gonna be a bitch to get compiled, and then I'll still have to ensure that the client & server are work together correctly. This build does not compile.
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@@ -23,7 +23,6 @@
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#define SERVERAPPLICATION_HPP_
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//server specific stuff
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#include "server_utility.hpp"
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#include "client_entry.hpp"
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#include "player_entry.hpp"
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@@ -63,28 +62,33 @@ public:
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private:
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void HandlePacket(SerialPacket);
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//high cohesion utility functions
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//handle incoming traffic
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void HandleBroadcastRequest(SerialPacket);
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void HandleJoinRequest(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandleSynchronize(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandleShutdown(SerialPacket);
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void HandlePlayerNew(SerialPacket);
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void HandlePlayerDelete(SerialPacket);
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void HandlePlayerUpdate(SerialPacket);
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void HandleRegionRequest(SerialPacket);
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//TODO: a function that only sends to players in a certain proximity
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void PumpPacket(SerialPacket);
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//player management
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void LoadPlayer();
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void UnloadPlayer();
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void CreatePlayer();
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void DeletePlayer();
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void SavePlayer();
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//APIs
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UDPNetworkUtility network;
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sqlite3* database = nullptr;
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lua_State* luaState = nullptr;
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//server tables
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std::map<unsigned int, ClientEntry> clientMap;
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std::map<unsigned int, PlayerEntry> playerMap;
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std::map<int, ClientEntry> clientMap;
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std::map<int, PlayerEntry> playerMap;
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//maps
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//TODO: I need to handle multiple map objects
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