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.
This commit is contained in:
Kayne Ruse
2014-04-26 02:05:22 +10:00
parent d55dfb90e4
commit 9c673928e6
8 changed files with 238 additions and 166 deletions
+11 -7
View File
@@ -23,7 +23,6 @@
#define SERVERAPPLICATION_HPP_
//server specific stuff
#include "server_utility.hpp"
#include "client_entry.hpp"
#include "player_entry.hpp"
@@ -63,28 +62,33 @@ public:
private:
void HandlePacket(SerialPacket);
//high cohesion utility functions
//handle incoming traffic
void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleSynchronize(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket);
void HandlePlayerNew(SerialPacket);
void HandlePlayerDelete(SerialPacket);
void HandlePlayerUpdate(SerialPacket);
void HandleRegionRequest(SerialPacket);
//TODO: a function that only sends to players in a certain proximity
void PumpPacket(SerialPacket);
//player management
void LoadPlayer();
void UnloadPlayer();
void CreatePlayer();
void DeletePlayer();
void SavePlayer();
//APIs
UDPNetworkUtility network;
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//server tables
std::map<unsigned int, ClientEntry> clientMap;
std::map<unsigned int, PlayerEntry> playerMap;
std::map<int, ClientEntry> clientMap;
std::map<int, PlayerEntry> playerMap;
//maps
//TODO: I need to handle multiple map objects