The server is working correctly, using the entity system

This commit is contained in:
Kayne Ruse
2014-04-13 22:20:30 +10:00
parent 7fe71c60d0
commit c3464be589
10 changed files with 161 additions and 76 deletions
+11 -11
View File
@@ -75,22 +75,22 @@ private:
void HandlePlayerUpdate(NetworkPacket);
void HandleRegionRequest(NetworkPacket);
//TODO: a function that sends to players in a certain proximity
void PumpPacket(NetworkPacket);
//APIs
std::map<int, Client> clientMap;
UDPNetworkUtility network;
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//server tables
std::map<unsigned int, Client> clientMap;
std::map<unsigned int, Entity> entityMap;
std::map<unsigned int, PlayerEntity> playerMap;
//maps
RegionPager<LuaGenerator, LuaFormat> mapPager;
//networking
UDPNetworkUtility network;
//database
sqlite3* database = nullptr;
//lua
lua_State* luaState = nullptr;
//TODO: I need to handle multiple map objects
RegionPager<LuaGenerator, LuaFormat> regionPager;
//misc
bool running = true;