The server is working correctly, using the entity system
This commit is contained in:
@@ -26,6 +26,7 @@
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#include <stdexcept>
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#include <stdexcept>
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#include <algorithm>
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#include <algorithm>
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//TODO: This is supposed to interact with the vector
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class BBox {
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class BBox {
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public:
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public:
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double x, y;
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double x, y;
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@@ -31,6 +31,7 @@
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#pragma pack(push, 0)
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#pragma pack(push, 0)
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//TODO: update the code here to match the entity code
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union NetworkPacket {
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union NetworkPacket {
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//types of packets
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//types of packets
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enum class Type {
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enum class Type {
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+1
-1
@@ -26,4 +26,4 @@
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//This is explicitly a POD
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//This is explicitly a POD
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static_assert(std::is_pod<Client>::value, "Client is not a POD");
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static_assert(std::is_pod<Client>::value, "Client is not a POD");
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unsigned int Client::uidCounter;
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unsigned int Client::uidCounter;
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@@ -26,7 +26,6 @@
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struct Client {
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struct Client {
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IPaddress address;
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IPaddress address;
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unsigned int uid;
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static unsigned int uidCounter;
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static unsigned int uidCounter;
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};
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};
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+1
-1
@@ -26,4 +26,4 @@
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//This is explicitly a POD
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//This is explicitly a POD
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static_assert(std::is_pod<Entity>::value, "Entity is not a POD");
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static_assert(std::is_pod<Entity>::value, "Entity is not a POD");
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unsigned int Entity::uidCounter;
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unsigned int Entity::uidCounter;
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+1
-1
@@ -40,7 +40,7 @@ struct Entity {
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Vector2 position;
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Vector2 position;
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Vector2 motion;
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Vector2 motion;
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BBox bbox;
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BBox bbox;
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unsigned int uid;
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unsigned int externalID;
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static unsigned int uidCounter;
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static unsigned int uidCounter;
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};
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};
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@@ -0,0 +1,24 @@
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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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#include "player_entity.hpp"
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unsigned int PlayerEntity::uidCounter;
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@@ -25,9 +25,12 @@
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#include <string>
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#include <string>
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struct PlayerEntity {
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struct PlayerEntity {
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//metadata
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int clientIndex;
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int clientIndex;
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std::string handle;
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std::string handle;
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std::string avatar;
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std::string avatar;
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//statistics
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int level;
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int level;
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int exp;
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int exp;
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int maxHP;
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int maxHP;
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@@ -41,6 +44,9 @@ struct PlayerEntity {
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float accuracy;
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float accuracy;
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float evasion;
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float evasion;
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float luck;
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float luck;
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//uid
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static unsigned int uidCounter;
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};
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};
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#endif
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#endif
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+115
-61
@@ -51,11 +51,11 @@ int runSQLScript(sqlite3* db, std::string fname) {
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void ServerApplication::Init(int argc, char** argv) {
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void ServerApplication::Init(int argc, char** argv) {
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cout << "Beginning startup" << endl;
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cout << "Beginning startup" << endl;
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int ret = 0;
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//initial setup
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//initial setup
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Client::uidCounter = 0;
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Client::uidCounter = 0;
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Entity::uidCounter = 0;
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Entity::uidCounter = 0;
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PlayerEntity::uidCounter = 0;
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config.Load("rsc\\config.cfg");
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config.Load("rsc\\config.cfg");
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//Init SDL
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//Init SDL
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@@ -72,7 +72,7 @@ void ServerApplication::Init(int argc, char** argv) {
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cout << "Initialized SDL_net" << endl;
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cout << "Initialized SDL_net" << endl;
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//Init SQL
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//Init SQL
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ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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if (ret != SQLITE_OK || !database) {
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if (ret != SQLITE_OK || !database) {
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throw(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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throw(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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}
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@@ -99,13 +99,13 @@ void ServerApplication::Init(int argc, char** argv) {
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cout << "Initialized lua's setup script" << endl;
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cout << "Initialized lua's setup script" << endl;
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//setup the map object
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//setup the map object
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mapPager.SetRegionWidth(REGION_WIDTH);
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regionPager.SetRegionWidth(REGION_WIDTH);
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mapPager.SetRegionHeight(REGION_HEIGHT);
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regionPager.SetRegionHeight(REGION_HEIGHT);
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mapPager.SetRegionDepth(REGION_DEPTH);
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regionPager.SetRegionDepth(REGION_DEPTH);
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mapPager.GetGenerator()->SetLuaState(luaState);
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regionPager.GetGenerator()->SetLuaState(luaState);
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mapPager.GetFormat()->SetLuaState(luaState);
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regionPager.GetFormat()->SetLuaState(luaState);
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//TODO: config parameter
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//TODO: config parameter
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mapPager.GetFormat()->SetSaveDir("save/mapname/");
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regionPager.GetFormat()->SetSaveDir("save/mapname/");
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//TODO: pass args to the generator & format as needed
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//TODO: pass args to the generator & format as needed
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact
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//NOTE: I might need to rearrange the init process so that lua & SQL can interact
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// with the map system as needed.
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// with the map system as needed.
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@@ -133,6 +133,7 @@ void ServerApplication::Loop() {
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HandlePacket(packet);
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HandlePacket(packet);
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}
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}
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//give the computer a break
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//give the computer a break
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//TODO: remove this?
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SDL_Delay(10);
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SDL_Delay(10);
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}
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}
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}
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}
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@@ -140,9 +141,7 @@ void ServerApplication::Loop() {
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void ServerApplication::Quit() {
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void ServerApplication::Quit() {
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cout << "Shutting down" << endl;
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cout << "Shutting down" << endl;
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//empty the members
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//empty the members
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mapPager.UnloadAll();
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regionPager.UnloadAll();
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//TODO: player manager
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//TODO: client manager
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//APIs
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//APIs
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lua_close(luaState);
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lua_close(luaState);
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@@ -210,44 +209,54 @@ void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//register the new client
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//register the new client
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Client c;
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clientMap[Client::uidCounter] = {packet.meta.srcAddress};
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c.address = packet.meta.srcAddress;
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clientMap[Client::uidCounter] = c;
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//send the client their info
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//send the client their index
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char buffer[PACKET_BUFFER_SIZE];
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = Client::uidCounter;
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packet.clientInfo.index = Client::uidCounter;
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serialize(&packet, buffer);
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serialize(&packet, buffer);
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network.Send(&clientMap[Client::uidCounter].address, buffer, PACKET_BUFFER_SIZE);
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//bounce this packet
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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//finished this routine+
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//finished this routine
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Client::uidCounter++;
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Client::uidCounter++;
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cout << "Connect, total: " << clientMap.size() << endl;
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cout << "Connect, total: " << clientMap.size() << endl;
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}
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}
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//disconnect the specified client
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//TODO: authenticate who is disconnecting/kicking
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//TODO: authenticate who is disconnecting/kicking
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//disconnect the specified client
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char buffer[PACKET_BUFFER_SIZE];
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.index);
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clientMap.erase(packet.clientInfo.index);
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//delete players from all clients
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//prep the delete packet
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NetworkPacket delPacket;
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NetworkPacket delPacket;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//TODO: can this use DeletePlayer() instead?
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//delete PlayerEntity, Entity, and client side players
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntity> playerIter) -> bool {
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//find the internal players to delete
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//find the internal players to delete
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if (it.second.clientIndex == packet.clientInfo.index) {
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if (playerIter.second.clientIndex == packet.clientInfo.index) {
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delPacket.playerInfo.playerIndex = it.first;
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//send the delete player command to all clients
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//send the delete player command to all clients
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delPacket.playerInfo.playerIndex = playerIter.first;
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PumpPacket(delPacket);
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PumpPacket(delPacket);
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//erase the corresponding Entity
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erase_if(entityMap, [&](std::pair<unsigned int, Entity> entityIter) -> bool {
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return entityIter.second.type == Entity::Type::PLAYER && entityIter.second.externalID == playerIter.first;
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});
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//delete this player object
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return true;
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return true;
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}
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}
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//don't delete this player object
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return false;
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return false;
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});
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});
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@@ -256,19 +265,40 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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}
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}
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void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//send all the server's data to this client
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//TODO: compensate for large distances
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//TODO: compensate for large distances
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//send all the server's data to this client
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NetworkPacket newPacket;
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NetworkPacket newPacket;
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char buffer[PACKET_BUFFER_SIZE];
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char buffer[PACKET_BUFFER_SIZE];
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//players
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//TODO: map?
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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for (auto& it : playerMap) {
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//entities
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newPacket.playerInfo.playerIndex = it.first;
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for (auto& it : entityMap) {
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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//what are we sending?
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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switch(it.second.type) {
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newPacket.playerInfo.position = it.second.position;
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case Entity::Type::PLAYER:
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newPacket.playerInfo.motion = it.second.motion;
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//TODO: update the network code to match the entity code
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", playerMap[it.second.externalID].handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", playerMap[it.second.externalID].avatar.c_str());
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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break;
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case Entity::Type::PORTAL:
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//TODO
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break;
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case Entity::Type::ITEMS:
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//TODO
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break;
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case Entity::Type::CHEST:
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//TODO
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break;
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case Entity::Type::DOOR:
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//TODO
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break;
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}
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serialize(&newPacket, buffer);
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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@@ -287,47 +317,70 @@ void ServerApplication::HandleShutdown(NetworkPacket packet) {
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}
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}
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//create the new player object
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//register the new Entity
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PlayerEntry newPlayer;
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entityMap[Entity::uidCounter] = {
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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Entity::Type::PLAYER,
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newPlayer.mapIndex = 0;
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0,
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newPlayer.handle = packet.playerInfo.handle;
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{0, 0},
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newPlayer.avatar = packet.playerInfo.avatar;
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{0, 0},
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newPlayer.position = {0,0};
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{0, 0, 0, 0},
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newPlayer.motion = {0,0};
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PlayerEntity::uidCounter
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};
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//push this player
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//register the new PlayerEntity
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playerMap[playerCounter] = newPlayer;
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playerMap[PlayerEntity::uidCounter] = {
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packet.playerInfo.clientIndex,
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packet.playerInfo.handle,
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packet.playerInfo.avatar,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0.0,
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0.0,
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0.0
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};
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//send the client their info
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//send the client their info
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packet.playerInfo.playerIndex = playerCounter;
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packet.playerInfo.playerIndex = PlayerEntity::uidCounter;
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packet.playerInfo.position = playerMap[playerCounter].position;
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packet.playerInfo.position = entityMap[Entity::uidCounter].position;
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packet.playerInfo.motion = playerMap[playerCounter].motion;
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packet.playerInfo.motion = entityMap[Entity::uidCounter].motion;
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//actually send to everyone
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//actually send to everyone
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PumpPacket(packet);
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PumpPacket(packet);
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//finish this routine
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//finish this routine
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playerCounter++;
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Entity::uidCounter++;
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PlayerEntity::uidCounter++;
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}
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}
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void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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//TODO: remove this?
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if (entityMap.find(packet.playerInfo.playerIndex) == entityMap.end()) {
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throw(std::runtime_error("Cannot delete a non-existant player"));
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throw(std::runtime_error("Cannot delete a non-existant player"));
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}
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}
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//delete players
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//prep the delete packet
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erase_if(playerMap, [&](pair<int, PlayerEntry> it) -> bool {
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NetworkPacket delPacket;
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if (it.first == packet.playerInfo.playerIndex) {
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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NetworkPacket delPacket;
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//data to delete one specific player
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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delPacket.playerInfo.playerIndex = it.first;
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//delete the specified Entity, PlayerEntity
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erase_if(entityMap, [&](std::pair<unsigned int, Entity> entityIter) -> bool {
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//find the specified Entity
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if (entityIter.first == packet.playerInfo.playerIndex) {
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//send to all
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//send to all
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delPacket.playerInfo.playerIndex = entityIter.first;
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PumpPacket(delPacket);
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PumpPacket(delPacket);
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//erase matching PlayerEntity
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||||||
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntity> playerIter) -> bool {
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return playerIter.first == entityIter.second.externalID;
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||||||
|
});
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
@@ -335,13 +388,14 @@ void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
|
void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
|
||||||
if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
|
//TODO: Lookup the reference once, and operate on that instead of looking it up 3 times
|
||||||
|
if (entityMap.find(packet.playerInfo.playerIndex) == entityMap.end()) {
|
||||||
throw(std::runtime_error("Cannot update a non-existant player"));
|
throw(std::runtime_error("Cannot update a non-existant player"));
|
||||||
}
|
}
|
||||||
|
|
||||||
//server is the slave to the clients, but only for now
|
//TODO: the server needs it's own movement system too
|
||||||
playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
|
entityMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
|
||||||
playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
|
entityMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
|
||||||
|
|
||||||
PumpPacket(packet);
|
PumpPacket(packet);
|
||||||
}
|
}
|
||||||
@@ -349,7 +403,7 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
|
|||||||
void ServerApplication::HandleRegionRequest(NetworkPacket packet) {
|
void ServerApplication::HandleRegionRequest(NetworkPacket packet) {
|
||||||
char buffer[PACKET_BUFFER_SIZE];
|
char buffer[PACKET_BUFFER_SIZE];
|
||||||
packet.meta.type = NetworkPacket::Type::REGION_CONTENT;
|
packet.meta.type = NetworkPacket::Type::REGION_CONTENT;
|
||||||
packet.regionInfo.region = mapPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
|
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
|
||||||
serialize(&packet, buffer);
|
serialize(&packet, buffer);
|
||||||
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
|
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -75,22 +75,22 @@ private:
|
|||||||
void HandlePlayerUpdate(NetworkPacket);
|
void HandlePlayerUpdate(NetworkPacket);
|
||||||
void HandleRegionRequest(NetworkPacket);
|
void HandleRegionRequest(NetworkPacket);
|
||||||
|
|
||||||
|
//TODO: a function that sends to players in a certain proximity
|
||||||
void PumpPacket(NetworkPacket);
|
void PumpPacket(NetworkPacket);
|
||||||
|
|
||||||
//APIs
|
//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
|
//maps
|
||||||
RegionPager<LuaGenerator, LuaFormat> mapPager;
|
//TODO: I need to handle multiple map objects
|
||||||
|
RegionPager<LuaGenerator, LuaFormat> regionPager;
|
||||||
//networking
|
|
||||||
UDPNetworkUtility network;
|
|
||||||
|
|
||||||
//database
|
|
||||||
sqlite3* database = nullptr;
|
|
||||||
|
|
||||||
//lua
|
|
||||||
lua_State* luaState = nullptr;
|
|
||||||
|
|
||||||
//misc
|
//misc
|
||||||
bool running = true;
|
bool running = true;
|
||||||
|
|||||||
Reference in New Issue
Block a user