Expanded network protocol, read more

Not really doing much, just busywork with the server's handlers.

I've tweaked the TODO tags as well.
This commit is contained in:
Kayne Ruse
2015-02-13 02:05:10 +11:00
parent bad6cc2fab
commit ca2d4c9217
32 changed files with 196 additions and 184 deletions
+34 -23
View File
@@ -65,46 +65,57 @@ private:
//handle incoming traffic
void HandlePacket(SerialPacket* const);
//heartbeat sustem
void HandlePing(ServerPacket* const);
void HandlePong(ServerPacket* const);
//heartbeat system
void hPing(ServerPacket* const);
void hPong(ServerPacket* const);
//basic connections
void HandleBroadcastRequest(ServerPacket* const);
void HandleJoinRequest(ClientPacket* const);
void HandleLoginRequest(ClientPacket* const);
void hBroadcastRequest(ServerPacket* const);
void hJoinRequest(ClientPacket* const);
void hLoginRequest(ClientPacket* const);
//client disconnections
void HandleLogoutRequest(ClientPacket* const);
void HandleDisconnectRequest(ClientPacket* const);
void hLogoutRequest(ClientPacket* const);
void hDisconnectRequest(ClientPacket* const);
//server commands
void HandleDisconnectForced(ClientPacket* const);
void HandleShutdownRequest(ClientPacket* const);
void hAdminDisconnectForced(ClientPacket* const);
void hAdminShutdownRequest(ClientPacket* const);
//data management
void HandleRegionRequest(RegionPacket* const);
void HandleCharacterExists(CharacterPacket* const);
void SaveServerState();
void FullClientUnload(int index);
void FullAccountUnload(int index);
void FullCharacterUnload(int index);
void hRegionRequest(RegionPacket* const);
void hQueryCharacterExists(CharacterPacket* const);
void hQueryCharacterStats(CharacterPacket* const);
void hQueryCharacterLocation(CharacterPacket* const);
void hQueryMonsterExists(MonsterPacket* const);
void hQueryMonsterStats(MonsterPacket* const);
void hQueryMonsterLocation(MonsterPacket* const);
//character management
void HandleCharacterCreate(CharacterPacket* const);
void HandleCharacterDelete(CharacterPacket* const);
void HandleCharacterLoad(CharacterPacket* const);
void HandleCharacterUnload(CharacterPacket* const);
void hCharacterCreate(CharacterPacket* const);
void hCharacterDelete(CharacterPacket* const);
void hCharacterLoad(CharacterPacket* const);
void hCharacterUnload(CharacterPacket* const);
//character movement
void HandleCharacterMovement(CharacterPacket* const);
void HandleCharacterAttack(CharacterPacket* const);
void hCharacterMovement(CharacterPacket* const);
void hCharacterAttack(CharacterPacket* const);
void hCharacterDamage(CharacterPacket* const);
//character management
void hMonsterDamage(MonsterPacket* const);
//chat
void hTextBroadcast(TextPacket* const);
//utility methods
void PumpPacket(SerialPacket* const);
void PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance);
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
void SaveServerState();
void FullClientUnload(int index);
void FullAccountUnload(int index);
void FullCharacterUnload(int index);
//APIs and utilities
sqlite3* database = nullptr;