Tweaked TODO comments

This commit is contained in:
Kayne Ruse
2014-11-06 00:04:42 +11:00
parent 77b47b4634
commit cfdc61c357
5 changed files with 47 additions and 73 deletions
+11 -13
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@@ -21,48 +21,46 @@
*/ */
#include "client_manager.hpp" #include "client_manager.hpp"
//TODO: client_manager.cpp
int ClientManager::Create(IPaddress add) { int ClientManager::Create(IPaddress add) {
// //TODO
} }
int ClientManager::Load(IPaddress add) { int ClientManager::Load(IPaddress add) {
// //TODO
} }
int ClientManager::Save(int uid) { int ClientManager::Save(int uid) {
// //TODO
} }
void ClientManager::Unload(int uid) { void ClientManager::Unload(int uid) {
// //TODO
} }
void ClientManager::Delete(int uid) { void ClientManager::Delete(int uid) {
// //TODO
} }
void ClientManager::UnloadAll() { void ClientManager::UnloadAll() {
// //TODO
} }
void ClientManager::UnloadIf(std::function<bool(std::pair<const int, ClientData>)> fn) { void ClientManager::UnloadIf(std::function<bool(std::pair<const int, ClientData>)> fn) {
// //TODO
} }
ClientData* ClientManager::Get(int uid) { ClientData* ClientManager::Get(int uid) {
// //TODO
} }
int ClientManager::GetLoadedCount() { int ClientManager::GetLoadedCount() {
// //TODO
} }
int ClientManager::GetTotalCount() { int ClientManager::GetTotalCount() {
// //TODO
} }
std::map<int, ClientData>* ClientManager::GetContainer() { std::map<int, ClientData>* ClientManager::GetContainer() {
// //TODO
} }
+11 -13
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@@ -21,48 +21,46 @@
*/ */
#include "door_manager.hpp" #include "door_manager.hpp"
//TODO: door_manager.cpp
int DoorManager::Create(std::string, Vector2) { int DoorManager::Create(std::string, Vector2) {
// //TODO
} }
int DoorManager::Load(std::string, Vector2) { int DoorManager::Load(std::string, Vector2) {
// //TODO
} }
int DoorManager::Save(int uid) { int DoorManager::Save(int uid) {
// //TODO
} }
void DoorManager::Unload(int uid) { void DoorManager::Unload(int uid) {
// //TODO
} }
void DoorManager::Delete(int uid) { void DoorManager::Delete(int uid) {
// //TODO
} }
void DoorManager::UnloadAll() { void DoorManager::UnloadAll() {
// //TODO
} }
void DoorManager::UnloadIf(std::function<bool(std::pair<const int, DoorData>)> fn) { void DoorManager::UnloadIf(std::function<bool(std::pair<const int, DoorData>)> fn) {
// //TODO
} }
DoorData* DoorManager::Get(int uid) { DoorData* DoorManager::Get(int uid) {
// //TODO
} }
int DoorManager::GetLoadedCount() { int DoorManager::GetLoadedCount() {
// //TODO
} }
int DoorManager::GetTotalCount() { int DoorManager::GetTotalCount() {
// //TODO
} }
std::map<int, DoorData>* DoorManager::GetContainer() { std::map<int, DoorData>* DoorManager::GetContainer() {
// //TODO
} }
+15 -17
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@@ -21,64 +21,62 @@
*/ */
#include "monster_manager.hpp" #include "monster_manager.hpp"
//TODO: monster_manager.cpp
int MonsterManager::Create(std::string) { int MonsterManager::Create(std::string) {
// //TODO
} }
int MonsterManager::Load(std::string) { int MonsterManager::Load(std::string) {
// //TODO
} }
int MonsterManager::Save(int uid) { int MonsterManager::Save(int uid) {
// //TODO
} }
void MonsterManager::Unload(int uid) { void MonsterManager::Unload(int uid) {
// //TODO
} }
void MonsterManager::Delete(int uid) { void MonsterManager::Delete(int uid) {
// //TODO
} }
void MonsterManager::UnloadAll() { void MonsterManager::UnloadAll() {
// //TODO
} }
void MonsterManager::UnloadIf(std::function<bool(std::pair<const int, MonsterData>)> fn) { void MonsterManager::UnloadIf(std::function<bool(std::pair<const int, MonsterData>)> fn) {
// //TODO
} }
MonsterData* MonsterManager::Get(int uid) { MonsterData* MonsterManager::Get(int uid) {
// //TODO
} }
int MonsterManager::GetLoadedCount() { int MonsterManager::GetLoadedCount() {
// //TODO
} }
int MonsterManager::GetTotalCount() { int MonsterManager::GetTotalCount() {
// //TODO
} }
std::map<int, MonsterData>* MonsterManager::GetContainer() { std::map<int, MonsterData>* MonsterManager::GetContainer() {
// //TODO
} }
sqlite3* MonsterManager::SetDatabase(sqlite3* db) { sqlite3* MonsterManager::SetDatabase(sqlite3* db) {
// //TODO
} }
sqlite3* MonsterManager::GetDatabase() { sqlite3* MonsterManager::GetDatabase() {
// //TODO
} }
lua_State* MonsterManager::SetLuaState(lua_State* L) { lua_State* MonsterManager::SetLuaState(lua_State* L) {
// //TODO
} }
lua_State* MonsterManager::GetLuaState() { lua_State* MonsterManager::GetLuaState() {
// //TODO
} }
+5 -1
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@@ -25,7 +25,11 @@
#include "entity.hpp" #include "entity.hpp"
#include "region_pager_lua.hpp" #include "region_pager_lua.hpp"
#include "lua.hpp" #if defined(__MINGW32__)
#include "lua/lua.hpp"
#else
#include "lua.hpp"
#endif
#include <list> #include <list>
#include <string> #include <string>
+5 -29
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@@ -1,40 +1,16 @@
TODO: Get the rooms working, even if only via hotkeys TODO: client_manager.cpp
TODO: door_manager.cpp
TODO: monster_manager.cpp
TODO: I need a better way to handle the statistics TODO: I need a better way to handle the statistics
TODO: SerialPacketType::CHARACTER_LOCATION, CHARACTER_MOVE, CHARACTER_TELEPORT, ROOM_CHANGE, etc.
TODO: Fix shoddy movement TODO: Fix shoddy movement
TODO: Handle statistics server-side TODO: Handle statistics server-side
TODO: Periodic mass server saves TODO: Periodic mass server saves
TODO: Remove the big "Shut Down" button TODO: Remove the big "Shut Down" button
TODO: Make a way for the server owner to control the server directly TODO: Make a way for the server owner to control the server directly
TODO: Move the map system into it's own namespace?
TODO: The TileSheet class should implement the surface itself TODO: The TileSheet class should implement the surface itself
TODO: make the whole thing more fault tolerant TODO: Passwords/Authentication
TODO: Authentication
TODO: Time delay for requesting region packets TODO: Time delay for requesting region packets
TODO: A proper logging system TODO: A proper logging system
TODO: Update Codebase with the improvements from Tortuga TODO: Update Codebase with the improvements from Tortuga
-------------------------
Serial Packet Types
-------------------------
//character management
* CHARACTER_CREATE //make this character
* CHARACTER_DELETE //unmake this character
* CHARACTER_LOAD //load this character into the world
* CHARACTER_UNLOAD //unload this character from the world
//find out info from the server
* CHARACTER_QUERY_EXISTS //also sends the owner's info
* CHARACTER_QUERY_LOCATION
* CHARACTER_get all the entities within a distance of this
//set the info in the server
* CHARACTER_SET_ORIGIN
* CHARACTER_SET_MOTION
//authentication, character index => character stats
CHARACTER_STATS_REQUEST
CHARACTER_STATS_RESPONSE