Arranged server's source into directories
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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 "room_manager.hpp"
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#include <stdexcept>
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//-------------------------
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//public access methods
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//-------------------------
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RoomData* RoomManager::CreateRoom(int uid) {
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//don't overwrite existing rooms
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std::map<int, RoomData*>::iterator it = roomMap.find(uid);
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if (it != roomMap.end()) {
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throw(std::runtime_error("Cannot overwrite an existing room"));
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}
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roomMap[uid] = new RoomData();
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//TODO: create room in the API
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if (luaState) {
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roomMap[uid]->pager.SetLuaState(luaState);
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}
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return roomMap[uid];
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}
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RoomData* RoomManager::UnloadRoom(int uid) {
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//TODO: unload room in the API
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delete roomMap[uid];
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roomMap.erase(uid);
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}
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RoomData* RoomManager::GetRoom(int uid) {
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RoomData* ptr = FindRoom(uid);
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if (ptr) return ptr;
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ptr = CreateRoom(uid);
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return ptr;
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}
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RoomData* RoomManager::FindRoom(int uid) {
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std::map<int, RoomData*>::iterator it = roomMap.find(uid);
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if (it == roomMap.end()) {
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return nullptr;
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}
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return it->second;
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}
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RoomData* RoomManager::PushRoom(int uid, RoomData* room) {
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//unload existing rooms with this index
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std::map<int, RoomData*>::iterator it = roomMap.find(uid);
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if (it != roomMap.end()) {
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UnloadRoom(uid);
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}
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roomMap[uid] = room;
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}
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