From ddedc06e4768387c1992f8cd078f8d256572a9d2 Mon Sep 17 00:00:00 2001 From: Kayne Ruse Date: Sat, 21 Feb 2015 21:46:22 +1100 Subject: [PATCH] Implemented bare-bones character system API I need to devise a way to update the clients about changes to their characters directly from the lua scripts. This isn't too important per se, but the pattern will be important for the monster and trigger systems. --- rsc/scripts/setup_server.lua | 18 +++--- server/characters/character_manager.cpp | 10 ++++ server/characters/character_manager.hpp | 5 ++ server/characters/character_manager_api.cpp | 63 ++++++++++++++++++++- 4 files changed, 85 insertions(+), 11 deletions(-) diff --git a/rsc/scripts/setup_server.lua b/rsc/scripts/setup_server.lua index a284260..bdb0974 100644 --- a/rsc/scripts/setup_server.lua +++ b/rsc/scripts/setup_server.lua @@ -3,6 +3,7 @@ print("Lua script check") mapMaker = require("map_maker") mapSaver = require("map_saver") roomSystem = require("room_system") +characterSystem = require("character_system") local function dumpTable(t) print(t) @@ -11,26 +12,23 @@ local function dumpTable(t) end end ---debugging (only works correctly with one room) -globalTickTest = { - ticks = 0, - start = 0 -} - --test the room hooks roomSystem.RoomManager.SetOnCreate(function(room, index) print("", "Creating room: ", roomSystem.Room.GetName(room), index) - globalTickTest.start = os.clock() - --called ~60 times per second roomSystem.Room.SetOnTick(room, function(room) - globalTickTest.ticks = globalTickTest.ticks + 1 + local character = characterSystem.CharacterManager.GetCharacter("handle") + if character ~= nil then + --debugging + local x, y = characterSystem.Character.GetOrigin(character) + print("character.Origin(x, y): ", x, y) + end end) end) + roomSystem.RoomManager.SetOnUnload(function(room, index) print("", "Unloading room: ", roomSystem.Room.GetName(room), index) - print("Time: ", (os.clock() - globalTickTest.start), "Ticks: ", globalTickTest.ticks) end) --NOTE: room 0 is the first that the client asks for, therefore it must exist diff --git a/server/characters/character_manager.cpp b/server/characters/character_manager.cpp index 2d7cf7c..300ee18 100644 --- a/server/characters/character_manager.cpp +++ b/server/characters/character_manager.cpp @@ -193,6 +193,7 @@ void CharacterManager::Unload(int uid) { } void CharacterManager::Delete(int uid) { + //TODO: when deleting a character, move it to an archive table //delete this character from the database, then remove it from memory sqlite3_stmt* statement = nullptr; @@ -252,6 +253,15 @@ CharacterData* CharacterManager::Get(int uid) { return &it->second; } +CharacterData* CharacterManager::Get(std::string handle) { + for (std::map::iterator it = elementMap.begin(); it != elementMap.end(); ++it) { + if (it->second.GetHandle() == handle) { + return &it->second; + } + } + return nullptr; +} + int CharacterManager::GetLoadedCount() { return elementMap.size(); } diff --git a/server/characters/character_manager.hpp b/server/characters/character_manager.hpp index 3a24c34..48cc54f 100644 --- a/server/characters/character_manager.hpp +++ b/server/characters/character_manager.hpp @@ -44,13 +44,18 @@ public: //accessors and mutators CharacterData* Get(int uid); + CharacterData* Get(std::string handle); int GetLoadedCount(); int GetTotalCount(); std::map* GetContainer(); + //API interface sqlite3* SetDatabase(sqlite3* db); sqlite3* GetDatabase(); + //hooks + //TODO: character hooks + private: friend Singleton; diff --git a/server/characters/character_manager_api.cpp b/server/characters/character_manager_api.cpp index 25e621a..eca3d6f 100644 --- a/server/characters/character_manager_api.cpp +++ b/server/characters/character_manager_api.cpp @@ -23,9 +23,70 @@ #include "character_manager.hpp" -//TODO: triggers, accessors +static int setOnCreate(lua_State* L) { + //TODO: (9) empty +} + +static int setOnLoad(lua_State* L) { + //TODO: (9) empty +} + +static int setOnSave(lua_State* L) { + //TODO: (9) empty +} + +static int setOnUnload(lua_State* L) { + //TODO: (9) empty +} + +static int setOnDelete(lua_State* L) { + //TODO: (9) empty +} + +static int getCharacter(lua_State* L) { + //integer vs name + CharacterManager& characterMgr = CharacterManager::GetSingleton(); + CharacterData* characterData = nullptr; + + switch(lua_type(L, 1)) { + case LUA_TNUMBER: + characterData = characterMgr.Get(lua_tointeger(L, 1)); + break; + case LUA_TSTRING: + //access characters via their handles + characterData = characterMgr.Get(lua_tostring(L, 1)); + break; + } + + if (characterData) { + lua_pushlightuserdata(L, static_cast(characterData)); + } + else { + lua_pushnil(L); + } + + return 1; +} + +static int getLoadedCount(lua_State* L) { + CharacterManager& characterMgr = CharacterManager::GetSingleton(); + lua_pushinteger(L, characterMgr.GetLoadedCount()); + return 1; +} + +static int forEach(lua_State* L) { + //TODO: (1) find a way to update the clients when a script alters a character's data +} static const luaL_Reg characterManagerLib[] = { +// {"SetOnCreate", setOnCreate}, +// {"SetOnLoad", setOnLoad}, +// {"SetOnSave", setOnSave}, +// {"SetOnUnload", setOnUnload}, +// {"SetOnDelete", setOnDelete}, + {"GetCharacter", getCharacter}, + {"GetLoadedCount", getLoadedCount}, +// {"ForEach", forEach}, {nullptr, nullptr} };