Merge branch 'develop'

This commit is contained in:
Kayne Ruse
2014-08-13 08:24:08 +10:00
20 changed files with 115 additions and 466 deletions
+9 -9
View File
@@ -38,7 +38,7 @@
#include "options_menu.hpp"
#include "lobby_menu.hpp"
#include "in_world.hpp"
#include "in_combat.hpp"
//#include "in_combat.hpp"
#include "clean_up.hpp"
//-------------------------
@@ -66,7 +66,7 @@ void ClientApplication::Init(int argc, char** argv) {
if (SDLNet_Init()) {
throw(std::runtime_error("Failed to initialize SDL_net"));
}
network.Open(0);
UDPNetworkUtility::GetSingleton().Open(0);
std::cout << "Initialized SDL_net" << std::endl;
//-------------------------
@@ -151,7 +151,7 @@ void ClientApplication::Proc() {
void ClientApplication::Quit() {
std::cout << "Shutting down" << std::endl;
network.Close();
UDPNetworkUtility::GetSingleton().Close();
SDLNet_Quit();
SDL_Quit();
std::cout << "Clean exit" << std::endl;
@@ -176,16 +176,16 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
activeScene = new OptionsMenu();
break;
case SceneList::LOBBYMENU:
activeScene = new LobbyMenu(&network, &clientIndex, &accountIndex);
activeScene = new LobbyMenu(&clientIndex, &accountIndex);
break;
case SceneList::INWORLD:
activeScene = new InWorld(&network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
break;
case SceneList::INCOMBAT:
activeScene = new InCombat(&network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
activeScene = new InWorld(&clientIndex, &accountIndex, &characterIndex, &characterMap);
break;
// case SceneList::INCOMBAT:
// activeScene = new InCombat(&clientIndex, &accountIndex, &characterIndex, &characterMap);
// break;
case SceneList::CLEANUP:
activeScene = new CleanUp(&network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
activeScene = new CleanUp(&clientIndex, &accountIndex, &characterIndex, &characterMap);
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));
-1
View File
@@ -52,7 +52,6 @@ private:
BaseScene* activeScene = nullptr;
//shared parameters
UDPNetworkUtility network;
int clientIndex = -1;
int accountIndex = -1;
int characterIndex = -1;
+7 -2
View File
@@ -23,6 +23,7 @@
//singletons
#include "config_utility.hpp"
#include "udp_network_utility.hpp"
#include <stdexcept>
#include <iostream>
@@ -32,18 +33,22 @@ using namespace std;
int main(int argc, char** argv) {
try {
//create the singletons
ClientApplication::Create();
ConfigUtility::Create();
UDPNetworkUtility::Create();
//call the server's routines
ClientApplication::Create();
ClientApplication& app = ClientApplication::GetSingleton();
app.Init(argc, argv);
app.Proc();
app.Quit();
ClientApplication::Delete();
//delete the singletons
ConfigUtility::Delete();
ClientApplication::Delete();
UDPNetworkUtility::Delete();
}
catch(exception& e) {
cerr << "Fatal exception thrown: " << e.what() << endl;
+5 -3
View File
@@ -31,13 +31,11 @@
//-------------------------
CleanUp::CleanUp(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
):
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
@@ -126,7 +124,11 @@ void CleanUp::MouseButtonUp(SDL_MouseButtonEvent const& button) {
}
void CleanUp::KeyDown(SDL_KeyboardEvent const& key) {
//
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
}
void CleanUp::KeyUp(SDL_KeyboardEvent const& key) {
+1 -2
View File
@@ -45,7 +45,6 @@ class CleanUp : public BaseScene {
public:
//Public access members
CleanUp(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
@@ -68,7 +67,7 @@ protected:
void KeyUp(SDL_KeyboardEvent const&);
//shared parameters
UDPNetworkUtility& network;
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
int& clientIndex;
int& accountIndex;
int& characterIndex;
-220
View File
@@ -1,220 +0,0 @@
/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "in_combat.hpp"
#include "channels.hpp"
#include "utility.hpp"
#include "config_utility.hpp"
#include <stdexcept>
//-------------------------
//Public access members
//-------------------------
InCombat::InCombat(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
):
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
characterMap(*argCharacterMap)
{
/* //setup the utility objects
buttonImage.LoadSurface(config["dir.interface"] + "button_menu.bmp");
buttonImage.SetClipH(buttonImage.GetClipH()/3);
font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
//pass the utility objects
backButton.SetImage(&buttonImage);
backButton.SetFont(&font);
//set the button positions
backButton.SetX(50);
backButton.SetY(50 + buttonImage.GetClipH() * 0);
//set the button texts
backButton.SetText("Back");
//request a sync
RequestSynchronize();
*/
//debug
//
}
InCombat::~InCombat() {
//
}
//-------------------------
//Frame loop
//-------------------------
void InCombat::FrameStart() {
//
}
void InCombat::Update(double delta) {
//suck in and process all waiting packets
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
while(network.Receive(packetBuffer)) {
HandlePacket(packetBuffer);
}
free(static_cast<void*>(packetBuffer));
//TODO: more
}
void InCombat::FrameEnd() {
//
}
void InCombat::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void InCombat::Render(SDL_Surface* const screen) {
//TODO: draw the background
//TODO: draw the characters
//TODO: draw the enemies
//TODO: draw the UI
}
//-------------------------
//Event handlers
//-------------------------
void InCombat::QuitEvent() {
//exit the game AND the server
RequestDisconnect();
SetNextScene(SceneList::QUIT);
}
void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InCombat::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
//
}
void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
//
}
//-------------------------
//Network handlers
//-------------------------
void InCombat::HandlePacket(SerialPacket* const argPacket) {
switch(argPacket->type) {
case SerialPacketType::DISCONNECT:
HandleDisconnect(argPacket);
break;
//handle errors
default:
throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InCombat: " + to_string_custom(static_cast<int>(argPacket->type)) ));
break;
}
}
void InCombat::HandleDisconnect(SerialPacket* const) {
SetNextScene(SceneList::CLEANUP);
}
//TODO: more network handlers
//-------------------------
//Server control
//-------------------------
void InCombat::RequestSynchronize() {
ClientPacket newPacket;
//request a sync
newPacket.type = SerialPacketType::SYNCHRONIZE;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InCombat::SendPlayerUpdate() {
CharacterPacket newPacket;
//pack the packet
newPacket.type = SerialPacketType::CHARACTER_UPDATE;
newPacket.characterIndex = characterIndex;
//handle, avatar
newPacket.accountIndex = accountIndex;
// newPacket.roomIndex = localCharacter->roomIndex;
// newPacket.origin = localCharacter->origin;
// newPacket.motion = localCharacter->motion;
// newPacket.stats = localCharacter->stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
network.SendTo(Channels::SERVER, &newPacket);
}
void InCombat::RequestDisconnect() {
ClientPacket newPacket;
//send a disconnect request
newPacket.type = SerialPacketType::DISCONNECT;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
void InCombat::RequestShutdown() {
ClientPacket newPacket;
//send a shutdown request
newPacket.type = SerialPacketType::SHUTDOWN;
newPacket.clientIndex = clientIndex;
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
-94
View File
@@ -1,94 +0,0 @@
/* Copyright: (c) Kayne Ruse 2013, 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef INCOMBAT_HPP_
#define INCOMBAT_HPP_
//network
#include "udp_network_utility.hpp"
//graphics
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
//common
#include "frame_rate.hpp"
#include "character.hpp"
//client
#include "base_scene.hpp"
class InCombat : public BaseScene {
public:
//Public access members
InCombat(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
);
~InCombat();
protected:
//Frame loop
void FrameStart();
void Update(double delta);
void FrameEnd();
void RenderFrame();
void Render(SDL_Surface* const);
//Event handlers
void QuitEvent();
void MouseMotion(SDL_MouseMotionEvent const&);
void MouseButtonDown(SDL_MouseButtonEvent const&);
void MouseButtonUp(SDL_MouseButtonEvent const&);
void KeyDown(SDL_KeyboardEvent const&);
void KeyUp(SDL_KeyboardEvent const&);
//Network handlers
void HandlePacket(SerialPacket* const);
void HandleDisconnect(SerialPacket* const);
//Server control
void RequestSynchronize();
void SendPlayerUpdate();
void RequestDisconnect();
void RequestShutdown();
//shared parameters
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
CharacterMap& characterMap;
//graphics
//TODO: graphics
//UI
//TODO: UI
FrameRate fps;
};
#endif
+7 -2
View File
@@ -35,13 +35,11 @@
//-------------------------
InWorld::InWorld(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
CharacterMap* argCharacterMap
):
network(*argNetwork),
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex),
characterIndex(*argCharacterIndex),
@@ -207,6 +205,13 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
return;
}
//hotkeys
switch(key.keysym.sym) {
case SDLK_ESCAPE:
RequestDisconnect();
break;
}
//player movement
Vector2 motion = localCharacter->GetMotion();
switch(key.keysym.sym) {
+1 -2
View File
@@ -49,7 +49,6 @@ class InWorld : public BaseScene {
public:
//Public access members
InWorld(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex,
int* const argCharacterIndex,
@@ -92,7 +91,7 @@ protected:
void UpdateMap();
//shared parameters
UDPNetworkUtility& network;
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
int& clientIndex;
int& accountIndex;
int& characterIndex;
+46 -35
View File
@@ -30,12 +30,7 @@
//Public access members
//-------------------------
LobbyMenu::LobbyMenu(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex
):
network(*argNetwork),
LobbyMenu::LobbyMenu(int* const argClientIndex, int* const argAccountIndex):
clientIndex(*argClientIndex),
accountIndex(*argAccountIndex)
{
@@ -70,6 +65,9 @@ LobbyMenu::LobbyMenu(
//BUGFIX: Eat incoming packets
while(network.Receive());
//Initial broadcast
SendBroadcastRequest();
}
LobbyMenu::~LobbyMenu() {
@@ -109,7 +107,10 @@ void LobbyMenu::Render(SDL_Surface* const screen) {
for (int i = 0; i < serverInfo.size(); i++) {
//draw the selected server's highlight
if (selection == &serverInfo[i]) {
SDL_Rect r = listBox;
SDL_Rect r = {
(Sint16)listBox.x, (Sint16)listBox.y,
(Uint16)listBox.w, (Uint16)listBox.h
};
r.y += i * listBox.h;
SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
}
@@ -147,39 +148,19 @@ void LobbyMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
if (search.MouseButtonUp(button) == Button::State::HOVER) {
//broadcast to the network, or a specific server
SerialPacket packet;
packet.type = SerialPacketType::BROADCAST_REQUEST;
network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet);
//reset the server list
serverInfo.clear();
selection = nullptr;
SendBroadcastRequest();
}
else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
//pack the packet
ClientPacket packet;
packet.type = SerialPacketType::JOIN_REQUEST;
strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE);
//join the selected server
network.SendTo(&selection->address, &packet);
selection = nullptr;
SendJoinRequest();
}
else if (back.MouseButtonUp(button) == Button::State::HOVER) {
SetNextScene(SceneList::MAINMENU);
}
else if (
//has the user selected a server on the list?
//TODO: replace with regular collision checker
button.x > listBox.x &&
button.x < listBox.x + listBox.w &&
button.y > listBox.y &&
button.y < listBox.y + listBox.h * serverInfo.size()
) {
//has the user selected a server on the list?
BoundingBox tmpBox = listBox;
tmpBox.h *= serverInfo.size();
if (tmpBox.CheckOverlap({button.x, button.y})) {
selection = &serverInfo[(button.y - listBox.y)/listBox.h];
}
else {
@@ -188,7 +169,11 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
}
void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
//
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
}
void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
@@ -242,4 +227,30 @@ void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
newPacket.accountIndex = accountIndex;
network.SendTo(Channels::SERVER, &newPacket);
}
}
//-------------------------
//server control
//-------------------------
void LobbyMenu::SendBroadcastRequest() {
//broadcast to the network, or a specific server
SerialPacket packet;
packet.type = SerialPacketType::BROADCAST_REQUEST;
network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet);
//reset the server list
serverInfo.clear();
selection = nullptr;
}
void LobbyMenu::SendJoinRequest() {
//pack the packet
ClientPacket packet;
packet.type = SerialPacketType::JOIN_REQUEST;
strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE);
//join the selected server
network.SendTo(&selection->address, &packet);
selection = nullptr;
}
+9 -8
View File
@@ -26,6 +26,7 @@
#include "image.hpp"
#include "raster_font.hpp"
#include "button.hpp"
#include "bounding_box.hpp"
//utilities
#include "config_utility.hpp"
@@ -40,11 +41,7 @@
class LobbyMenu : public BaseScene {
public:
//Public access members
LobbyMenu(
UDPNetworkUtility* const argNetwork,
int* const argClientIndex,
int* const argAccountIndex
);
LobbyMenu(int* const argClientIndex, int* const argAccountIndex);
~LobbyMenu();
protected:
@@ -66,9 +63,13 @@ protected:
void HandleBroadcastResponse(ServerPacket* const);
void HandleJoinResponse(ClientPacket* const);
//server control
void SendBroadcastRequest();
void SendJoinRequest();
//shared parameters
ConfigUtility& config = ConfigUtility::GetSingleton();
UDPNetworkUtility& network;
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
int& clientIndex;
int& accountIndex;
@@ -90,9 +91,9 @@ protected:
std::vector<ServerInformation> serverInfo;
//a terrible hack, forgive me
//NOTE: a terrible hack
//I'd love a proper gui system for this
SDL_Rect listBox;
BoundingBox listBox;
ServerInformation* selection = nullptr;
};
+5 -1
View File
@@ -92,7 +92,11 @@ void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
}
void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) {
//
switch(key.keysym.sym) {
case SDLK_ESCAPE:
SetNextScene(SceneList::MAINMENU);
break;
}
}
void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) {
+3 -2
View File
@@ -91,8 +91,9 @@ Region* RegionPagerBase::CreateRegion(int x, int y) {
}
void RegionPagerBase::UnloadRegion(int x, int y) {
//custom loop, not FindRegion()
regionList.remove_if([x, y](Region& region) -> bool { return region.GetX() == x && region.GetY() == y; });
regionList.remove_if([x, y](Region& region) -> bool {
return region.GetX() == x && region.GetY() == y;
});
}
void RegionPagerBase::UnloadAll() {
+11 -6
View File
@@ -22,15 +22,15 @@
#ifndef UDPNETWORKUTILITY_HPP_
#define UDPNETWORKUTILITY_HPP_
//common
#include "serial_packet.hpp"
#include "singleton.hpp"
//APIs
#include "SDL/SDL_net.h"
#include "serial_packet.hpp"
class UDPNetworkUtility {
class UDPNetworkUtility : public Singleton<UDPNetworkUtility> {
public:
UDPNetworkUtility() = default;
~UDPNetworkUtility() = default;
void Open(int port);
void Close();
@@ -65,6 +65,11 @@ public:
return socket;
}
private:
friend Singleton<UDPNetworkUtility>;
UDPNetworkUtility() = default;
~UDPNetworkUtility() = default;
UDPsocket socket = nullptr;
UDPpacket* packet = nullptr;
};
+2 -1
View File
@@ -32,6 +32,7 @@ public:
int w, h;
BoundingBox() = default;
BoundingBox(int i, int j): x(i), y(j), w(0), h(0) {};
BoundingBox(int i, int j, int k, int l): x(i), y(j), w(k), h(l) {};
~BoundingBox() = default;
BoundingBox& operator=(BoundingBox const&) = default;
@@ -62,7 +63,7 @@ public:
};
//This is explicitly a POD
static_assert(std::is_pod<Vector2>::value, "BoundingBox is not a POD");
static_assert(std::is_pod<BoundingBox>::value, "BoundingBox is not a POD");
#include "vector2.hpp"
-40
View File
@@ -1,40 +0,0 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "check_bounds.hpp"
bool checkPoint(Vector2 const& origin, Vector2 const& bound, Vector2 const& point) {
return !(
point.x < origin.x ||
point.y < origin.y ||
point.x >= origin.x + bound.x ||
point.y >= origin.y + bound.y
);
}
bool checkOverlap(Vector2 const& originOne, Vector2 const& boundOne, Vector2 const& originTwo, Vector2 const& boundTwo) {
return !(
originOne.x >= originTwo.x + boundTwo.x ||
originOne.x + boundOne.x >= originTwo.x ||
originOne.y >= originTwo.y + boundTwo.y ||
originOne.y + boundOne.y >= originTwo.y
);
}
-30
View File
@@ -1,30 +0,0 @@
/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CHECKBOUNDS_HPP_
#define CHECKBOUNDS_HPP_
#include "vector2.hpp"
bool checkPoint(Vector2 const& origin, Vector2 const& bound, Vector2 const& point);
bool checkOverlap(Vector2 const& originOne, Vector2 const& boundOne, Vector2 const& originTwo, Vector2 const& boundTwo);
#endif
+7 -2
View File
@@ -23,6 +23,7 @@
//singletons
#include "config_utility.hpp"
#include "udp_network_utility.hpp"
#include <stdexcept>
#include <iostream>
@@ -33,17 +34,21 @@ int main(int argc, char** argv) {
try {
//create the singletons
ConfigUtility::Create();
ServerApplication::Create();
UDPNetworkUtility::Create();
//call the server's routines
ServerApplication::Create();
ServerApplication& app = ServerApplication::GetSingleton();
app.Init(argc, argv);
app.Proc();
app.Quit();
ServerApplication::Delete();
//delete the singletons
ConfigUtility::Delete();
ServerApplication::Delete();
UDPNetworkUtility::Delete();
}
catch(exception& e) {
cerr << "Fatal exception thrown: " << e.what() << endl;
+1 -1
View File
@@ -85,7 +85,7 @@ private:
//APIs and utilities
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
UDPNetworkUtility network;
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
ConfigUtility& config = ConfigUtility::GetSingleton();
//simple tables
+1 -5
View File
@@ -1,18 +1,14 @@
TODO: encapsulate the data structures
TODO: Get the rooms working
TODO: A proper logging system
TODO: make the whole thing more fault tolerant
TODO: Authentication
TODO: server is slaved to the client
TODO: I completely forgot about status ailments
TODO: Time delay for requesting region packets
TODO: command line parameters overriding config.cfg settings
--Battle System--
TODO
--Requirements--
The enemies need AI scripts