/* Copyright: (c) Kayne Ruse 2013 * * 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 SERVERAPPLICATION_HPP_ #define SERVERAPPLICATION_HPP_ //networking #include "network_packet.hpp" #include "udp_network_utility.hpp" //APIs #include "sqlite3/sqlite3.h" #include "SDL/SDL.h" //misc #include "config_utility.hpp" #include "vector2.hpp" //STL #include #include //hold the client info struct Client { static int counter; IPaddress address; }; //hold the player info struct Player { static int counter; int clientIndex; std::string handle; std::string avatar; Vector2 position; Vector2 motion; }; //The main application class class ServerApplication { public: //standard functions ServerApplication(); ~ServerApplication(); void Init(int argc, char** argv); void Loop(); void Quit(); private: void HandlePacket(NetworkPacket); //high cohesion utility functions void HandleBroadcastRequest(NetworkPacket); void HandleJoinRequest(NetworkPacket); void HandleDisconnect(NetworkPacket); void HandleShutdown(NetworkPacket); void HandlePlayerNew(NetworkPacket); void HandlePlayerDelete(NetworkPacket); void HandlePlayerUpdate(NetworkPacket); void PumpPacket(NetworkPacket); //networking UDPNetworkUtility network; //database sqlite3* database = nullptr; //misc bool running = true; ConfigUtility config; std::map clientMap; std::map playerMap; }; #endif