/* 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 SERVERAPPLICATION_HPP_ #define SERVERAPPLICATION_HPP_ //server specific stuff #include "client_data.hpp" #include "account_data.hpp" #include "character_data.hpp" #include "combat_data.hpp" #include "enemy_factory_generic.hpp" //maps #include "map_allocator.hpp" #include "map_file_format.hpp" #include "region_pager.hpp" //networking #include "udp_network_utility.hpp" //common #include "config_utility.hpp" #include "vector2.hpp" //APIs #include "lua/lua.hpp" #include "sqlite3/sqlite3.h" #include "SDL/SDL.h" //STL #include #include //The main application class //TODO: modulate this god class class ServerApplication { public: //standard functions ServerApplication() = default; ~ServerApplication() = default; void Init(int argc, char** argv); void Proc(); void Quit(); private: void HandlePacket(SerialPacket); //handle incoming traffic void HandleBroadcastRequest(SerialPacket); void HandleJoinRequest(SerialPacket); void HandleSynchronize(SerialPacket); void HandleDisconnect(SerialPacket); void HandleShutdown(SerialPacket); void HandleCharacterUpdate(SerialPacket); void HandleRegionRequest(SerialPacket); //TODO: a function that only sends to characters in a certain proximity void PumpPacket(SerialPacket); void PumpCharacterUnload(int uid); //Account management //character management int CreateCharacter(int owner, std::string handle, std::string avatar); int LoadCharacter(int owner, std::string handle, std::string avatar); int SaveCharacter(int uid); void UnloadCharacter(int uid); void DeleteCharacter(int uid); //TODO: combat management //APIs UDPNetworkUtility network; sqlite3* database = nullptr; lua_State* luaState = nullptr; //server tables std::map clientMap; std::map characterMap; std::map combatMap; std::map enemyMap; //maps //TODO: I need to handle multiple map objects //TODO: Unload regions that are distant from any characters RegionPager regionPager; EnemyFactoryGeneric enemyFactory; //misc bool running = true; ConfigUtility config; int clientUID = 0; int combatUID = 0; int enemyUID = 0; }; #endif