/* Copyright: (c) Kayne Ruse 2013-2016 * * 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. */ #pragma once //managers #include "account_manager.hpp" #include "character_manager.hpp" #include "client_manager.hpp" #include "room_manager.hpp" //utilities #include "config_utility.hpp" #include "udp_network_utility.hpp" //common utilities #include "ip_operators.hpp" #include "serial_packet.hpp" #include "singleton.hpp" //server utilities #include "server_utilities.hpp" //APIs #include "lua.hpp" #include "sqlite3.h" #include "SDL2/SDL.h" //STL #include #include //DOCS: The main application class //DOCS: Please note that this is NOT a god class. Instead, it acts as the central relay for all managers. //DOCS: It's also the only class that prints to the screen, and it handles a number of error cases. class ServerApplication: public Singleton { public: //public methods void Init(int argc, char* argv[]); void Proc(); void Quit(); private: friend Singleton; ServerApplication() = default; ~ServerApplication() = default; //handle incoming traffic void HandlePacket(SerialPacket* const); //heartbeat system void hPing(ServerPacket* const); void hPong(ServerPacket* const); //basic connections void hBroadcastRequest(ServerPacket* const); void hJoinRequest(ClientPacket* const); void hLoginRequest(ClientPacket* const); //client disconnections void hLogoutRequest(ClientPacket* const); void hDisconnectRequest(ClientPacket* const); //server commands void hAdminDisconnectForced(ClientPacket* const); void hAdminShutdownRequest(ClientPacket* const); //data management void hRegionRequest(RegionPacket* const); //character management void hQueryCharacterExists(CharacterPacket* const); void hCharacterCreate(CharacterPacket* const); void hCharacterDelete(CharacterPacket* const); void hCharacterLoad(CharacterPacket* const); void hCharacterUnload(CharacterPacket* const); void hCharacterMovement(CharacterPacket* const); //creature management void hQueryCreatureExists(CreaturePacket* const); //chat void hTextBroadcast(TextPacket* const); void hTextSpeech(TextPacket* const); void hTextWhisper(TextPacket* const); //utility methods void SaveServerState(); //APIs and utilities sqlite3* database = nullptr; lua_State* luaState = nullptr; //ugly references; I hate this ClientManager& clientMgr = ClientManager::GetSingleton(); AccountManager& accountMgr = AccountManager::GetSingleton(); CharacterManager& characterMgr = CharacterManager::GetSingleton(); RoomManager& roomMgr = RoomManager::GetSingleton(); ConfigUtility& config = ConfigUtility::GetSingleton(); UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton(); //misc bool running = true; };