/* 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_ //managers #include "account_manager.hpp" #include "character_manager.hpp" #include "client_manager.hpp" #include "door_manager.hpp" #include "monster_manager.hpp" #include "room_manager.hpp" //utilities #include "config_utility.hpp" #include "udp_network_utility.hpp" //common utilities #include "serial_packet.hpp" #include "singleton.hpp" //APIs #if defined(__MINGW32__) #include "lua/lua.hpp" #include "sqlite3/sqlite3.h" #else #include "lua.hpp" #include "sqlite3.h" #endif #include "SDL/SDL.h" //STL #include #include //The main application class 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 sustem void HandlePing(ServerPacket* const); void HandlePong(ServerPacket* const); //basic connections void HandleBroadcastRequest(ServerPacket* const); void HandleJoinRequest(ClientPacket* const); void HandleLoginRequest(ClientPacket* const); //client disconnections void HandleLogoutRequest(ClientPacket* const); void HandleDisconnectRequest(ClientPacket* const); //server commands // void HandleDisconnectForced(ClientPacket* const); void HandleShutdownRequest(ClientPacket* const); //map management // void HandleRegionRequest(RegionPacket* const); //character management // void HandleCharacterNew(CharacterPacket* const); // void HandleCharacterDelete(CharacterPacket* const); // void HandleCharacterUpdate(CharacterPacket* const); //mismanagement // void HandleSynchronize(ClientPacket* const); //utility methods //TODO: a function that only sends to characters in a certain proximity // void CleanupLostConnection(int index); // void PumpPacket(SerialPacket* const); // void PumpCharacterUnload(int uid); // void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex); //data management void SaveServerState(); //APIs and utilities sqlite3* database = nullptr; lua_State* luaState = nullptr; //ugly references; I hate this AccountManager& accountMgr = AccountManager::GetSingleton(); CharacterManager& characterMgr = CharacterManager::GetSingleton(); ClientManager& clientMgr = ClientManager::GetSingleton(); DoorManager& doorMgr = DoorManager::GetSingleton(); MonsterManager& monsterMgr = MonsterManager::GetSingleton(); RoomManager& roomMgr = RoomManager::GetSingleton(); ConfigUtility& config = ConfigUtility::GetSingleton(); UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton(); //misc bool running = true; }; #endif