/* 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, mostly managers #include "client_data.hpp" #include "account_manager.hpp" #include "character_manager.hpp" #include "room_manager.hpp" //common utilities #include "udp_network_utility.hpp" #include "serial_packet.hpp" #include "config_utility.hpp" #include "singleton.hpp" //APIs #include "lua/lua.hpp" #include "sqlite3/sqlite3.h" #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); //basic connections void HandlePing(ServerPacket* const); void HandlePong(ServerPacket* const); void HandleBroadcastRequest(ServerPacket* const); void HandleJoinRequest(ClientPacket* const); void HandleDisconnect(ClientPacket* const); void HandleShutdown(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 void CheckClientConnections(); //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); //APIs and utilities sqlite3* database = nullptr; lua_State* luaState = nullptr; UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton(); ConfigUtility& config = ConfigUtility::GetSingleton(); //simple tables std::map clientMap; //managers AccountManager& accountMgr = AccountManager::GetSingleton(); CharacterManager& characterMgr = CharacterManager::GetSingleton(); RoomManager& roomMgr = RoomManager::GetSingleton(); //misc bool running = true; int clientIndex = 0; }; #endif