/* 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 "account_manager.hpp" #include "character_manager.hpp" #include "client_data.hpp" #include "combat_manager.hpp" #include "enemy_manager.hpp" #include "room_manager.hpp" //maps #include "map_allocator.hpp" #include "map_file_format.hpp" #include "region_pager.hpp" //common utilities #include "udp_network_utility.hpp" #include "config_utility.hpp" //APIs #include "lua/lua.hpp" #include "sqlite3/sqlite3.h" #include "SDL/SDL.h" //STL #include #include //The main application class class ServerApplication { public: //public methods ServerApplication() = default; ~ServerApplication() = default; void Init(int argc, char** argv); void Proc(); void Quit(); private: //handle incoming traffic void HandlePacket(SerialPacket* const); //basic connections void HandleBroadcastRequest(SerialPacket* const); void HandleJoinRequest(ClientPacket* const); void HandleDisconnect(ClientPacket* const); void HandleShutdown(SerialPacket* const); //map management void HandleRegionRequest(RegionPacket* const); //combat management //TODO: combat management //character management void HandleCharacterNew(SerialPacket* const); void HandleCharacterDelete(SerialPacket* const); void HandleCharacterUpdate(SerialPacket* const); //enemy management //TODO: enemy management //mismanagement void HandleSynchronize(SerialPacket* const); //utility methods //TODO: a function that only sends to characters in a certain proximity void PumpPacket(SerialPacket* const); void PumpCharacterUnload(int uid); //APIs and utilities sqlite3* database = nullptr; lua_State* luaState = nullptr; UDPNetworkUtility network; ConfigUtility config; //simple tables std::map clientMap; //managers AccountManager accountMgr; CharacterManager characterMgr; CombatManager combatMgr; EnemyManager enemyMgr; RoomManager roomMgr; //misc bool running = true; int clientUID = 0; }; #endif