/* Copyright: (c) Kayne Ruse 2013 * * 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_ #include "utilities.hpp" #include "packet_type.hpp" #include "service_locator.hpp" #include "network_queue.hpp" #include "config_Utility.hpp" #include "udp_network_utility.hpp" #include "vector2.hpp" #include "SDL/SDL_thread.h" #include #include #include //lazy typedef std::chrono::high_resolution_clock Clock; struct ClientData { int index; int channel; int playerIndex; }; struct PlayerData { int index; int clientIndex; std::string handle; std::string avatar; Vector2 position; Vector2 motion; void Update(double delta) { position += motion * delta; } }; class ServerApplication { public: ServerApplication(); ~ServerApplication(); void Init(); void Proc(); void Quit(); ServerApplication(ServerApplication const&) = delete; private: //game loop void UpdateWorld(double delta); //network loop int HandlePacket(Packet p); void HandleBroadcast(BroadcastRequest&); void HandleConnection(JoinRequest&); void HandleDisconnection(Disconnect&); //services ConfigUtility* configUtil = nullptr; UDPNetworkUtility* netUtil = nullptr; //members Clock::time_point lastTick = Clock::now(); std::map clients; std::map players; bool running = false; int uniqueIndex = 0; }; #endif