0cbc9dd9db
Conflicts: server/server_application.cpp (resolved) After completing the serialization code, I'm merging it into the server's development branch. This means that although the connection and disconnection functionality work, I still need to test the player systems from the new server with the new serialization code. Immediately following this commit, I'll be merging the minor tweaks to the editor from the master branch into this one.
89 lines
2.1 KiB
C++
89 lines
2.1 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef SERVERAPPLICATION_HPP_
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#define SERVERAPPLICATION_HPP_
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//networking
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#include "network_packet.hpp"
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#include "udp_network_utility.hpp"
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#include "serial.hpp"
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//APIs
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#include "lua/lua.hpp"
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#include "sqlite3/sqlite3.h"
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#include "SDL/SDL.h"
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//misc
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#include "client_manager.hpp"
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#include "player_manager.hpp"
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//common
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#include "config_utility.hpp"
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#include "vector2.hpp"
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//STL
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#include <map>
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#include <string>
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//The main application class
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class ServerApplication {
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public:
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//standard functions
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ServerApplication() = default;
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~ServerApplication() = default;
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void Init(int argc, char** argv);
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void Loop();
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void Quit();
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private:
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void HandlePacket(NetworkPacket);
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//high cohesion utility functions
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void HandleBroadcastRequest(NetworkPacket);
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void HandleJoinRequest(NetworkPacket);
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void HandleDisconnect(NetworkPacket);
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// void HandleSynchronize(NetworkPacket);
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void HandleShutdown(NetworkPacket);
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// void HandlePlayerNew(NetworkPacket);
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// void HandlePlayerDelete(NetworkPacket);
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// void HandlePlayerUpdate(NetworkPacket);
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//networking
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UDPNetworkUtility network;
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//database
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sqlite3* database = nullptr;
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//lua
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lua_State* luaState = nullptr;
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//misc
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bool running = true;
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ConfigUtility config;
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ClientManager clientMgr;
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PlayerManager playerMgr;
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};
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#endif
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