9b5b48a8ab
To modify an existing user account, change the in memory copy and then call the function SaveUserAccount(uid), where uid is the index of the modified account. If the save function is not called immediately, then the behaviour of the server is undefined.
110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
/* Copyright: (c) Kayne Ruse 2013, 2014
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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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//server specific stuff
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#include "client_data.hpp"
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#include "account_data.hpp"
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#include "character_data.hpp"
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#include "combat_instance.hpp"
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//maps
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#include "map_allocator.hpp"
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#include "map_file_format.hpp"
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#include "region_pager.hpp"
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//networking
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#include "serial_packet.hpp"
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#include "udp_network_utility.hpp"
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#include "serial.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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//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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//STL
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#include <map>
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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 Proc();
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void Quit();
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private:
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void HandlePacket(SerialPacket);
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//handle incoming traffic
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void HandleBroadcastRequest(SerialPacket);
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void HandleJoinRequest(SerialPacket);
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void HandleSynchronize(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandleShutdown(SerialPacket);
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void HandleCharacterUpdate(SerialPacket);
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void HandleRegionRequest(SerialPacket);
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//TODO: a function that only sends to characters in a certain proximity
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void PumpPacket(SerialPacket);
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//TODO: manage the database
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int CreateUserAccount(std::string username, int clientIndex);
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int LoadUserAccount(std::string username, int clientIndex);
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int SaveUserAccount(int uid);
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void UnloadUserAccount(int uid);
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void DeleteUserAccount(int uid);
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//TODO: combat systems
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//APIs
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UDPNetworkUtility network;
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sqlite3* database = nullptr;
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lua_State* luaState = nullptr;
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//server tables
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std::map<int, ClientData> clientMap;
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std::map<int, AccountData> accountMap;
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std::map<int, CharacterData> characterMap;
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std::map<int, CombatInstance> CombatMap;
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//maps
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//TODO: I need to handle multiple map objects
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//TODO: Unload regions that are distant from any characters
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RegionPager<LuaAllocator, LuaFormat> regionPager;
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//misc
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bool running = true;
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ConfigUtility config;
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};
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#endif
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