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Tortuga/server/server_application.hpp
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/* 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 <map>
#include <string>
//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);
//basic connections
void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket);
//map management
void HandleRegionRequest(SerialPacket);
//combat management
//TODO: combat management
//character management
void HandleCharacterNew(SerialPacket);
void HandleCharacterDelete(SerialPacket);
void HandleCharacterUpdate(SerialPacket);
//enemy management
//TODO: enemy management
//mismanagement
void HandleSynchronize(SerialPacket);
//utility methods
//TODO: a function that only sends to characters in a certain proximity
void PumpPacket(SerialPacket);
void PumpCharacterUnload(int uid);
//APIs and utilities
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
UDPNetworkUtility network;
ConfigUtility config;
//simple tables
std::map<int, ClientData> clientMap;
//managers
AccountManager accountMgr;
CharacterManager characterMgr;
CombatManager combatMgr;
EnemyManager enemyMgr;
RoomManager roomMgr;
//misc
bool running = true;
int clientUID = 0;
};
#endif