254b97aa80
ManagerInterface was already designed for those two anyway. The only thing left to do is to rewrite the room API, and the whole thing should work fine again. I still think map data should be saved and loaded by lua code, so the rooms will still implement lua hooks. There may be other things that can be loaded from SQL, but I don't know what.
135 lines
3.2 KiB
C++
135 lines
3.2 KiB
C++
/* Copyright: (c) Kayne Ruse 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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#include "room_manager.hpp"
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#include "room_api.hpp"
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#include <stdexcept>
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//-------------------------
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//public access methods
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//-------------------------
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int RoomManager::Create() {
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/* //create the room
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RoomData* newRoom =
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newRoom->pager.SetLuaState(luaState);
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//register the room
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roomMap[counter] = newRoom;
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//API hook
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lua_getglobal(luaState, TORTUGA_ROOM_NAME);
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lua_getfield(luaState, -1, "Create");
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lua_pushlightuserdata(luaState, newRoom);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(luaState, -1) ));
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}
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lua_pop(luaState, 1);
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//finish the routine
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*/ return counter++;
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}
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int RoomManager::Load() {
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//TODO: RoomManageR::Load()
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}
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int RoomManager::Save(int uid) {
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//TODO: RoomManageR::Save(uid)
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}
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void RoomManager::Unload(int uid) {
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/* //find the room
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RoomData* room = elementMap.find(uid);
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if (room == elementMap.end()) {
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return;
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}
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//API hook
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lua_getglobal(luaState, TORTUGA_ROOM_NAME);
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lua_getfield(luaState, -1, "Unload");
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lua_pushlightuserdata(luaState, room);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(luaState, -1) ));
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}
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lua_pop(luaState, 1);
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//free the memory
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delete room;
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roomMap.erase(uid);
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*/}
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void RoomManager::Delete(int uid) {
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//
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}
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void RoomManager::UnloadAll() {
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/* lua_getglobal(luaState, TORTUGA_ROOM_NAME);
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for (auto& it : roomMap) {
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//API hook
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lua_getfield(luaState, -1, "Unload");
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lua_pushlightuserdata(luaState, it.second);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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throw(std::runtime_error(std::string() + "Lua error: " + lua_tostring(luaState, -1) ));
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}
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}
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lua_pop(luaState, 1);
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roomMap.clear();
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*/}
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void RoomManager::UnloadIf(std::function<bool(std::pair<const int,RoomData>)> fn) {
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std::map<int, RoomData>::iterator it = elementMap.begin();
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while (it != elementMap.end()) {
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if (fn(*it)) {
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it = elementMap.erase(it);
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}
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else {
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++it;
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}
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}
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}
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RoomData* RoomManager::Get(int uid) {
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std::map<int, RoomData>::iterator it = elementMap.find(uid);
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if (it == elementMap.end()) {
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return nullptr;
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}
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return &it->second;
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}
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int RoomManager::GetLoadedCount() {
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return elementMap.size();
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}
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int RoomManager::GetTotalCount() {
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return elementMap.size();
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}
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std::map<int, RoomData>* RoomManager::GetContainer() {
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return &elementMap;
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}
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