38b603fc8f
The basic framework is done.
111 lines
2.5 KiB
C++
111 lines
2.5 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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//maps
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#include "map_generator.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 "network_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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#include <string>
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struct ClientEntry {
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IPaddress address;
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};
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struct PlayerEntry {
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int clientIndex;
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int mapIndex;
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std::string handle;
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std::string avatar;
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Vector2 position;
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Vector2 motion;
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};
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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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void PumpPacket(NetworkPacket);
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//maps
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RegionPager<LuaGenerator, DummyFormat> mapPager;
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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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std::map<int, ClientEntry> clientMap;
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std::map<int, PlayerEntry> playerMap;
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int clientCounter = 0;
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int playerCounter = 0;
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};
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#endif
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