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Tortuga/server/server_application.hpp
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/* Copyright: (c) Kayne Ruse 2013-2015
*
* 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.
*/
#pragma once
//managers
#include "account_manager.hpp"
#include "character_manager.hpp"
#include "client_manager.hpp"
#include "room_manager.hpp"
//utilities
#include "config_utility.hpp"
#include "udp_network_utility.hpp"
//common utilities
#include "ip_operators.hpp"
#include "serial_packet.hpp"
#include "singleton.hpp"
//server utilities
#include "server_utilities.hpp"
//APIs
#include "lua.hpp"
#include "sqlite3.h"
#include "SDL2/SDL.h"
//STL
#include <map>
#include <string>
//The main application class
class ServerApplication: public Singleton<ServerApplication> {
public:
//public methods
void Init(int argc, char* argv[]);
void Proc();
void Quit();
private:
friend Singleton<ServerApplication>;
ServerApplication() = default;
~ServerApplication() = default;
//handle incoming traffic
void HandlePacket(SerialPacket* const);
//heartbeat system
void hPing(ServerPacket* const);
void hPong(ServerPacket* const);
//basic connections
void hBroadcastRequest(ServerPacket* const);
void hJoinRequest(ClientPacket* const);
void hLoginRequest(ClientPacket* const);
//client disconnections
void hLogoutRequest(ClientPacket* const);
void hDisconnectRequest(ClientPacket* const);
//server commands
void hAdminDisconnectForced(ClientPacket* const);
void hAdminShutdownRequest(ClientPacket* const);
//data management
void hRegionRequest(RegionPacket* const);
void hQueryCharacterExists(CharacterPacket* const);
void hQueryCharacterStats(CharacterPacket* const);
void hQueryCharacterLocation(CharacterPacket* const);
void hQueryMonsterExists(MonsterPacket* const);
void hQueryMonsterStats(MonsterPacket* const);
void hQueryMonsterLocation(MonsterPacket* const);
//character management
void hCharacterCreate(CharacterPacket* const);
void hCharacterDelete(CharacterPacket* const);
void hCharacterLoad(CharacterPacket* const);
void hCharacterUnload(CharacterPacket* const);
//character movement
void hCharacterMovement(CharacterPacket* const);
void hCharacterAttack(CharacterPacket* const);
void hCharacterDamage(CharacterPacket* const);
//chat
void hTextBroadcast(TextPacket* const);
void hTextSpeech(TextPacket* const);
void hTextWhisper(TextPacket* const);
//utility methods
void SaveServerState();
//APIs and utilities
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//ugly references; I hate this
ClientManager& clientMgr = ClientManager::GetSingleton();
AccountManager& accountMgr = AccountManager::GetSingleton();
CharacterManager& characterMgr = CharacterManager::GetSingleton();
RoomManager& roomMgr = RoomManager::GetSingleton();
ConfigUtility& config = ConfigUtility::GetSingleton();
UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
//misc
bool running = true;
};