3f2fcdf9e1
The client sends a debug player to the server, with a constant movement to show that the new client _is_ connecting. The next thing to add is the sync system, so that the clients know what the server looks like when they first join.
83 lines
2.2 KiB
C++
83 lines
2.2 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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#include "utilities.hpp"
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#include "packet.hpp"
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#include "singleton.hpp"
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#include "network_queue.hpp"
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#include "client_entry.hpp"
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#include "player_entry.hpp"
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#include "config_Utility.hpp"
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#include "udp_network_utility.hpp"
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#include "vector2.hpp"
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#include "SDL/SDL_thread.h"
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#include <map>
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#include <string>
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#include <algorithm>
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class ServerApplication {
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public:
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ServerApplication();
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~ServerApplication();
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void Init();
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void Proc();
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void Quit();
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ServerApplication(ServerApplication const&) = delete;
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ServerApplication(ServerApplication const&&) = delete;
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private:
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//game loop
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void UpdateWorld(double delta);
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//network loop
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int HandlePacket(Packet::Packet);
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void RelayPacket(Packet::Packet&);
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void HandleBroadcast(Packet::BroadcastRequest&);
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void HandleConnection(Packet::JoinRequest&);
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void HandleDisconnection(Packet::Disconnect&);
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void AddPlayer(Packet::PlayerNew&);
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void RemovePlayer(Packet::PlayerDelete&);
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void UpdatePlayer(Packet::PlayerUpdate&);
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//services
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ConfigUtility* configUtil = Singleton<ConfigUtility>::Get();
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UDPNetworkUtility* netUtil = Singleton<UDPNetworkUtility>::Get();
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//members
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std::map<int, ClientEntry> clients;
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std::map<int, PlayerEntry> players;
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bool running = false;
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int uniqueIndex = 0;
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};
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#endif
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