094efad728
This mostly just reimplements the best parts of the discarded branch: > discard-encapsulated-packets There may still be some work needed.
106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
/* Copyright: (c) Kayne Ruse 2013, 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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#ifndef SERVERAPPLICATION_HPP_
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#define SERVERAPPLICATION_HPP_
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//server specific stuff, mostly managers
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#include "client_data.hpp"
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#include "account_manager.hpp"
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#include "character_manager.hpp"
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#include "room_manager.hpp"
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//common utilities
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#include "udp_network_utility.hpp"
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#include "serial_packet.hpp"
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#include "config_utility.hpp"
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#include "singleton.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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//The main application class
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class ServerApplication: public Singleton<ServerApplication> {
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public:
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//public methods
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void Init(int argc, char** argv);
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void Proc();
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void Quit();
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private:
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friend Singleton<ServerApplication>;
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ServerApplication() = default;
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~ServerApplication() = default;
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//handle incoming traffic
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void HandlePacket(SerialPacket* const);
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//basic connections
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void HandleBroadcastRequest(SerialPacket* const);
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void HandleJoinRequest(ClientPacket* const);
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void HandleDisconnect(ClientPacket* const);
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void HandleShutdown(SerialPacket* const);
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//map management
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void HandleRegionRequest(RegionPacket* const);
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//character management
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void HandleCharacterNew(CharacterPacket* const);
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void HandleCharacterDelete(CharacterPacket* const);
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void HandleCharacterUpdate(CharacterPacket* const);
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//mismanagement
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void HandleSynchronize(ClientPacket* const);
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//utility methods
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//TODO: a function that only sends to characters in a certain proximity
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void PumpPacket(SerialPacket* const);
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void PumpCharacterUnload(int uid);
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void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
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//APIs and utilities
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sqlite3* database = nullptr;
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lua_State* luaState = nullptr;
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UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
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ConfigUtility& config = ConfigUtility::GetSingleton();
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//simple tables
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std::map<int, ClientData> clientMap;
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//managers
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AccountManager& accountMgr = AccountManager::GetSingleton();
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CharacterManager& characterMgr = CharacterManager::GetSingleton();
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RoomManager& roomMgr = RoomManager::GetSingleton();
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//misc
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bool running = true;
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int clientIndex = 0;
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};
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#endif
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