This repository has been archived on 2026-04-30. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Tortuga/server/server_application.hpp
T
Kayne Ruse a5b68cf1fd Expaneded the lua API for Regions
I've added lua hooks for both pager functor classes. Hopefully, I haven't
missed any corner cases, because it took me a while to hunt everything
down. One issue is that the map's save directory needs to be set in the
Format class, but it'll do for now. I'll review this again when I've got
more than one map running at one time.

There should be enough here for a lua-driven map generator to be
implemented, even if it's a bit rough. I think I'll test this out in the
editor eventually, but getting the base branch's network map code going
comes first.

The current process is extremely convulted, so I need to document
everything that I've done so far, including C++ and lua functions.
2014-03-31 01:30:11 +11:00

111 lines
2.5 KiB
C++

/* Copyright: (c) Kayne Ruse 2013
*
* 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.
*/
#ifndef SERVERAPPLICATION_HPP_
#define SERVERAPPLICATION_HPP_
//maps
#include "map_generator.hpp"
#include "map_file_format.hpp"
#include "region_pager.hpp"
//networking
#include "network_packet.hpp"
#include "udp_network_utility.hpp"
#include "serial.hpp"
//common
#include "config_utility.hpp"
#include "vector2.hpp"
//APIs
#include "lua/lua.hpp"
#include "sqlite3/sqlite3.h"
#include "SDL/SDL.h"
//STL
#include <map>
#include <string>
struct ClientEntry {
IPaddress address;
};
struct PlayerEntry {
int clientIndex;
int mapIndex;
std::string handle;
std::string avatar;
Vector2 position;
Vector2 motion;
};
//The main application class
class ServerApplication {
public:
//standard functions
ServerApplication() = default;
~ServerApplication() = default;
void Init(int argc, char** argv);
void Loop();
void Quit();
private:
void HandlePacket(NetworkPacket);
//high cohesion utility functions
void HandleBroadcastRequest(NetworkPacket);
void HandleJoinRequest(NetworkPacket);
void HandleDisconnect(NetworkPacket);
void HandleSynchronize(NetworkPacket);
void HandleShutdown(NetworkPacket);
void HandlePlayerNew(NetworkPacket);
void HandlePlayerDelete(NetworkPacket);
void HandlePlayerUpdate(NetworkPacket);
void PumpPacket(NetworkPacket);
//maps
RegionPager<LuaGenerator, LuaFormat> mapPager;
//networking
UDPNetworkUtility network;
//database
sqlite3* database = nullptr;
//lua
lua_State* luaState = nullptr;
//misc
bool running = true;
ConfigUtility config;
std::map<int, ClientEntry> clientMap;
std::map<int, PlayerEntry> playerMap;
int clientCounter = 0;
int playerCounter = 0;
};
#endif