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Tortuga/server/server_application.hpp
T
Kayne Ruse b7877962f1 Implemented CreateCharacter() and LoadCharacter() (read more)
There are issues with the indexes. That is, the accounts and the
characters need each other's indexes upon creation. I'll need to rectify
this now.
2014-05-10 20:30:33 +10:00

118 lines
3.2 KiB
C++

/* Copyright: (c) Kayne Ruse 2013, 2014
*
* 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_
//server specific stuff
#include "client_data.hpp"
#include "account_data.hpp"
#include "character_data.hpp"
#include "combat_instance.hpp"
//maps
#include "map_allocator.hpp"
#include "map_file_format.hpp"
#include "region_pager.hpp"
//networking
#include "serial_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>
//The main application class
class ServerApplication {
public:
//standard functions
ServerApplication() = default;
~ServerApplication() = default;
void Init(int argc, char** argv);
void Proc();
void Quit();
private:
void HandlePacket(SerialPacket);
//handle incoming traffic
void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket);
void HandleSynchronize(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket);
void HandleCharacterUpdate(SerialPacket);
void HandleRegionRequest(SerialPacket);
//TODO: a function that only sends to characters in a certain proximity
void PumpPacket(SerialPacket);
//Account management
int CreateUserAccount(std::string username, int clientIndex, int characterIndex);
int LoadUserAccount(std::string username, int clientIndex, int characterIndex);
int SaveUserAccount(int uid);
void UnloadUserAccount(int uid);
void DeleteUserAccount(int uid);
//TODO: character management
int CreateCharacter(int owner, std::string handle, std::string avatar);
int LoadCharacter(int owner, std::string handle, std::string avatar);
void SaveCharacter();
void UnloadCharacter();
void DeleteCharacter();
//TODO: combat systems
//APIs
UDPNetworkUtility network;
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//server tables
std::map<int, ClientData> clientMap;
std::map<int, AccountData> accountMap;
std::map<int, CharacterData> characterMap;
std::map<int, CombatInstance> combatMap;
//maps
//TODO: I need to handle multiple map objects
//TODO: Unload regions that are distant from any characters
RegionPager<LuaAllocator, LuaFormat> regionPager;
//misc
bool running = true;
ConfigUtility config;
};
#endif