133 lines
3.8 KiB
C++
133 lines
3.8 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2016
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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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#pragma once
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//managers
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#include "account_manager.hpp"
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#include "character_manager.hpp"
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#include "client_manager.hpp"
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#include "room_manager.hpp"
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//utilities
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#include "config_utility.hpp"
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#include "udp_network_utility.hpp"
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//common utilities
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#include "ip_operators.hpp"
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#include "serial_packet.hpp"
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#include "singleton.hpp"
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//server utilities
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#include "server_utilities.hpp"
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//APIs
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#include "lua.hpp"
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#include "sqlite3.h"
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#include "SDL2/SDL.h"
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//STL
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#include <map>
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#include <string>
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//DOCS: The main application class
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//DOCS: Please note that this is NOT a god class. Instead, it acts as the central relay for all managers.
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//DOCS: It's also the only class that prints to the screen, and it handles a number of error cases.
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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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//heartbeat system
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void hPing(ServerPacket* const);
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void hPong(ServerPacket* const);
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//basic connections
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void hBroadcastRequest(ServerPacket* const);
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void hJoinRequest(ClientPacket* const);
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void hLoginRequest(ClientPacket* const);
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//client disconnections
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void hLogoutRequest(ClientPacket* const);
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void hDisconnectRequest(ClientPacket* const);
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//server commands
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void hAdminDisconnectForced(ClientPacket* const);
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void hAdminShutdownRequest(ClientPacket* const);
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//data management
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void hRegionRequest(RegionPacket* const);
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void hQueryCharacterExists(CharacterPacket* const);
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// void hQueryCharacterStats(CharacterPacket* const);
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// void hQueryCharacterLocation(CharacterPacket* const);
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// void hQueryMonsterExists(MonsterPacket* const);
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// void hQueryMonsterStats(MonsterPacket* const);
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// void hQueryMonsterLocation(MonsterPacket* const);
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//character management
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void hCharacterCreate(CharacterPacket* const);
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void hCharacterDelete(CharacterPacket* const);
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void hCharacterLoad(CharacterPacket* const);
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void hCharacterUnload(CharacterPacket* const);
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//character movement
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void hCharacterMovement(CharacterPacket* const);
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// void hCharacterAttack(CharacterPacket* const);
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// void hCharacterDamage(CharacterPacket* const);
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//chat
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void hTextBroadcast(TextPacket* const);
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void hTextSpeech(TextPacket* const);
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void hTextWhisper(TextPacket* const);
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//utility methods
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void SaveServerState();
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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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//ugly references; I hate this
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ClientManager& clientMgr = ClientManager::GetSingleton();
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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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ConfigUtility& config = ConfigUtility::GetSingleton();
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UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton();
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//misc
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bool running = true;
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};
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