1befc76b70
Deleted in the merge: * combat_management.cpp * todo.txt Amended in the merge: * server/enemy_factory_interface.hpp * server/server_application.hpp * server/server_internals.cpp That version of combat_management.cpp was not what I was looking for. I'll try again, this time by working my way down from SerialPacket. It's worked in the past as far as establishing a standard goes. todo.txt was deleted in this commit, but will be carried over into the next develop branch. I'll release a new demo build without changing the version number, since there are no functional changes.
122 lines
3.3 KiB
C++
122 lines
3.3 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
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#include "client_data.hpp"
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#include "account_data.hpp"
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#include "character_data.hpp"
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#include "combat_data.hpp"
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#include "enemy_factory_generic.hpp"
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//maps
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#include "map_allocator.hpp"
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#include "map_file_format.hpp"
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#include "region_pager.hpp"
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//networking
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#include "serial_packet.hpp"
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#include "udp_network_utility.hpp"
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#include "serial.hpp"
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//common
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#include "config_utility.hpp"
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#include "vector2.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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//TODO: modulate this god class
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class ServerApplication {
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public:
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//standard functions
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ServerApplication() = default;
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~ServerApplication() = default;
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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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void HandlePacket(SerialPacket);
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//handle incoming traffic
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void HandleBroadcastRequest(SerialPacket);
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void HandleJoinRequest(SerialPacket);
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void HandleSynchronize(SerialPacket);
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void HandleDisconnect(SerialPacket);
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void HandleShutdown(SerialPacket);
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void HandleCharacterUpdate(SerialPacket);
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void HandleRegionRequest(SerialPacket);
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//TODO: a function that only sends to characters in a certain proximity
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void PumpPacket(SerialPacket);
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void PumpCharacterUnload(int uid);
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//Account management
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int CreateUserAccount(std::string username, int clientIndex);
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int LoadUserAccount(std::string username, int clientIndex);
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int SaveUserAccount(int uid);
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void UnloadUserAccount(int uid);
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void DeleteUserAccount(int uid);
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//character management
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int CreateCharacter(int owner, std::string handle, std::string avatar);
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int LoadCharacter(int owner, std::string handle, std::string avatar);
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int SaveCharacter(int uid);
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void UnloadCharacter(int uid);
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void DeleteCharacter(int uid);
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//TODO: combat management
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//APIs
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UDPNetworkUtility network;
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sqlite3* database = nullptr;
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lua_State* luaState = nullptr;
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//server tables
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std::map<int, ClientData> clientMap;
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std::map<int, AccountData> accountMap;
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std::map<int, CharacterData> characterMap;
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std::map<int, CombatData> combatMap;
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//maps
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//TODO: I need to handle multiple map objects
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//TODO: Unload regions that are distant from any characters
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RegionPager<LuaAllocator, LuaFormat> regionPager;
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EnemyFactoryGeneric enemyFactory;
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//misc
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bool running = true;
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ConfigUtility config;
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};
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#endif
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