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Tortuga/server/server_application.hpp
T
Kayne Ruse a3a990cc01 Added player support to the server
This code is essentially copied from the old branch, since the two
branches are now functionally identical. How much time have I wasted
rewriting this?
2013-12-06 17:47:03 +11:00

95 lines
2.2 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_
//networking
#include "network_packet.hpp"
#include "udp_network_utility.hpp"
//APIs
#include "sqlite3/sqlite3.h"
#include "SDL/SDL.h"
//misc
#include "config_utility.hpp"
#include "vector2.hpp"
//STL
#include <map>
#include <string>
//hold the client info
struct Client {
static int counter;
IPaddress address;
};
//hold the player info
struct Player {
static int counter;
int clientIndex;
std::string handle;
std::string avatar;
Vector2 position;
Vector2 motion;
};
//The main application class
class ServerApplication {
public:
//standard functions
ServerApplication();
~ServerApplication();
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 HandleShutdown(NetworkPacket);
void HandlePlayerNew(NetworkPacket);
void HandlePlayerDelete(NetworkPacket);
void HandlePlayerUpdate(NetworkPacket);
//networking
UDPNetworkUtility network;
//database
sqlite3* database = nullptr;
//misc
bool running = true;
ConfigUtility config;
std::map<int, Client> clientMap;
std::map<int, Player> playerMap;
};
#endif