eb0b18af6f
It seems that the serialization code has a bug in it. I was expecting something like this. When the server tries to send the region content, it exits. I'll try and find the cause of the error, but I'm committing my changes anyway.
99 lines
2.5 KiB
C++
99 lines
2.5 KiB
C++
/* Copyright: (c) Kayne Ruse 2013
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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_entry.hpp"
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#include "player_entry.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 "network_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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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 Loop();
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void Quit();
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private:
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void HandlePacket(NetworkPacket);
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//high cohesion utility functions
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void HandleBroadcastRequest(NetworkPacket);
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void HandleJoinRequest(NetworkPacket);
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void HandleDisconnect(NetworkPacket);
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void HandleSynchronize(NetworkPacket);
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void HandleShutdown(NetworkPacket);
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void HandlePlayerNew(NetworkPacket);
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void HandlePlayerDelete(NetworkPacket);
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void HandlePlayerUpdate(NetworkPacket);
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void HandleRegionRequest(NetworkPacket);
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//TODO: a function that sends to players in a certain proximity
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void PumpPacket(NetworkPacket);
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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<unsigned int, ClientEntry> clientMap;
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std::map<unsigned int, PlayerEntry> playerMap;
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//maps
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//TODO: I need to handle multiple map objects
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RegionPager<LuaAllocator, LuaFormat> regionPager;
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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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