63be0ee70d
There is some missing character creation/unloading code, and there are a few other issues highlighted by TODO tags, see below. In general, 'mapIndex' has been renamed to 'roomIndex'. Multiple rooms have not been fully implemented yet, but I'm working on it. Other issues: * FileFormat needs to be changed to MapLoader * Server's character movement is still slaved to the clients The client does not build.
111 lines
2.8 KiB
C++
111 lines
2.8 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 "account_manager.hpp"
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#include "character_manager.hpp"
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#include "client_data.hpp"
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#include "combat_manager.hpp"
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#include "enemy_manager.hpp"
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#include "room_manager.hpp"
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//common utilities
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#include "udp_network_utility.hpp"
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#include "config_utility.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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//public methods
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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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//handle incoming traffic
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void HandlePacket(SerialPacket* const);
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//basic connections
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void HandleBroadcastRequest(SerialPacket* const);
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void HandleJoinRequest(ClientPacket* const);
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void HandleDisconnect(ClientPacket* const);
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void HandleShutdown(SerialPacket* const);
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//map management
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void HandleRegionRequest(RegionPacket* const);
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//combat management
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//TODO: combat management
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//character management
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void HandleCharacterNew(CharacterPacket* const);
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void HandleCharacterDelete(CharacterPacket* const);
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void HandleCharacterUpdate(CharacterPacket* const);
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//enemy management
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//TODO: enemy management
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//mismanagement
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void HandleSynchronize(ClientPacket* const);
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//utility methods
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//TODO: a function that only sends to characters in a certain proximity
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void PumpPacket(SerialPacket* const);
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void PumpCharacterUnload(int uid);
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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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UDPNetworkUtility network;
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ConfigUtility config;
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//simple tables
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std::map<int, ClientData> clientMap;
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//managers
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AccountManager accountMgr;
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CharacterManager characterMgr;
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CombatManager combatMgr;
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EnemyManager enemyMgr;
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RoomManager roomMgr;
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//misc
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bool running = true;
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int clientUID = 0;
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};
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#endif
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