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Tortuga/server/server_application.hpp
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Kayne Ruse f7ba34dcec Fleshed out ClientManager
* Fleshed out the ClientManager internals
* Folded some ServerApplication methods into ClientManager
* Removed Manager references from ServerApplication
* Corrected server_methods.cpp (compiles)
2014-11-08 16:33:27 +11:00

94 lines
2.5 KiB
C++

/* Copyright: (c) Kayne Ruse 2013, 2014
*
* 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_
//common utilities
#include "serial_packet.hpp"
#include "singleton.hpp"
//APIs
#if defined(__MINGW32__)
#include "lua/lua.hpp"
#include "sqlite3/sqlite3.h"
#else
#include "lua.hpp"
#include "sqlite3.h"
#endif
#include "SDL/SDL.h"
//STL
#include <map>
#include <string>
//The main application class
class ServerApplication: public Singleton<ServerApplication> {
public:
//public methods
void Init(int argc, char* argv[]);
void Proc();
void Quit();
private:
friend Singleton<ServerApplication>;
ServerApplication() = default;
~ServerApplication() = default;
//handle incoming traffic
void HandlePacket(SerialPacket* const);
//basic connections
void HandleBroadcastRequest(ServerPacket* const);
void HandleJoinRequest(ClientPacket* const);
void HandleDisconnect(ClientPacket* const);
void HandleShutdown(ClientPacket* const);
//map management
void HandleRegionRequest(RegionPacket* const);
//character management
void HandleCharacterNew(CharacterPacket* const);
void HandleCharacterDelete(CharacterPacket* const);
void HandleCharacterUpdate(CharacterPacket* const);
//mismanagement
void HandleSynchronize(ClientPacket* const);
//utility methods
//TODO: a function that only sends to characters in a certain proximity
void CleanupLostConnection(int index);
void PumpPacket(SerialPacket* const);
void PumpCharacterUnload(int uid);
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
//APIs and utilities
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//misc
bool running = true;
};
#endif