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Tortuga/server/server_application.hpp
T
2014-05-18 01:48:22 +10:00

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3.4 KiB
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/* 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_
//server specific stuff
#include "client_data.hpp"
#include "account_data.hpp"
#include "character_data.hpp"
#include "combat_data.hpp"
//maps
#include "map_allocator.hpp"
#include "map_file_format.hpp"
#include "region_pager.hpp"
//networking
#include "serial_packet.hpp"
#include "udp_network_utility.hpp"
#include "serial.hpp"
//common
#include "config_utility.hpp"
#include "vector2.hpp"
//APIs
#include "lua/lua.hpp"
#include "sqlite3/sqlite3.h"
#include "SDL/SDL.h"
//STL
#include <map>
#include <string>
//The main application class
//TODO: modulate this god class
class ServerApplication {
public:
//standard functions
ServerApplication() = default;
~ServerApplication() = default;
void Init(int argc, char** argv);
void Proc();
void Quit();
private:
void HandlePacket(SerialPacket);
//handle incoming traffic
void HandleBroadcastRequest(SerialPacket);
void HandleJoinRequest(SerialPacket);
void HandleSynchronize(SerialPacket);
void HandleDisconnect(SerialPacket);
void HandleShutdown(SerialPacket);
void HandleCharacterUpdate(SerialPacket);
void HandleRegionRequest(SerialPacket);
//TODO: a function that only sends to characters in a certain proximity
void PumpPacket(SerialPacket);
void PumpCharacterUnload(int uid);
//Account management
int CreateUserAccount(std::string username, int clientIndex);
int LoadUserAccount(std::string username, int clientIndex);
int SaveUserAccount(int uid);
void UnloadUserAccount(int uid);
void DeleteUserAccount(int uid);
//character management
int CreateCharacter(int owner, std::string handle, std::string avatar);
int LoadCharacter(int owner, std::string handle, std::string avatar);
int SaveCharacter(int uid);
void UnloadCharacter(int uid);
void DeleteCharacter(int uid);
//TODO: combat management
int CreateCombatInstance(int mapIndex, int x, int y);
void UnloadCombatInstance(int uid);
void UpdateCombat();
void PushCharacterToCombat();
void PopCharacterFromCombat();
//APIs
UDPNetworkUtility network;
sqlite3* database = nullptr;
lua_State* luaState = nullptr;
//server tables
std::map<int, ClientData> clientMap;
std::map<int, AccountData> accountMap;
std::map<int, CharacterData> characterMap;
std::map<int, CombatData> combatMap;
//maps
//TODO: I need to handle multiple map objects
//TODO: Unload regions that are distant from any characters
RegionPager<LuaAllocator, LuaFormat> regionPager;
//misc
bool running = true;
ConfigUtility config;
};
#endif