fd320767c5
The server's changes were easy. The clients means that the constructors for each scene have one less argument, and each scene has one less member. The exception to this is LobbyMenu, where the config is used in multiple places, so it was easier to have the config's reference as a member. To replace the config's usage, I added this line in most cases: ConfigUtility& config = ConfigUtility::GetSingleton(); The only requirement is that ConfigUtility::Create() and ConfigUtility::Delete() are called from the main() function.
102 lines
2.7 KiB
C++
102 lines
2.7 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, mostly managers
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#include "client_data.hpp"
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#include "account_manager.hpp"
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#include "character_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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//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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//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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void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
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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 = ConfigUtility::GetSingleton();
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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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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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