cyphesis/server/WorldRouter.h
Erik Ogenvik b4572d67e6 Moved operation dispatch to separate class.
So it can better be reused.
2015-05-24 11:25:08 +02:00

118 lines
4.2 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 Alistair Riddoch
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#ifndef SERVER_WORLD_ROUTER_H
#define SERVER_WORLD_ROUTER_H
#include "common/BaseWorld.h"
#include "common/OperationsDispatcher.h"
#include <list>
#include <set>
#include <queue>
class Spawn;
typedef std::set<LocatedEntity *> EntitySet;
typedef std::map<std::string, std::pair<Spawn *, std::string>> SpawnDict;
/// \brief WorldRouter encapsulates the game world running in the server.
///
/// This class has one instance which manages the game world.
/// It maintains a list of all ih-game (IG) objects in the server.
/// It explicitly also maintains lists of perceptive entities.
class WorldRouter : public BaseWorld {
private:
///Handles dispatching of operations.
OperationsDispatcher m_operationsDispatcher;
/// An ordered queue of suspended operations to be dispatched when resumed.
OpQueue m_suspendedQueue;
/// List of perceptive entities.
EntitySet m_perceptives;
/// Count of in world entities
int m_entityCount;
/// Map of spawns
SpawnDict m_spawns;
protected:
bool broadcastPerception(const Atlas::Objects::Operation::RootOperation &) const;
void deliverTo(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
void resumeWorld();
public:
explicit WorldRouter(const SystemTime &);
virtual ~WorldRouter();
bool idle();
/**
* Gets the number of seconds until the next operation needs to be dispatched.
* @return Seconds.
*/
double secondsUntilNextOp() const;
LocatedEntity * addEntity(LocatedEntity * obj);
LocatedEntity * addNewEntity(const std::string & type,
const Atlas::Objects::Entity::RootEntity &);
void delEntity(LocatedEntity * obj);
int createSpawnPoint(const Atlas::Message::MapType &, LocatedEntity *);
int removeSpawnPoint(LocatedEntity * ent);
int getSpawnList(Atlas::Message::ListType & data);
LocatedEntity * spawnNewEntity(const std::string &,
const std::string &,
const Atlas::Objects::Entity::RootEntity &);
int moveToSpawn(const std::string & name, Location& location);
Task * newTask(const std::string &, LocatedEntity &);
Task * activateTask(const std::string &,
const std::string &,
LocatedEntity *,
LocatedEntity &);
ArithmeticScript * newArithmetic(const std::string &,
LocatedEntity *);
void operation(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
virtual void addPerceptive(LocatedEntity *);
virtual void message(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
virtual LocatedEntity * findByName(const std::string & name);
virtual LocatedEntity * findByType(const std::string & type);
/**
* @brief Checks if the operation queues have been marked as dirty.
*
* This means that something has been added to them.
* @return True if the queues are dirty.
*/
bool isQueueDirty() const;
/**
* @brief Marks all queues as clean.
*/
void markQueueAsClean();
/// \brief Signal that a new Entity has been inserted.
sigc::signal<void, LocatedEntity *> inserted;
friend class WorldRoutertest;
friend class WorldRouterintegration;
};
#endif // SERVER_WORLD_ROUTER_H