cyphesis/server/ServerRouting.cpp
Al Riddoch 089d3e48a3 The memory leak crackdown
* rulesets/BaseMind.cpp, rulesets/MemMap.h, rulesets/MemMap.cpp:
	  Add code to flush a characters memory as its mind is
	  deleted.

	* rulsets/Character.cpp: Delete movement class associated with
	  character when character is deleted.

	* rulesets/EntityFactory.h, rulesets/EntityFactory.cpp: Delete
	  all the entity factories when the server shuts down.

	* rulesets/PythonScript.cpp: Decrease reference of and thereby
	  delete the python script at delete time.

	* server/ServerRouting.cpp: Delete all the objects in idDict,
	  which should include all in game objects, and all explicitly
	  out of game objects, like accounts.

	* server/WorldRouter.cpp: Delete all pending operations, gameWorld
	  object. Ensure that an object is deleted from ServerRouting's
	  idDict when it is deleted from the world.

	* server/CommServer.h, server/server.cpp: Added CommServer destructor
	  which deletes all client objects and the server object.

	* server/server.cpp: Delete the database persistant object and the
	  entity factory at shutdown.

Al Riddoch  <alriddoch@zepler.org>
2001-05-23 19:09:15 +00:00

53 lines
1.5 KiB
C++

// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2000,2001 Alistair Riddoch
#include <Atlas/Message/Object.h>
#include <Atlas/Objects/Root.h>
#include <Atlas/Objects/Operation/Login.h>
#include "ServerRouting_methods.h"
#include "CommServer.h"
#include "Account.h"
#include <common/persistance.h>
using Atlas::Message::Object;
ServerRouting::ServerRouting(CommServer & server, const string & name) :
commServer(server), svrName(name), world(*new WorldRouter(*this))
{
fullid = name;
idDict[fullid] = this;
Account * adm = Persistance::load_admin_account();
addObject(adm);
adm->world=&world;
}
ServerRouting::~ServerRouting()
{
idDict.erase(fullid);
idDict.erase(world.fullid);
dict_t::const_iterator I = idDict.begin();
for(; I != idDict.end(); I++) {
cout << "Del " << I->second->fullid << endl << flush;
delete I->second;
}
delete &world;
}
void ServerRouting::addToObject(Object & obj) const
{
Object::MapType & omap = obj.AsMap();
omap["server"] = "cyphesis";
omap["ruleset"] = svrName;
Object::ListType plist(1, "server");
omap["parents"] = plist;
omap["clients"] = commServer.numClients();
omap["uptime"] = world.upTime();
if (Persistance::restricted) {
omap["restricted"] = "true";
}
// We could add all sorts of stats here, but I don't know exactly what yet.
}