# aesop-core/lib/aesop-srv/srv-game-logic.h

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00001 /*
00002  * srv-game-logic.h
00003  *
00004  * Copyright (C) 2008,2009  Thomas A. Vaughan
00006  *
00007  *
00008  * Redistribution and use in source and binary forms, with or without
00009  * modification, are permitted provided that the following conditions are met:
00010  *     * Redistributions of source code must retain the above copyright
00011  *       notice, this list of conditions and the following disclaimer.
00012  *     * Redistributions in binary form must reproduce the above copyright
00013  *       notice, this list of conditions and the following disclaimer in the
00014  *       documentation and/or other materials provided with the distribution.
00015  *     * Neither the name of the <organization> nor the
00016  *       names of its contributors may be used to endorse or promote products
00017  *       derived from this software without specific prior written permission.
00018  *
00019  * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY
00020  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
00021  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
00022  * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY
00023  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
00024  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
00025  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
00026  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
00027  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
00028  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00029  *
00030  *
00031  * Interface for the game game logic.
00032  */
00033
00034 #ifndef AESOP_SRV_GAME_LOGIC_H__
00035 #define AESOP_SRV_GAME_LOGIC_H__
00036
00037
00038 // includes --------------------------------------------------------------------
00039 #include "srv-players.h"
00040 #include "map-manager/map-manager.h"
00041 #include "xdrbuf/xdrbuf.h"
00042
00043
00044 namespace aesop {
00045
00046
00047 // forward declarations
00048 class MapDynamics;
00049
00050
00051 /// \ingroup aesop_srv
00052 /*@{*/
00053
00054 /// \defgroup srv_game_logic Server-Side Game Logic Interface
00055 /*@{*/
00056
00057 /// The server specifies the GameLogic interface.  Someone building their own
00058 /// game server, using the \ref Server class, needs to provide
00059 /// an object which implements the GameLogic interface.  This is where the
00060 /// storyteller can place all the logic specific to their game, independent
00061 /// of the framework.
00062 ///
00063 /// This is essentially a callback interface, to which the server will delegate
00064 /// for game decisions.  Through this interface, game developers can specify
00065 /// how the rules for their game can influence objects, players, etc.
00066 ///
00067 /// See \ref game_logic for a reference implementation.
00068 ///
00069 /// At the moment, this is still experimental!  It will be refactored as it
00070 /// is used more extensively.
00071 ///
00072 /// \b WARNING: All methods must be threadsafe!  Be careful about what you
00073 /// do here, since game logic methods are typically called from the main
00074 /// execution thread.  Methods are appended with the TS suffix to remind
00075 /// implementors to keep them threadsafe.
00076 class ServerGameLogic {
00077 public:
00078         // virtual destructor --------------------------------------------------
00079         virtual ~ServerGameLogic(void) throw();
00080
00081         // aesop::GameLogic class interface methods ----------------------------
00082
00083         /// game logic is told about the player manager
00084         virtual void setPlayerManager(IN smart_ptr<PlayerManager>& playerMgr) = 0;
00085
00086         /// game logic is told about the map manager
00087         virtual void setMapManager(IN smart_ptr<MapManager>& mapMgr) = 0;
00088
00089         /// game logic is frequently pinged about any players not in map
00090         ///   return true if player state has been updated
00091         virtual bool requestPlayerStartTS(IO player_rec_t& pr) = 0;
00092
00093         /// server calls game logic on every server tick
00094         /// \b WARNING: this runs in the main game loop!  Keep all processing
00095         /// fast or you will cause game lag.
00096         virtual void tick(IN float dt) = 0;
00097
00098         /// server calls game logic if it encounters game data in incoming UDP
00099         ///     packets.  Game logic should parse until it encounteres a closing
00100         ///     parent packlet in the xdrbuf input stream.
00101         virtual void parseGameData(IN conn_id_t conn_id,
00102                                 IN xdrbuf::Input * input) = 0;
00103 };
00104
00105
00106
00107 };      // aesop namespace
00108
00109
00110 #endif  // AESOP_SRV_GAME_LOGIC_H__
00111