Organize game-server includes

This commit is contained in:
Robert Müller 2022-06-17 19:54:10 +02:00
parent 2add5d5c3c
commit 352734de56
20 changed files with 64 additions and 30 deletions

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@ -8,6 +8,7 @@
#include "entities/character.h"
#include "player.h"
#include "score.h"
bool CheckClientID(int ClientID);

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@ -1,5 +1,8 @@
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include "gamecontext.h"
#include <engine/antibot.h>
#include <engine/shared/config.h>
#include <game/server/entities/character.h>
#include <game/server/gamemodes/DDRace.h>

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@ -1,10 +1,14 @@
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <antibot/antibot_data.h>
#include <engine/antibot.h>
#include <engine/shared/config.h>
#include <game/generated/server_data.h>
#include <game/mapitems.h>
#include <game/server/gamecontext.h>
#include <game/server/gamecontroller.h>
#include <game/server/player.h>
#include "character.h"

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@ -3,12 +3,12 @@
#ifndef GAME_SERVER_ENTITIES_CHARACTER_H
#define GAME_SERVER_ENTITIES_CHARACTER_H
#include <engine/antibot.h>
#include <game/server/entity.h>
#include <game/server/save.h>
class CAntibot;
class CGameTeams;
class CGameWorld;
class IAntibot;
struct CAntibotCharacterData;
enum

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@ -4,7 +4,7 @@
#include <game/server/entity.h>
class CTrigger;
class CGameWorld;
class CDoor : public CEntity
{

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@ -2,9 +2,11 @@
#ifndef GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
#define GAME_SERVER_ENTITIES_DRAGGER_BEAM_H
#include "dragger.h"
#include <game/server/entity.h>
class CDragger;
class CGameWorld;
/**
* Dragger beams pull a selected player towards their center
*

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@ -6,10 +6,10 @@
#include <base/vmath.h>
#include "alloc.h"
#include "gamecontext.h"
#include "gameworld.h"
class CCollision;
class CGameContext;
/*
Class: Entity
@ -20,12 +20,12 @@ class CEntity
MACRO_ALLOC_HEAP()
private:
friend class CGameWorld; // entity list handling
friend CGameWorld; // entity list handling
CEntity *m_pPrevTypeEntity;
CEntity *m_pNextTypeEntity;
/* Identity */
class CGameWorld *m_pGameWorld;
CGameWorld *m_pGameWorld;
CCollision *m_pCCollision;
int m_ID;
@ -59,7 +59,7 @@ public: // TODO: Maybe make protected
/* Objects */
std::vector<SSwitchers> &Switchers() { return m_pGameWorld->m_Core.m_vSwitchers; }
class CGameWorld *GameWorld() { return m_pGameWorld; }
CGameWorld *GameWorld() { return m_pGameWorld; }
class CConfig *Config() { return m_pGameWorld->Config(); }
class CGameContext *GameServer() { return m_pGameWorld->GameServer(); }
class IServer *Server() { return m_pGameWorld->Server(); }

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@ -3,7 +3,6 @@
#ifndef GAME_SERVER_GAMECONTEXT_H
#define GAME_SERVER_GAMECONTEXT_H
#include <engine/antibot.h>
#include <engine/console.h>
#include <engine/server.h>
@ -47,15 +46,17 @@ enum
NUM_TUNEZONES = 256
};
class CCharacter;
class CConfig;
class CHeap;
class CPlayer;
class CScore;
class IConsole;
class CUnpacker;
class IAntibot;
class IGameController;
class IEngine;
class IStorage;
struct CAntibotData;
struct CAntibotRoundData;
struct CScoreRandomMapResult;
class CGameContext : public IGameServer
@ -305,7 +306,7 @@ private:
// starting 1 to make 0 the special value "no client id"
uint32_t NextUniqueClientID = 1;
bool m_VoteWillPass;
class CScore *m_pScore;
CScore *m_pScore;
//DDRace Console Commands
@ -446,7 +447,7 @@ private:
public:
CLayers *Layers() { return &m_Layers; }
class CScore *Score() { return m_pScore; }
CScore *Score() { return m_pScore; }
enum
{

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@ -8,6 +8,7 @@
#include <game/server/entities/character.h>
#include <game/server/gamecontext.h>
#include <game/server/player.h>
#include <game/server/score.h>
#include <game/version.h>
#define GAME_TYPE_NAME "DDraceNetwork"

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@ -5,9 +5,12 @@
#include "entities/character.h"
#include "entity.h"
#include "gamecontext.h"
#include "gamecontroller.h"
#include "player.h"
#include <algorithm>
#include <engine/shared/config.h>
#include <algorithm>
#include <utility>
//////////////////////////////////////////////////

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@ -88,8 +88,8 @@ public:
Returns:
Returns a pointer to the closest hit or NULL of there is no intersection.
*/
//class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CEntity *pNotThis = 0);
class CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CCharacter *pNotThis = 0, int CollideWith = -1, class CCharacter *pThisOnly = 0);
//CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, class CEntity *pNotThis = 0);
CCharacter *IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis = 0, int CollideWith = -1, CCharacter *pThisOnly = 0);
/*
Function: ClosestCharacter
Finds the closest CCharacter to a specific point.
@ -102,7 +102,7 @@ public:
Returns:
Returns a pointer to the closest CCharacter or NULL if no CCharacter is close enough.
*/
class CCharacter *ClosestCharacter(vec2 Pos, float Radius, CEntity *ppNotThis);
CCharacter *ClosestCharacter(vec2 Pos, float Radius, CEntity *ppNotThis);
/*
Function: InsertEntity
@ -163,7 +163,7 @@ public:
Returns:
Returns list with all Characters on line.
*/
std::list<class CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = 0);
std::list<CCharacter *> IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis = 0);
};
#endif

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@ -3,10 +3,14 @@
#include "player.h"
#include <engine/shared/config.h>
#include <engine/antibot.h>
#include <engine/server.h>
#include "base/system.h"
#include "entities/character.h"
#include "gamecontext.h"
#include <engine/server.h>
#include "gamecontroller.h"
#include "score.h"
#include <game/gamecore.h>
#include <game/teamscore.h>

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@ -3,12 +3,21 @@
#ifndef GAME_SERVER_PLAYER_H
#define GAME_SERVER_PLAYER_H
#include "alloc.h"
#include <base/vmath.h>
// this include should perhaps be removed
#include "score.h"
#include <engine/shared/protocol.h>
#include "alloc.h"
#include "teeinfo.h"
#include <memory>
class CCharacter;
class CGameContext;
class IServer;
struct CNetObj_PlayerInput;
struct CScorePlayerResult;
enum
{
WEAPON_GAME = -3, // team switching etc

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@ -1,9 +1,10 @@
#ifndef GAME_SERVER_SAVE_H
#define GAME_SERVER_SAVE_H
#include <base/vmath.h>
#include <engine/shared/protocol.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontroller.h>
class IGameController;
class CGameContext;

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@ -5,7 +5,6 @@
#include "scoreworker.h"
#include <base/system.h>
#include <engine/server/databases/connection.h>
#include <engine/server/databases/connection_pool.h>
#include <engine/shared/config.h>
#include <engine/shared/console.h>
@ -13,9 +12,10 @@
#include <engine/storage.h>
#include <game/generated/wordlist.h>
#include <algorithm>
#include <memory>
class IDbConnection;
std::shared_ptr<CScorePlayerResult> CScore::NewSqlPlayerResult(int ClientID)
{
CPlayer *pCurPlayer = GameServer()->m_apPlayers[ClientID];

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@ -1,13 +1,15 @@
#ifndef GAME_SERVER_SCORE_H
#define GAME_SERVER_SCORE_H
#include <engine/server/databases/connection_pool.h>
#include <game/prng.h>
#include "save.h"
#include "scoreworker.h"
class CDbConnectionPool;
class CGameContext;
class IDbConnection;
class IServer;
struct ISqlData;
class CScore
{

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@ -14,7 +14,7 @@
#include <game/voting.h>
class IDbConnection;
class IServer;
class IGameController;
enum
{

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@ -1,6 +1,7 @@
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include "teams.h"
#include "entities/character.h"
#include "gamecontroller.h"
#include "player.h"
#include "score.h"
#include "teehistorian.h"

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@ -4,9 +4,12 @@
#include <engine/shared/config.h>
#include <game/server/gamecontext.h>
#include <game/server/scoreworker.h>
#include <game/teamscore.h>
class CCharacter;
class CPlayer;
struct CScoreSaveResult;
class CGameTeams
{
// `m_TeeStarted` is used to keep track whether a given tee has hit the

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@ -11,7 +11,6 @@
class CConfig;
class CTuningParams;
class CUuidManager;
class CPlayer;
class CTeeHistorian
{