View Single Post
Re: a 'server' class?
Old
  (#3)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: a 'server' class? - 23-12-2004

What ? In my code anything that is in the server_t structure is completely engine and game independent. This structure deals about the most generic parameters that can be. Here's it's current state:
Code:
// server structure definition
typedef struct server_s
{
   bool is_dedicated; // set to TRUE if the server is a dedicated (standalone) server
   char map_name[32]; // name of the map currently playing on the server
   int max_players; // maximum number of connected client players this server allows at a time
   int max_entities; // maximum number of entities this server supports at a time
   bool is_multiplayer; // set to TRUE if the game going on is multiplayer (generally yes, duh)
   bool is_teamplay; // set to TRUE if the game going on is a team play game
   bool does_footsteps; // set to TRUE if the game rules allow footstep sounds
   char developer_level; // the current internal debug level this server is running on
   bool just_booted; // set to TRUE if this server has just booted on a particular map
   float start_time; // time at which the server started
   float time; // pointer to current time on server
   float previous_time; // past time on server, after the last frame has been rendered
   float frame_time; // last frame time, computed using time and previous_time
   float bot_check_time; // date at which the server will check the bot population
   int bot_count; // number of bots currently present on the server
   bool bot_requested; // set to TRUE if we are requested to slap a bot in
   char server_command[256]; // server command to be issued this frame
   char hud_printbuffer[16384]; // data to be printed to the listen server client's HUD this frame
   char console_printbuffer[16384]; // data to be printed to the server console this frame
   char aiconsole_printbuffer_left[512]; // data to be printed on the left AI console channel
   char aiconsole_printbuffer_center[512]; // data to be printed on the center AI console channel
   char aiconsole_printbuffer_right[512]; // data to be printed on the right AI console channel
   draw_line_t drawlines[256]; // array of beams the server must draw this frame
   int drawline_count; // the number of beams to draw this frame
} server_t;
I really see nothing engine or game specific in it ??



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote