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server.cpp
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#include "server.h"
// Singleton Instance
Server * Server::instance = NULL;
/**
* Singleton Instance Getter
* @return Singleton Instance
*/
Server * Server::getInstance()
{
// First Time Call
if(Server::instance == NULL)
{
// Create Instance
Server::instance = new Server();
}
// Return Instance
return Server::instance;
}
/**
* Free Singleton Memory
*/
void Server::release()
{
// Instance available
if(Server::instance != NULL)
{
// Free Memory
delete Server::instance;
}
}
/**
* Server Constructor
*/
Server::Server()
{
// Create Client List
clients = new std::list<Client *>();
// Create Area Server List
areaServers = new std::list<AreaServer *>();
//Create Lobby Room List
lobbyRooms = new std::list<LobbyChatRoom *>();
}
/**
* Server Destructor
*/
Server::~Server()
{
// Iterate Clients
for(std::list<Client *>::iterator it = clients->begin(); it != clients->end(); /* Handled in Code */)
{
// Fetch Client
Client * client = *it;
// Remove Client from List
clients->erase(it++);
// Free Client Memory
delete client;
}
//Iterate Lobby Rooms
for(std::list<LobbyChatRoom*>::iterator it = lobbyRooms->begin(); it != lobbyRooms->end(); /* Handled in Code*/)
{
LobbyChatRoom * room = *it;
lobbyRooms->erase(it++);
delete room;
}
// Free Client List
delete clients;
// Free Area Server List (no need to free items, they were created and destroyed inside the Client objects, this list is merely a public getter for faster querying)
delete areaServers;
//Free Lobby Room List
delete lobbyRooms;
}
/**
* Get Client List from Server
* @return Client List
*/
std::list<Client *> * Server::GetClientList()
{
// Return Client List
return clients;
}
/**
* Get Area Server List from Server
* @return Area Server List
*/
std::list<AreaServer *> * Server::GetAreaServerList()
{
// Return Area Server List
return areaServers;
}
std::list<LobbyChatRoom *> *Server::GetLobbyRoomList()
{
return lobbyRooms;
}