How ccorax2/source_code works
This is a C++ multiplayer MMORPG server, with separate game-server and database-server code plus a shared systems library. The principal workflow is a client packet entering game input/dispatch, changing player or world state, and exchanging persistent data with the DB server. The tree also exposes major gameplay domains such as quests, guilds, items, and auctions. Source excerpts cover only libthecore declarations, so cross-subsystem runtime links are left unverified rather than presented as inspected calls.
Main entry points: main.h Core lifecycle · input.cpp Client dispatch · Peer.cpp DB peer networking · ClientManager.cpp Client data handlers
Components 30
Game server
- Player state
game/char.cpp - Client dispatch
game/input.cpp - Client connections
game/desc_manager.cpp - World maps
game/sectree_manager.cpp - Quest runtime
game/questmanager.cpp - Items and inventory
game/item_manager.cpp - Guild management
game/guild_manager.cpp - Auction system
game/auction_manager.cpp - DB client link
game/db.cpp
Database server
- DB peer networking
DB/Peer.cpp - Client data handlers
DB/ClientManager.cpp - Guild persistence
DB/GuildManager.cpp - Auction persistence
DB/AuctionManager.cpp
Shared systems
- FD watching
libthecore/include/fdwatch.h - Network buffers
libthecore/include/buffer.h - Sockets
libthecore/include/socket.h - Cryptography
libthecore/include/crypt.h - Main loop timing
libthecore/include/heart.h - Core lifecycle
libthecore/include/main.h - Logging
libthecore/include/log.h - Signal handling
libthecore/include/signal.h - Core utilities
libthecore/include/utils.h - Core types
libthecore/include/typedef.h - Hangul support
libthecore/include/hangul.h - Key string table
libthecore/include/kstbl.h - Memory copy
libthecore/include/memcpy.h - Directory compatibility
libthecore/include/xdirent.h - Option parsing
libthecore/include/xgetopt.h
Other components
- Player client
- Database
Connections 10
- Player client → Client connections: connects to
- Player client → Client dispatch: sends packets
- Client dispatch → Player state: updates state
- DB client link → DB peer networking: exchanges data
- DB peer networking → Client data handlers: dispatches requests
- Client data handlers → Database: persists records
- Core lifecycle → FD watching: uses
- Core lifecycle → Main loop timing: uses
- FD watching → Sockets: monitors
- Network buffers → Cryptography: supports encrypted data