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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plClientGuid_h_inc
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#define plClientGuid_h_inc
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#include "hsConfig.h"
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#include "hsStlUtils.h"
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#include "../pnFactory/plCreatable.h"
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#include "../plUUID/plUUID.h"
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class plClientGuid : public plCreatable
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{
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UInt16 fFlags;
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plUUID fAccountUUID;
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UInt32 fPlayerID;
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UInt8 fCCRLevel;
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bool fProtectedLogin;
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UInt8 fBuildType; // see plNetCommon.h
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std::string fPlayerName;
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UInt32 fSrcAddr;
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UInt16 fSrcPort;
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bool fReserved;
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std::string fClientKey;
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public:
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enum Flags // 16 bits.
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{
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kAccountUUID = 1<<0,
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kPlayerID = 1<<1,
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kTempPlayerID = 1<<2,
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kCCRLevel = 1<<3,
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kProtectedLogin = 1<<4,
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kBuildType = 1<<5,
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kPlayerName = 1<<6,
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kSrcAddr = 1<<7,
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kSrcPort = 1<<8,
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kReserved = 1<<9,
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kClientKey = 1<<10,
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};
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plClientGuid();
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CLASSNAME_REGISTER( plClientGuid );
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GETINTERFACE_ANY( plClientGuid, plCreatable );
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std::string AsStdString() const;
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std::string AsLogString() const;
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void Clear();
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void CopyFrom(const plClientGuid * other);
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void UpdateFrom(const plClientGuid * other);
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bool IsEqualTo(const plClientGuid * other) const;
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bool IsFlagSet( UInt16 flag ) const { return (fFlags&flag)!=0; }
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bool IsFullyQualified() const { return HasAccountUUID()&&HasPlayerID();}
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void Read(hsStream * s, hsResMgr* =nil);
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void Write(hsStream * s, hsResMgr* =nil);
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bool HasAccountUUID() const { return (fFlags&kAccountUUID&&!fAccountUUID.IsNull())?true:false;}
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bool HasPlayerID() const { return (fFlags&kPlayerID&&fPlayerID>0)?true:false;}
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bool HasPlayerName() const { return (fFlags&kPlayerName&&fPlayerName.size())?true:false; }
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bool HasCCRLevel() const { return (fFlags&kCCRLevel)?true:false;}
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bool HasProtectedLogin() const { return (fFlags&kProtectedLogin)?true:false;}
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bool HasBuildType() const { return (fFlags&kBuildType)?true:false;}
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bool HasSrcAddr() const { return (fFlags&kSrcAddr)!=0;}
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bool HasSrcPort() const { return (fFlags&kSrcPort)!=0;}
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bool HasReservedBit() const { return (fFlags&kReserved)!=0;}
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bool HasClientKey() const { return (fFlags&kClientKey)!=0;}
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const plUUID * GetAccountUUID() const { return &fAccountUUID;}
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UInt32 GetPlayerID() const { return fPlayerID;}
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const char * GetPlayerName() const { return fPlayerName.c_str(); }
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UInt8 GetCCRLevel() const { return fCCRLevel; }
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bool GetProtectedLogin() const { return ( fProtectedLogin!=0 ); }
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UInt8 GetFlags() const { return (UInt8)fFlags;}
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UInt8 GetBuildType() const { return fBuildType;}
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UInt32 GetSrcAddr() const { return fSrcAddr; }
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const char * GetSrcAddrStr() const;
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UInt16 GetSrcPort() const { return fSrcPort; }
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bool IsReserved() const { return fReserved!=0; }
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const std::string& GetClientKey() const { return fClientKey; }
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void SetAccountUUID(const plUUID * v);
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void SetAccountUUID(const plUUID & v);
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void SetPlayerID(UInt32 v);
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void SetPlayerName( const char * v );
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void SetCCRLevel(UInt8 v);
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void SetProtectedLogin(bool v);
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void SetBuildType(UInt8 v);
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void SetSrcAddr( UInt32 v );
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void SetSrcAddrFromStr( const char * s );
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void SetSrcPort( UInt16 v );
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void SetReserved( bool v );
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void SetClientKey( const std::string& key );
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// When a client hasn't selected a player yet,
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// we need to uniquely identify them in the lobby server.
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// We do this by stuffing a temp value into the fPlayerID
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// while keeping the kPlayerID flag cleared.
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void SetTempPlayerID(UInt32 id);
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friend bool operator==(const plClientGuid & X, const plClientGuid & Y);
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friend bool operator!=(const plClientGuid & X, const plClientGuid & Y);
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friend bool operator<(const plClientGuid & X, const plClientGuid & Y);
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};
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#endif // plClientGuid_h_inc
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