|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// pyVaultNodeRef - a wrapper class to provide interface to the plVaultNodeRef
|
|
|
|
//
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#include <Python.h>
|
|
|
|
#pragma hdrstop
|
|
|
|
|
|
|
|
#include "pyVaultNodeRef.h"
|
|
|
|
#include "pyVaultNode.h"
|
|
|
|
#include "pyVaultPlayerInfoNode.h"
|
|
|
|
#include "plVault/plVault.h"
|
|
|
|
#ifndef BUILDING_PYPLASMA
|
|
|
|
# include "pyVault.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
// should only be created from C++ side
|
|
|
|
pyVaultNodeRef::pyVaultNodeRef(RelVaultNode * parent, RelVaultNode * child)
|
|
|
|
: fParent(parent)
|
|
|
|
, fChild(child)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
pyVaultNodeRef::pyVaultNodeRef(int)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
hsRef<RelVaultNode> pyVaultNodeRef::GetParentNode() const
|
|
|
|
{
|
|
|
|
return fParent;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsRef<RelVaultNode> pyVaultNodeRef::GetChildNode() const
|
|
|
|
{
|
|
|
|
return fChild;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
PyObject* pyVaultNodeRef::GetParent ( void )
|
|
|
|
{
|
|
|
|
return pyVaultNode::New(fParent);
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* pyVaultNodeRef::GetChild( void )
|
|
|
|
{
|
|
|
|
return pyVaultNode::New(fChild);
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned pyVaultNodeRef::GetParentID () {
|
|
|
|
if (!fParent)
|
|
|
|
return 0;
|
|
|
|
return fParent->GetNodeId();
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned pyVaultNodeRef::GetChildID () {
|
|
|
|
if (!fChild)
|
|
|
|
return 0;
|
|
|
|
return fChild->GetNodeId();
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned pyVaultNodeRef::GetSaverID () {
|
|
|
|
if (!fParent || !fChild)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
unsigned saverId = 0;
|
|
|
|
if (hsRef<RelVaultNode> child = VaultGetNode(fChild->GetNodeId()))
|
|
|
|
saverId = child->GetRefOwnerId(fParent->GetNodeId());
|
|
|
|
return saverId;
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject * pyVaultNodeRef::GetSaver () {
|
|
|
|
if (!fParent || !fChild)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
hsRef<RelVaultNode> saver;
|
|
|
|
if (hsRef<RelVaultNode> child = VaultGetNode(fChild->GetNodeId())) {
|
|
|
|
if (unsigned saverId = child->GetRefOwnerId(fParent->GetNodeId())) {
|
|
|
|
// Find the player info node representing the saver
|
|
|
|
hsRef<NetVaultNode> templateNode = new NetVaultNode;
|
|
|
|
templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
|
|
|
|
VaultPlayerInfoNode access(templateNode);
|
|
|
|
access.SetPlayerId(saverId);
|
|
|
|
saver = VaultGetNode(templateNode);
|
|
|
|
|
|
|
|
if (!saver) {
|
|
|
|
ARRAY(unsigned) nodeIds;
|
|
|
|
VaultFindNodesAndWait(templateNode, &nodeIds);
|
|
|
|
if (nodeIds.Count() > 0) {
|
|
|
|
VaultFetchNodesAndWait(nodeIds.Ptr(), nodeIds.Count());
|
|
|
|
saver = VaultGetNode(nodeIds[0]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!saver)
|
|
|
|
PYTHON_RETURN_NONE;
|
|
|
|
|
|
|
|
return pyVaultPlayerInfoNode::New(saver);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool pyVaultNodeRef::BeenSeen () {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void pyVaultNodeRef::SetSeen (bool v) {
|
|
|
|
if (!fParent || !fChild)
|
|
|
|
return;
|
|
|
|
|
|
|
|
fParent->SetSeen(fChild->GetNodeId(), v);
|
|
|
|
}
|