|
|
|
/*==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==*/
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// pyVaultPlayerInfoListNode - a wrapper class to provide interface to the RelVaultNode
|
|
|
|
//
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#include <Python.h>
|
|
|
|
#include <algorithm>
|
|
|
|
#pragma hdrstop
|
|
|
|
|
|
|
|
#include "pyVaultPlayerInfoListNode.h"
|
|
|
|
#include "pyVaultFolderNode.h"
|
|
|
|
#include "pyVaultPlayerInfoNode.h"
|
|
|
|
#include "pyVaultNodeRef.h"
|
|
|
|
#include "plVault/plVault.h"
|
|
|
|
#ifndef BUILDING_PYPLASMA
|
|
|
|
# include "pyVault.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// should only be created from C++ side
|
|
|
|
pyVaultPlayerInfoListNode::pyVaultPlayerInfoListNode(RelVaultNode* nfsNode)
|
|
|
|
: pyVaultFolderNode(nfsNode)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//create from the Python side
|
|
|
|
pyVaultPlayerInfoListNode::pyVaultPlayerInfoListNode(int n)
|
|
|
|
: pyVaultFolderNode(n)
|
|
|
|
{
|
|
|
|
fNode->SetNodeType(plVault::kNodeType_PlayerInfoList);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==================================================================
|
|
|
|
// class RelVaultNode : public plVaultFolderNode
|
|
|
|
//
|
|
|
|
bool pyVaultPlayerInfoListNode::HasPlayer( uint32_t playerID )
|
|
|
|
{
|
|
|
|
if (!fNode)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
hsRef<NetVaultNode> templateNode = new NetVaultNode;
|
|
|
|
templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
|
|
|
|
VaultPlayerInfoNode access(templateNode);
|
|
|
|
access.SetPlayerId(playerID);
|
|
|
|
|
|
|
|
hsRef<RelVaultNode> rvn = fNode->GetChildNode(templateNode, 1);
|
|
|
|
|
|
|
|
return (rvn != nil);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==================================================================
|
|
|
|
|
|
|
|
static void IAddPlayer_NodesFound(ENetError result, void* param, unsigned nodeIdCount, const unsigned nodeIds[])
|
|
|
|
{
|
|
|
|
hsRef<NetVaultNode> parent = static_cast<NetVaultNode*>(param);
|
|
|
|
if (nodeIdCount)
|
|
|
|
VaultAddChildNode(parent->GetNodeId(), nodeIds[0], VaultGetPlayerId(), nullptr, nullptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pyVaultPlayerInfoListNode::AddPlayer( uint32_t playerID )
|
|
|
|
{
|
|
|
|
if (HasPlayer(playerID) || !fNode)
|
|
|
|
return;
|
|
|
|
|
|
|
|
hsRef<NetVaultNode> templateNode = new NetVaultNode();
|
|
|
|
templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
|
|
|
|
VaultPlayerInfoNode access(templateNode);
|
|
|
|
access.SetPlayerId(playerID);
|
|
|
|
|
|
|
|
ARRAY(uint32_t) nodeIds;
|
|
|
|
VaultLocalFindNodes(templateNode, &nodeIds);
|
|
|
|
|
|
|
|
// So, if we know about this node, we can take it easy. If not, we lazy load it.
|
|
|
|
if (nodeIds.Count())
|
|
|
|
VaultAddChildNode(fNode->GetNodeId(), nodeIds[0], VaultGetPlayerId(), nullptr, nullptr);
|
|
|
|
else
|
|
|
|
VaultFindNodes(templateNode, IAddPlayer_NodesFound, (NetVaultNode *)fNode);
|
|
|
|
}
|
|
|
|
|
|
|
|
void pyVaultPlayerInfoListNode::RemovePlayer( uint32_t playerID )
|
|
|
|
{
|
|
|
|
if (!fNode)
|
|
|
|
return;
|
|
|
|
|
|
|
|
hsRef<NetVaultNode> templateNode = new NetVaultNode;
|
|
|
|
templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
|
|
|
|
VaultPlayerInfoNode access(templateNode);
|
|
|
|
access.SetPlayerId(playerID);
|
|
|
|
|
|
|
|
if (hsRef<RelVaultNode> rvn = fNode->GetChildNode(templateNode, 1))
|
|
|
|
VaultRemoveChildNode(fNode->GetNodeId(), rvn->GetNodeId(), nil, nil);
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject * pyVaultPlayerInfoListNode::GetPlayer( uint32_t playerID )
|
|
|
|
{
|
|
|
|
if (!fNode)
|
|
|
|
PYTHON_RETURN_NONE;
|
|
|
|
|
|
|
|
hsRef<NetVaultNode> templateNode = new NetVaultNode;
|
|
|
|
templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
|
|
|
|
VaultPlayerInfoNode access(templateNode);
|
|
|
|
access.SetPlayerId(playerID);
|
|
|
|
|
|
|
|
PyObject * result = nil;
|
|
|
|
if (hsRef<RelVaultNode> rvn = fNode->GetChildNode(templateNode, 1))
|
|
|
|
result = pyVaultPlayerInfoNode::New(rvn);
|
|
|
|
|
|
|
|
if (!result)
|
|
|
|
PYTHON_RETURN_NONE;
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void pyVaultPlayerInfoListNode::Sort()
|
|
|
|
{
|
|
|
|
hsAssert(false, "eric, port me");
|
|
|
|
}
|
|
|
|
|