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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 _pyVaultNode_h_
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#define _pyVaultNode_h_
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//////////////////////////////////////////////////////////////////////
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//
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// pyVaultNode - a wrapper class to provide interface to the RelVaultNode
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//
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//////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "pyGlueHelpers.h"
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#include "hsRefCnt.h"
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struct RelVaultNode;
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class plMipmap;
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class pyImage;
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class plUUID;
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class pyDniCoordinates;
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class pyVaultNodeRef;
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class pyVaultFolderNode;
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class pyVaultPlayerInfoListNode;
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class pyVaultImageNode;
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class pyVaultTextNoteNode;
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class pyVaultAgeLinkNode;
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class pyVaultChronicleNode;
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class pyVaultPlayerInfoNode;
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class pyVaultMarkerNode;
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class pyVaultAgeInfoNode;
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class pyVaultAgeInfoListNode;
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class pyVaultSDLNode;
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class pyVaultPlayerNode;
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class pyVaultMarkerListNode;
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#ifndef BUILDING_PYPLASMA
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class pyVaultSystemNode;
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#endif
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class pyVaultNode
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{
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public:
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struct pyVaultNodeOperationCallback
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{
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PyObject * fCbObject;
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hsRef<RelVaultNode> fNode;
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PyObject * fPyNodeRef;
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uint32_t fContext;
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pyVaultNodeOperationCallback(PyObject * cbObject);
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~pyVaultNodeOperationCallback();
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void VaultOperationStarted(uint32_t context);
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void VaultOperationComplete(uint32_t context, int resultCode);
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void VaultOperationComplete(int resultCode) { VaultOperationComplete(fContext, resultCode); }
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void SetNode (RelVaultNode * rvn);
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hsRef<RelVaultNode> GetNode() const;
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};
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hsRef<RelVaultNode> fNode;
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protected:
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// only for python glue, do NOT call
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pyVaultNode();
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// should only be created from C++ side
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pyVaultNode( RelVaultNode* node );
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public:
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virtual ~pyVaultNode();
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// required functions for PyObject interoperability
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PYTHON_EXPOSE_TYPE; // so we can subclass
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PYTHON_CLASS_NEW_FRIEND(ptVaultNode);
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static PyObject *New(RelVaultNode* node);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyVaultNode object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyVaultNode); // converts a PyObject to a pyVaultNode (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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hsRef<RelVaultNode> GetNode() const;
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// override the equals to operator
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bool operator==(const pyVaultNode &vaultNode) const;
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bool operator!=(const pyVaultNode &vaultNode) const { return !(vaultNode == *this); }
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// public getters
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uint32_t GetID( void );
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virtual uint32_t GetType( void );
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uint32_t GetPermissions( void );
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uint32_t GetOwnerNodeID( void );
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PyObject* GetOwnerNode( void ); // returns pyVaultPlayerInfoNode
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uint32_t GetGroupNodeID( void );
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PyObject* GetGroupNode( void ); // returns pyVaultNode
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uint32_t GetModifyTime( void );
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uint32_t GetCreatorNodeID( void );
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PyObject* GetCreatorNode( void ); // returns pyVaultPlayerInfoNode
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uint32_t GetCreateTime( void );
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uint32_t GetCreateAgeTime( void );
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plString GetCreateAgeName() const;
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plUUID GetCreateAgeGuid(void) const;
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PyObject* GetCreateAgeCoords ();
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// public setters
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void SetID( uint32_t v );
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void SetType( int v );
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void SetOwnerNodeID( uint32_t v );
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void SetCreatorNodeID( uint32_t v );
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void SetCreateAgeName( const char * v );
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void SetCreateAgeGuid( const char * v );
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/////////////////////////////////////////////////
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// Vault Node API
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// Add child node
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PyObject* AddNode(pyVaultNode* pynode, PyObject* cbObject=nil, uint32_t cbContext=0 );
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// Link node to this one
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void LinkToNode(int nodeID, PyObject* cbObject=nil, uint32_t cbContext=0 );
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// Remove child node
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bool RemoveNode( pyVaultNode& pynode, PyObject* cbObject=nil, uint32_t cbContext=0 );
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// Remove all child nodes
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void RemoveAllNodes( void );
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// Add/Save this node to vault
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void Save( PyObject* cbObject=nil, uint32_t cbContext=0 );
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// Save this node and all child nodes that need saving.
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// NOTE: Currently, the cb object is called back for
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// each node saved.
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void SaveAll( PyObject* cbObject=nil, uint32_t cbContext=0 );
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// Force a save on this node because currently Save doesn't do anything because dirty
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// nodes are periodically saved automatically - call this to force a save immediately
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void ForceSave();
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// Send this node to the destination client node. will be received in it's inbox folder.
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void SendTo(uint32_t destClientNodeID, PyObject* cbObject=nil, uint32_t cbContext=0 );
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// Returns true if is a child node of ours.
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bool HasNode( uint32_t nodeID );
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// Returns a ptVaultNodeRef or nil
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PyObject* GetNode2( uint32_t nodeID ) const; // returns pyVaultNodeRef, for legacy compatibility
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// Get child node matching template node
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PyObject* FindNode( pyVaultNode * templateNode ); // returns pyVaultNode
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PyObject * GetChildNode (unsigned nodeId); // returns pyVaultNode, or None
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// Get all child nodes.
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virtual PyObject* GetChildNodeRefList(); // for legacy compatibility
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virtual int GetChildNodeCount();
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// Get the client ID from my Vault client.
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uint32_t GetClientID( void );
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// all the upcasting stuff...
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PyObject* UpcastToFolderNode(); // returns pyVaultFolderNode
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PyObject* UpcastToPlayerInfoListNode(); // returns pyVaultPlayerInfoListNode
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PyObject* UpcastToImageNode(); // returns pyVaultImageNode
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PyObject* UpcastToTextNoteNode(); // returns pyVaultTextNoteNode
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PyObject* UpcastToAgeLinkNode(); // returns pyVaultAgeLinkNode
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PyObject* UpcastToChronicleNode(); // returns pyVaultChronicleNode
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PyObject* UpcastToPlayerInfoNode(); // returns pyVaultPlayerInfoNode
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PyObject* UpcastToMarkerGameNode(); // returns pyVaultMarkerNode
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PyObject* UpcastToAgeInfoNode(); // returns pyVaultAgeInfoNode
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PyObject* UpcastToAgeInfoListNode(); // returns pyVaultAgeInfoListNode
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PyObject* UpcastToSDLNode(); // returns pyVaultSDLNode
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PyObject* UpcastToPlayerNode(); // returns pyVaultPlayerNode
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#ifndef BUILDING_PYPLASMA
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PyObject* UpcastToSystemNode(); // returns pyVaultSystemNode
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#endif
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};
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#endif // _pyVaultNode_h_
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