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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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//////////////////////////////////////////////////////////////////////////////
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//
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// plNetResManager
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//
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//// Philosophy //////////////////////////////////////////////////////////////
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//
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// "Cannot say. Saying, I would know. Do not know, so cannot say."
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// -- Zathras, "Babylon 5"
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//
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// Normally, plResManager would be plenty for the servers and then some.
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// However, the normal resManager tries to do things smart, such as read in
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// keys from disk if they don't already exist and so forth. However, all the
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// servers care about is reading in enough of a key to be able to turn around
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// and write it back out to a stream. So, we overload ReadKeyAndReg() to just
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// read in a new key and return it. Our new key reffing system will guarantee
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// that the key eventually gets freed once we're done with it, and we don't
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// care about sharing keys because all we're interested in is the uoid anyway,
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// so no need to store the keys in the registry or anything.
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "plNetResManager.h"
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#include "pnKeyedObject/plKeyImp.h"
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#include "pnKeyedObject/plUoid.h"
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#include "pnKeyedObject/hsKeyedObject.h"
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#include "pnFactory/plCreatable.h"
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#include "pnNetCommon/plNetApp.h"
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#include "hsStream.h"
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plNetResManager::plNetResManager()
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{
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}
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plNetResManager::~plNetResManager()
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{
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}
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plCreatable* plNetResManager::IReadCreatable(hsStream* s) const
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{
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uint16_t hClass = s->ReadLE16();
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if (plFactory::CanCreate(hClass))
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{
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plCreatable *pCre = plFactory::Create(hClass);
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if (!pCre)
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hsAssert( hClass == 0x8000, "Invalid creatable index" );
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return pCre;
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}
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plNetApp::StaticWarningMsg("NetResMgr::Can't create class %s", plFactory::GetNameOfClass(hClass));
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return nil;
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}
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void plNetResManager::IKeyReffed(plKeyImp* key)
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{
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}
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void plNetResManager::IKeyUnreffed(plKeyImp* key)
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{
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delete key;
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}
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