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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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// pyVaultPlayerInfoListNode - a wrapper class to provide interface to the RelVaultNode
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//
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//////////////////////////////////////////////////////////////////////
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#include "pyVaultPlayerInfoListNode.h"
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#ifndef BUILDING_PYPLASMA
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#include "pyVault.h"
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#endif
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#include "pyVaultFolderNode.h"
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#include "pyVaultPlayerInfoNode.h"
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#include "pyVaultNodeRef.h"
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#include "../plVault/plVault.h"
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#include <algorithm>
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// should only be created from C++ side
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pyVaultPlayerInfoListNode::pyVaultPlayerInfoListNode(RelVaultNode* nfsNode)
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: pyVaultFolderNode(nfsNode)
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{
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}
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//create from the Python side
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pyVaultPlayerInfoListNode::pyVaultPlayerInfoListNode(int n)
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: pyVaultFolderNode(n)
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{
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fNode->SetNodeType(plVault::kNodeType_PlayerInfoList);
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}
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//==================================================================
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// class RelVaultNode : public plVaultFolderNode
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//
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hsBool pyVaultPlayerInfoListNode::HasPlayer( UInt32 playerID )
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{
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if (!fNode)
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return false;
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NetVaultNode * templateNode = NEWZERO(NetVaultNode);
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templateNode->IncRef();
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templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
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VaultPlayerInfoNode access(templateNode);
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access.SetPlayerId(playerID);
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RelVaultNode * rvn = fNode->GetChildNodeIncRef(templateNode, 1);
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if (rvn)
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rvn->DecRef();
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templateNode->DecRef();
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return (rvn != nil);
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}
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//==================================================================
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static void IAddPlayer_NodesFound(ENetError result, void* param, unsigned nodeIdCount, const unsigned nodeIds[])
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{
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NetVaultNode* parent = static_cast<NetVaultNode*>(param);
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if (nodeIdCount)
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VaultAddChildNode(parent->GetNodeId(), nodeIds[0], VaultGetPlayerId(), nullptr, nullptr);
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parent->DecRef();
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}
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void pyVaultPlayerInfoListNode::AddPlayer( UInt32 playerID )
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{
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if (HasPlayer(playerID) || !fNode)
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return;
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NetVaultNode* templateNode = NEWZERO(NetVaultNode);
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templateNode->IncRef();
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templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
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VaultPlayerInfoNode access(templateNode);
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access.SetPlayerId(playerID);
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ARRAY(unsigned) nodeIds;
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VaultLocalFindNodes(templateNode, &nodeIds);
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// So, if we know about this node, we can take it easy. If not, we lazy load it.
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if (nodeIds.Count())
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VaultAddChildNode(fNode->GetNodeId(), nodeIds[0], VaultGetPlayerId(), nullptr, nullptr);
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else {
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fNode->IncRef();
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VaultFindNodes(templateNode, IAddPlayer_NodesFound, fNode);
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}
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}
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void pyVaultPlayerInfoListNode::RemovePlayer( UInt32 playerID )
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{
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if (!fNode)
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return;
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NetVaultNode * templateNode = NEWZERO(NetVaultNode);
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templateNode->IncRef();
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templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
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VaultPlayerInfoNode access(templateNode);
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access.SetPlayerId(playerID);
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if (RelVaultNode * rvn = fNode->GetChildNodeIncRef(templateNode, 1)) {
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VaultRemoveChildNode(fNode->nodeId, rvn->nodeId, nil, nil);
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rvn->DecRef();
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}
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templateNode->DecRef();
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}
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PyObject * pyVaultPlayerInfoListNode::GetPlayer( UInt32 playerID )
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{
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if (!fNode)
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PYTHON_RETURN_NONE;
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NetVaultNode * templateNode = NEWZERO(NetVaultNode);
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templateNode->IncRef();
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templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
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VaultPlayerInfoNode access(templateNode);
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access.SetPlayerId(playerID);
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PyObject * result = nil;
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if (RelVaultNode * rvn = fNode->GetChildNodeIncRef(templateNode, 1)) {
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result = pyVaultPlayerInfoNode::New(rvn);
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rvn->DecRef();
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}
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templateNode->DecRef();
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if (!result)
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PYTHON_RETURN_NONE;
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return result;
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}
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void pyVaultPlayerInfoListNode::Sort()
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{
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hsAssert(false, "eric, port me");
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}
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