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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 NO_AV_MSGS
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#ifndef SERVER
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#ifndef plLoadCloneMsgMsg_INC
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#define plLoadCloneMsgMsg_INC
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#include "pnMessage/plMessage.h"
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//
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#include "pnKeyedObject/plUoid.h"
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/** \class plLoadCloneMsg
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Tell the net client manager to allocate a new object based on copying an
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existing, statically keyed object.
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On the initiating machine, this will synthesize a new key and load the object.
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On the remote machines, it will use the (enclosed) new key and load the object.
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On both machines, the requestor will be notified after the object is loaded.
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*/
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class plLoadCloneMsg : public plMessage
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{
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public:
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/** Default constructor. only useful for sending over the network, prior
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to reading and writing. The clone message needs to synthesize its key
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to do anything, and this constructor doesn't do that, because it doesn't
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have enough information. */
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plLoadCloneMsg();
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/** Canonical constructor. If you're trying to initiate a clone, this is
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the one you want to use.
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These messages are *always* sent to the net client manager. You can't
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address them.
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After they are received on the remote machines, they are forwarded
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the remote versions of the requestor.
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\param uoidToClone - Specifies the template that will be cloned.
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\param requestorKey - The key of the object that is requesting the clone. It's
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strongly recommended that this be a local object, so that we don't get the same
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requestor creating multiple clones by starting the process on several machines.
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\param userData - Whatever you want. Will be propagated to the requestor after cloning.
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*/
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plLoadCloneMsg(const plUoid &uoidToClone, const plKey &requestorKey, uint32_t userData);
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/** This constructor form is for when you want to send a clone message based on
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an existing cloned object. The two primary uses of this are:
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- unload an existing clone
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- replicate a locally existing clone to other machines. You'll need
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to set up the network propagation parameters yourself.
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\param existing - The key to the clone you want to work on
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\param requestor - Will be notified when the (un)clone is processed)
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\param userData - Whatever you want. Will be propagated to the requestor.
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\param isLoading - Are we loading or unloading?
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*/
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plLoadCloneMsg(const plKey &existing, const plKey &requestor, uint32_t userData, bool isLoading);
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virtual ~plLoadCloneMsg();
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CLASSNAME_REGISTER(plLoadCloneMsg);
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GETINTERFACE_ANY(plLoadCloneMsg, plMessage);
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// IO
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void Read(hsStream* stream, hsResMgr* mgr);
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void Write(hsStream* stream, hsResMgr* mgr);
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void ReadVersion(hsStream* stream, hsResMgr* mgr);
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void WriteVersion(hsStream* stream, hsResMgr* mgr);
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plKey GetCloneKey();
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plKey GetRequestorKey();
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bool IsValidMessage();
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uint32_t GetUserData();
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uint32_t GetOriginatingPlayerID();
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void SetOriginatingPlayerID(uint32_t playerId);
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bool GetIsLoading();
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void SetTriggerMsg(plMessage *msg);
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plMessage *GetTriggerMsg();
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protected:
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plKey fCloneKey; // the key that will be loaded
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plKey fRequestorKey; // forward the message to this guy after the clone is created
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bool fValidMsg; // only gets set if the message built successfully
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uint32_t fUserData; // let requestors send some data to their remote versions
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uint32_t fOriginatingPlayerID; // network / player id of the client initiating the request
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bool fIsLoading; // true if we're loading; false if we're unloading
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plMessage *fTriggerMsg; // Handy place to store a message that caused you to request a clone,
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// so you can see it and continue processing once your clone is loaded.
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};
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#endif
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#endif // ndef SERVER
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#endif // ndef NO_AV_MSGS
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