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/*==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==*/
#ifndef plNetLinkingMgr_h_inc
#define plNetLinkingMgr_h_inc
#include "hsTypes.h"
#include "hsStlUtils.h"
#include "hsBitVector.h"
#include "../plNetCommon/plNetServerSessionInfo.h"
#include "../plNetCommon/plNetCommon.h"
#include "../plMessage/plLinkToAgeMsg.h"
class plMessage;
class plVaultNotifyMsg;
struct plNCAgeJoiner;
struct plNCAgeLeaver;
class plNetLinkingMgr
{
static void NCAgeJoinerCallback (
plNCAgeJoiner * joiner,
unsigned type,
void * notify,
void * userState
);
static void NCAgeLeaverCallback (
plNCAgeLeaver * leaver,
unsigned type,
void * notify,
void * userState
);
friend struct NCAgeJoinerCallback;
friend struct NCAgeLeaverCallback;
static void ExecNextOp ();
plNetLinkingMgr();
plNetLinkingMgr(const plNetLinkingMgr &);
enum Cmds
{
kNilCmd,
// Sent to a player to have them call us back with info for linking to their age.
kLinkPlayerHere,
// Offer link to player.
kOfferLinkToPlayer,
// Offer link to another player from a public linking book (to my instance of the age w/out going through personal age)
kOfferLinkFromPublicBook,
// Sent to a player to have them link to their last age
kLinkPlayerToPrevAge
};
plLinkToAgeMsg* fDeferredLink;
enum PreProcessResult {
// Old style IPreProcessLink style "false" result
kLinkFailed,
// Old style IPreProcessLink style "true" result
kLinkImmediately,
// Defer the link until later, don't trash the structs
kLinkDeferred,
};
UInt8 IPreProcessLink( void );
void IPostProcessLink( void );
bool IProcessLinkingMgrMsg( plLinkingMgrMsg * msg );
bool IProcessLinkToAgeMsg( plLinkToAgeMsg * msg );
void IDoLink(plLinkToAgeMsg* link);
bool IProcessVaultNotifyMsg(plVaultNotifyMsg* msg);
bool IDispatchMsg( plMessage * msg, UInt32 playerID );
public:
static plNetLinkingMgr * GetInstance();
hsBool MsgReceive( plMessage *msg ); // TODO: Make this a hsKeyedObject so we can really handle messages.
void Update();
bool IsEnabled( void ) const { return fLinkingEnabled;}
void SetEnabled( bool b );
bool LinkedIn () const { return fLinkedIn && fLinkingEnabled; }
bool Linking () const { return !fLinkedIn && !fLinkingEnabled; }
// Link to an age.
void LinkToAge( plAgeLinkStruct * link, UInt32 playerID=kInvalidPlayerID );
void LinkToAge( plAgeLinkStruct * link, const char* linkAnim, UInt32 playerID=kInvalidPlayerID );
// Link to my last age.
void LinkToPrevAge( UInt32 playerID=kInvalidPlayerID );
// Link to my Personal Age
void LinkToMyPersonalAge( UInt32 playerID=kInvalidPlayerID );
// Link to my Neighborhood Age
void LinkToMyNeighborhoodAge( UInt32 playerID=kInvalidPlayerID );
// Link a player here.
void LinkPlayerHere( UInt32 playerID );
// Link player to specified age
void LinkPlayerToAge( plAgeLinkStruct * link, UInt32 playerID );
// Link player back to his last age
void LinkPlayerToPrevAge( UInt32 playerID );
// Link us to a players age.
void LinkToPlayersAge( UInt32 playerID );
// Offer a link to player.
void OfferLinkToPlayer( const plAgeLinkStruct * info, UInt32 playerID, plKey replyKey );
void OfferLinkToPlayer( const plAgeInfoStruct * info, UInt32 playerID );
void OfferLinkToPlayer( const plAgeLinkStruct * info, UInt32 playerID );
// Leave the current age
void LeaveAge (bool quitting);
// link info
plAgeLinkStruct * GetAgeLink() { return &fAgeLink; }
plAgeLinkStruct * GetPrevAgeLink() { return &fPrevAgeLink; }
// lobby info
void SetLobbyAddr( const char * ipaddr ) { fLobbyInfo.SetServerAddr( ipaddr );}
void SetLobbyPort( int port ) { fLobbyInfo.SetServerPort( port );}
const plNetServerSessionInfo * GetLobbyServerInfo( void ) const { return &fLobbyInfo;}
// helpers
static std::string GetProperAgeName( const char * ageName ); // attempt to fix wrong case age name.
private:
bool fLinkingEnabled;
bool fLinkedIn;
// The age we are either joining or are joined with.
plAgeLinkStruct fAgeLink;
// The age we just left.
plAgeLinkStruct fPrevAgeLink;
// The lobby we want to talk to.
plNetServerSessionInfo fLobbyInfo;
};
#endif // plNetLinkingMgr_h_inc