You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

81 lines
3.1 KiB

/*==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 plNetMsgScreener_h
#define plNetMsgScreener_h
#include "pnKeyedObject/plKey.h"
#include "plStatusLog/plLoggable.h"
//
// Class which decides what game messages are allowed to be sent to the server.
// Used both client and server-side.
//
class plNetGameMember;
class plMessage;
class plNetMessage;
class pfKIMsg;
class plNetMsgScreener : public plLoggable
{
protected:
enum Answer
{
kMaybe = -1,
kNo,
kYes
};
virtual const char* IGetSenderName(const plNetGameMember* gm) const = 0;
virtual const char* IGetAgeName() const = 0;
virtual bool IIsSenderCCR(const plNetGameMember* gm=nil) const = 0;
virtual bool IIsLocalAvatarKey(plKey key, const plNetGameMember* gm) const = 0;
virtual bool IIsLocalArmatureModKey(plKey key, const plNetGameMember* gm) const { return true; }
virtual void ILogChatMessage(const plMessage* msg_, const plNetGameMember* gm) const {}
virtual void ILogCCRMessage(Int16 classIndex, const plNetGameMember* gm) const {}
Answer IAllowMessageType(Int16 classIndex, const plNetGameMember* gm=nil) const;
bool IValidateMessage(const plMessage* msg, const plNetGameMember* gm=nil) const;
void IRejectLogMsg(Int16 classIndex, const char* desc, const plNetGameMember* gm) const;
void IRejectLogMsg(const plMessage* msg, const char* desc, const plNetGameMember* gm) const;
virtual bool IAmClient() const = 0;
};
#endif // plNetMsgScreener_h