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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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// pyVaultNodeRef - a wrapper class to provide interface to the plVaultNodeRef
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//
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//////////////////////////////////////////////////////////////////////
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#include <Python.h>
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#pragma hdrstop
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#include "pyVaultNodeRef.h"
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#include "pyVaultNode.h"
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#include "pyVaultPlayerInfoNode.h"
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#include "plVault/plVault.h"
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#ifndef BUILDING_PYPLASMA
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# include "pyVault.h"
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#endif
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//////////////////////////////////////////////////////////////////////
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// should only be created from C++ side
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pyVaultNodeRef::pyVaultNodeRef(RelVaultNode * parent, RelVaultNode * child)
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: fParent(parent)
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, fChild(child)
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{
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fParent->Ref();
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fChild->Ref();
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}
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pyVaultNodeRef::pyVaultNodeRef(int)
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: fParent(nil)
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, fChild(nil)
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{
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}
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pyVaultNodeRef::~pyVaultNodeRef()
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{
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if (fParent)
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fParent->UnRef();
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if (fChild)
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fChild->UnRef();
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}
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///////////////////////////////////////////////////////////////////////////
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PyObject* pyVaultNodeRef::GetParent ( void )
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{
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return pyVaultNode::New(fParent);
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}
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PyObject* pyVaultNodeRef::GetChild( void )
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{
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return pyVaultNode::New(fChild);
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}
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unsigned pyVaultNodeRef::GetParentID () {
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if (!fParent)
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return 0;
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return fParent->GetNodeId();
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}
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unsigned pyVaultNodeRef::GetChildID () {
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if (!fChild)
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return 0;
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return fChild->GetNodeId();
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}
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unsigned pyVaultNodeRef::GetSaverID () {
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if (!fParent || !fChild)
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return 0;
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unsigned saverId = 0;
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if (RelVaultNode * child = VaultGetNodeIncRef(fChild->GetNodeId())) {
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saverId = child->GetRefOwnerId(fParent->GetNodeId());
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child->UnRef();
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}
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return saverId;
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}
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PyObject * pyVaultNodeRef::GetSaver () {
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if (!fParent || !fChild)
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return 0;
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RelVaultNode * saver = nil;
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if (RelVaultNode * child = VaultGetNodeIncRef(fChild->GetNodeId())) {
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if (unsigned saverId = child->GetRefOwnerId(fParent->GetNodeId())) {
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// Find the player info node representing the saver
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NetVaultNode * templateNode = new NetVaultNode;
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templateNode->Ref();
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templateNode->SetNodeType(plVault::kNodeType_PlayerInfo);
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VaultPlayerInfoNode access(templateNode);
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access.SetPlayerId(saverId);
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saver = VaultGetNodeIncRef(templateNode);
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if (!saver) {
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ARRAY(unsigned) nodeIds;
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VaultFindNodesAndWait(templateNode, &nodeIds);
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if (nodeIds.Count() > 0) {
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VaultFetchNodesAndWait(nodeIds.Ptr(), nodeIds.Count());
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saver = VaultGetNodeIncRef(nodeIds[0]);
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}
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}
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templateNode->UnRef();
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}
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child->UnRef();
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}
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if (!saver)
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PYTHON_RETURN_NONE;
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PyObject * result = pyVaultPlayerInfoNode::New(saver);
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saver->UnRef();
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return result;
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}
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bool pyVaultNodeRef::BeenSeen () {
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return false;
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}
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void pyVaultNodeRef::SetSeen (bool v) {
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if (!fParent || !fChild)
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return;
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fParent->SetSeen(fChild->GetNodeId(), v);
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}
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