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