/*==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 .
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==*/
#include "hsStream.h"
#include "plSDL.h"
#include "pnNetCommon/plNetApp.h"
const UInt8 plStateDescriptor::kVersion=1; // for Read/Write format
/////////////////////////////////////////////////////////////////////////////////
// STATE DESC
/////////////////////////////////////////////////////////////////////////////////
plStateDescriptor::~plStateDescriptor()
{
IDeInit();
}
void plStateDescriptor::IDeInit()
{
delete [] fName;
int i;
for(i=0;iGetName(), name))
{
if (idx)
*idx = it-fVarsList.begin();
return *it;
}
}
return nil;
}
//
// Usage: The GameServer reads and write state descriptors along with each saved game
//
bool plStateDescriptor::Read(hsStream* s)
{
UInt8 rwVersion;
s->ReadSwap(&rwVersion);
if (rwVersion != kVersion)
{
plNetApp::StaticWarningMsg("StateDescriptor Read/Write version mismatch, mine %d, read %d", kVersion, rwVersion);
return false;
}
IDeInit();
delete [] fName;
fName = s->ReadSafeString();
UInt16 version=s->ReadSwap16();
fVersion=version;
UInt16 numVars=s->ReadSwap16();
fVarsList.reserve(numVars);
int i;
for(i=0;iReadByte();
plVarDescriptor* var = nil;
if (SDVar)
var = TRACKED_NEW plSDVarDescriptor;
else
var = TRACKED_NEW plSimpleVarDescriptor;
if (var->Read(s))
fVarsList.push_back(var);
else
return false;
}
return true;
}
//
// Usage: The GameServer reads and write state descriptors alon with each saved game
//
void plStateDescriptor::Write(hsStream* s) const
{
s->WriteSwap(kVersion);
s->WriteSafeString(fName);
UInt16 version=fVersion;
s->WriteSwap(version);
UInt16 numVars=fVarsList.size();
s->WriteSwap(numVars);
VarsList::const_iterator it;
for(it=fVarsList.begin(); it!=fVarsList.end(); it++)
{
UInt8 SDVar = ((*it)->GetAsSDVarDescriptor() != nil);
s->WriteByte(SDVar);
(*it)->Write(s);
}
}