/*==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 . 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 plClientGuid_h_inc #define plClientGuid_h_inc #include "hsConfig.h" #include "hsStlUtils.h" #include "../pnFactory/plCreatable.h" #include "../plUUID/plUUID.h" class plClientGuid : public plCreatable { UInt16 fFlags; plUUID fAccountUUID; UInt32 fPlayerID; UInt8 fCCRLevel; bool fProtectedLogin; UInt8 fBuildType; // see plNetCommon.h std::string fPlayerName; UInt32 fSrcAddr; UInt16 fSrcPort; bool fReserved; std::string fClientKey; public: enum Flags // 16 bits. { kAccountUUID = 1<<0, kPlayerID = 1<<1, kTempPlayerID = 1<<2, kCCRLevel = 1<<3, kProtectedLogin = 1<<4, kBuildType = 1<<5, kPlayerName = 1<<6, kSrcAddr = 1<<7, kSrcPort = 1<<8, kReserved = 1<<9, kClientKey = 1<<10, }; plClientGuid(); CLASSNAME_REGISTER( plClientGuid ); GETINTERFACE_ANY( plClientGuid, plCreatable ); std::string AsStdString() const; std::string AsLogString() const; void Clear(); void CopyFrom(const plClientGuid * other); void UpdateFrom(const plClientGuid * other); bool IsEqualTo(const plClientGuid * other) const; bool IsFlagSet( UInt16 flag ) const { return (fFlags&flag)!=0; } bool IsFullyQualified() const { return HasAccountUUID()&&HasPlayerID();} void Read(hsStream * s, hsResMgr* =nil); void Write(hsStream * s, hsResMgr* =nil); bool HasAccountUUID() const { return (fFlags&kAccountUUID&&!fAccountUUID.IsNull())?true:false;} bool HasPlayerID() const { return (fFlags&kPlayerID&&fPlayerID>0)?true:false;} bool HasPlayerName() const { return (fFlags&kPlayerName&&fPlayerName.size())?true:false; } bool HasCCRLevel() const { return (fFlags&kCCRLevel)?true:false;} bool HasProtectedLogin() const { return (fFlags&kProtectedLogin)?true:false;} bool HasBuildType() const { return (fFlags&kBuildType)?true:false;} bool HasSrcAddr() const { return (fFlags&kSrcAddr)!=0;} bool HasSrcPort() const { return (fFlags&kSrcPort)!=0;} bool HasReservedBit() const { return (fFlags&kReserved)!=0;} bool HasClientKey() const { return (fFlags&kClientKey)!=0;} const plUUID * GetAccountUUID() const { return &fAccountUUID;} UInt32 GetPlayerID() const { return fPlayerID;} const char * GetPlayerName() const { return fPlayerName.c_str(); } UInt8 GetCCRLevel() const { return fCCRLevel; } bool GetProtectedLogin() const { return ( fProtectedLogin!=0 ); } UInt8 GetFlags() const { return (UInt8)fFlags;} UInt8 GetBuildType() const { return fBuildType;} UInt32 GetSrcAddr() const { return fSrcAddr; } const char * GetSrcAddrStr() const; UInt16 GetSrcPort() const { return fSrcPort; } bool IsReserved() const { return fReserved!=0; } const std::string& GetClientKey() const { return fClientKey; } void SetAccountUUID(const plUUID * v); void SetAccountUUID(const plUUID & v); void SetPlayerID(UInt32 v); void SetPlayerName( const char * v ); void SetCCRLevel(UInt8 v); void SetProtectedLogin(bool v); void SetBuildType(UInt8 v); void SetSrcAddr( UInt32 v ); void SetSrcAddrFromStr( const char * s ); void SetSrcPort( UInt16 v ); void SetReserved( bool v ); void SetClientKey( const std::string& key ); // When a client hasn't selected a player yet, // we need to uniquely identify them in the lobby server. // We do this by stuffing a temp value into the fPlayerID // while keeping the kPlayerID flag cleared. void SetTempPlayerID(UInt32 id); friend bool operator==(const plClientGuid & X, const plClientGuid & Y); friend bool operator!=(const plClientGuid & X, const plClientGuid & Y); friend bool operator<(const plClientGuid & X, const plClientGuid & Y); }; #endif // plClientGuid_h_inc