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135 lines
5.4 KiB
135 lines
5.4 KiB
/*==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 NO_AV_MSGS |
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#ifndef SERVER |
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#ifndef plLoadCloneMsgMsg_INC |
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#define plLoadCloneMsgMsg_INC |
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#include "../pnMessage/plMessage.h" |
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// #include "hsUtils.h" |
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#include "../pnKeyedObject/plUoid.h" |
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/** \class plLoadCloneMsg |
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Tell the net client manager to allocate a new object based on copying an |
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existing, statically keyed object. |
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On the initiating machine, this will synthesize a new key and load the object. |
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On the remote machines, it will use the (enclosed) new key and load the object. |
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On both machines, the requestor will be notified after the object is loaded. |
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*/ |
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class plLoadCloneMsg : public plMessage |
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{ |
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public: |
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/** Default constructor. only useful for sending over the network, prior |
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to reading and writing. The clone message needs to synthesize its key |
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to do anything, and this constructor doesn't do that, because it doesn't |
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have enough information. */ |
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plLoadCloneMsg(); |
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/** Canonical constructor. If you're trying to initiate a clone, this is |
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the one you want to use. |
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These messages are *always* sent to the net client manager. You can't |
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address them. |
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After they are received on the remote machines, they are forwarded |
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the remote versions of the requestor. |
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\param uoidToClone - Specifies the template that will be cloned. |
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\param requestorKey - The key of the object that is requesting the clone. It's |
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strongly recommended that this be a local object, so that we don't get the same |
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requestor creating multiple clones by starting the process on several machines. |
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\param userData - Whatever you want. Will be propagated to the requestor after cloning. |
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*/ |
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plLoadCloneMsg(const plUoid &uoidToClone, const plKey &requestorKey, UInt32 userData); |
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/** This constructor form is for when you want to send a clone message based on |
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an existing cloned object. The two primary uses of this are: |
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- unload an existing clone |
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- replicate a locally existing clone to other machines. You'll need |
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to set up the network propagation parameters yourself. |
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\param existing - The key to the clone you want to work on |
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\param requestor - Will be notified when the (un)clone is processed) |
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\param userData - Whatever you want. Will be propagated to the requestor. |
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\param isLoading - Are we loading or unloading? |
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*/ |
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plLoadCloneMsg(const plKey &existing, const plKey &requestor, UInt32 userData, hsBool isLoading); |
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virtual ~plLoadCloneMsg(); |
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CLASSNAME_REGISTER(plLoadCloneMsg); |
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GETINTERFACE_ANY(plLoadCloneMsg, plMessage); |
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// IO |
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void Read(hsStream* stream, hsResMgr* mgr); |
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void Write(hsStream* stream, hsResMgr* mgr); |
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void ReadVersion(hsStream* stream, hsResMgr* mgr); |
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void WriteVersion(hsStream* stream, hsResMgr* mgr); |
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plKey GetCloneKey(); |
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plKey GetRequestorKey(); |
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hsBool IsValidMessage(); |
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UInt32 GetUserData(); |
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UInt32 GetOriginatingPlayerID(); |
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void SetOriginatingPlayerID(UInt32 playerId); |
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hsBool GetIsLoading(); |
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void SetTriggerMsg(plMessage *msg); |
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plMessage *GetTriggerMsg(); |
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protected: |
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plKey fCloneKey; // the key that will be loaded |
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plKey fRequestorKey; // forward the message to this guy after the clone is created |
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hsBool fValidMsg; // only gets set if the message built successfully |
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UInt32 fUserData; // let requestors send some data to their remote versions |
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UInt32 fOriginatingPlayerID; // network / player id of the client initiating the request |
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hsBool fIsLoading; // true if we're loading; false if we're unloading |
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plMessage *fTriggerMsg; // Handy place to store a message that caused you to request a clone, |
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// so you can see it and continue processing once your clone is loaded. |
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}; |
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#endif |
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#endif // ndef SERVER |
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#endif // ndef NO_AV_MSGS
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