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115 lines
3.6 KiB
115 lines
3.6 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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#include "pyVarSyncGame.h" |
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/////////////////////////////////////////////////////////////////////////////// |
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// |
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// Base VarSync game client class |
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// |
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const unsigned kGameId = 255; // random number that should be high enough to avoid collisions with other global games |
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pyVarSyncGame::pyVarSyncGame(): pyGameCli() {} |
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pyVarSyncGame::pyVarSyncGame(pfGameCli* client): pyGameCli(client) |
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{ |
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if (client && (client->GetGameTypeId() != kGameTypeId_VarSync)) |
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gameClient = nil; // wrong type, just clear it out |
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} |
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bool pyVarSyncGame::IsVarSyncGame(std::wstring guid) |
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{ |
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Uuid gameUuid(guid.c_str()); |
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return gameUuid == kGameTypeId_VarSync; |
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} |
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void pyVarSyncGame::JoinCommonVarSyncGame(pyKey& callbackKey) |
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{ |
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// NOTE: We don't let the player specify the game ID, because there should only be one of these in an age, ever |
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VarSync_CreateParam init; |
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pfGameMgr::GetInstance()->JoinCommonGame(callbackKey.getKey(), kGameTypeId_VarSync, kGameId, sizeof(init), &init); |
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} |
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void pyVarSyncGame::SetStringVar(unsigned long id, std::wstring val) |
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{ |
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if (gameClient) |
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{ |
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pfGmVarSync* vsync = pfGmVarSync::ConvertNoRef(gameClient); |
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vsync->SetStringVar(id, val.c_str()); |
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} |
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} |
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void pyVarSyncGame::SetNumericVar(unsigned long id, double val) |
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{ |
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if (gameClient) |
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{ |
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pfGmVarSync* vsync = pfGmVarSync::ConvertNoRef(gameClient); |
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vsync->SetNumericVar(id, val); |
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} |
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} |
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void pyVarSyncGame::RequestAllVars() |
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{ |
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if (gameClient) |
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{ |
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pfGmVarSync* vsync = pfGmVarSync::ConvertNoRef(gameClient); |
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vsync->RequestAllVars(); |
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} |
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} |
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void pyVarSyncGame::CreateStringVar(std::wstring name, std::wstring val) |
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{ |
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if (gameClient) |
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{ |
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pfGmVarSync* vsync = pfGmVarSync::ConvertNoRef(gameClient); |
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vsync->CreateStringVar(name.c_str(), val.c_str()); |
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} |
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} |
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void pyVarSyncGame::CreateNumericVar(std::wstring name, double val) |
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{ |
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if (gameClient) |
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{ |
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pfGmVarSync* vsync = pfGmVarSync::ConvertNoRef(gameClient); |
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vsync->CreateNumericVar(name.c_str(), val); |
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} |
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} |