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168 lines
4.7 KiB
168 lines
4.7 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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////////////////////////////////////////////////////////////////////// |
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// |
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// pyVaultNodeRef - a wrapper class to provide interface to the plVaultNodeRef |
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// |
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////////////////////////////////////////////////////////////////////// |
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#include <Python.h> |
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#pragma hdrstop |
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#include "pyVaultNodeRef.h" |
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#include "pyVaultNode.h" |
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#include "pyVaultPlayerInfoNode.h" |
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#include "plVault/plVault.h" |
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#ifndef BUILDING_PYPLASMA |
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# include "pyVault.h" |
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#endif |
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////////////////////////////////////////////////////////////////////// |
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// should only be created from C++ side |
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pyVaultNodeRef::pyVaultNodeRef(RelVaultNode * parent, RelVaultNode * child) |
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: fParent(parent) |
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, fChild(child) |
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{ |
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fParent->IncRef(); |
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fChild->IncRef(); |
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} |
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pyVaultNodeRef::pyVaultNodeRef(int) |
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: fParent(nil) |
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, fChild(nil) |
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{ |
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} |
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pyVaultNodeRef::~pyVaultNodeRef() |
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{ |
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if (fParent) |
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fParent->DecRef(); |
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if (fChild) |
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fChild->DecRef(); |
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} |
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/////////////////////////////////////////////////////////////////////////// |
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PyObject* pyVaultNodeRef::GetParent ( void ) |
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{ |
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return pyVaultNode::New(fParent); |
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} |
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PyObject* pyVaultNodeRef::GetChild( void ) |
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{ |
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return pyVaultNode::New(fChild); |
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} |
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unsigned pyVaultNodeRef::GetParentID () { |
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if (!fParent) |
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return 0; |
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return fParent->nodeId; |
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} |
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unsigned pyVaultNodeRef::GetChildID () { |
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if (!fChild) |
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return 0; |
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return fChild->nodeId; |
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} |
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unsigned pyVaultNodeRef::GetSaverID () { |
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if (!fParent || !fChild) |
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return 0; |
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unsigned saverId = 0; |
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if (RelVaultNode * child = VaultGetNodeIncRef(fChild->nodeId)) { |
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saverId = child->GetRefOwnerId(fParent->nodeId); |
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child->DecRef(); |
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} |
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return saverId; |
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} |
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PyObject * pyVaultNodeRef::GetSaver () { |
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if (!fParent || !fChild) |
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return 0; |
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RelVaultNode * saver = nil; |
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if (RelVaultNode * child = VaultGetNodeIncRef(fChild->nodeId)) { |
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if (unsigned saverId = child->GetRefOwnerId(fParent->nodeId)) { |
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// Find the player info node representing the saver |
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NetVaultNode * templateNode = NEWZERO(NetVaultNode); |
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templateNode->IncRef(); |
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templateNode->SetNodeType(plVault::kNodeType_PlayerInfo); |
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VaultPlayerInfoNode access(templateNode); |
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access.SetPlayerId(saverId); |
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saver = VaultGetNodeIncRef(templateNode); |
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if (!saver) { |
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ARRAY(unsigned) nodeIds; |
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VaultFindNodesAndWait(templateNode, &nodeIds); |
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if (nodeIds.Count() > 0) { |
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VaultFetchNodesAndWait(nodeIds.Ptr(), nodeIds.Count()); |
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saver = VaultGetNodeIncRef(nodeIds[0]); |
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} |
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} |
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templateNode->DecRef(); |
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} |
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child->DecRef(); |
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} |
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if (!saver) |
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PYTHON_RETURN_NONE; |
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PyObject * result = pyVaultPlayerInfoNode::New(saver); |
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saver->DecRef(); |
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return result; |
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} |
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bool pyVaultNodeRef::BeenSeen () { |
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return false; |
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} |
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void pyVaultNodeRef::SetSeen (bool v) { |
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if (!fParent || !fChild) |
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return; |
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fParent->SetSeen(fChild->nodeId, v); |
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}
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