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177 lines
5.2 KiB
177 lines
5.2 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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// pyVaultPlayerInfoListNode - a wrapper class to provide interface to the RelVaultNode |
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// |
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////////////////////////////////////////////////////////////////////// |
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#include "pyVaultPlayerInfoListNode.h" |
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#ifndef BUILDING_PYPLASMA |
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#include "pyVault.h" |
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#endif |
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#include "pyVaultFolderNode.h" |
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#include "pyVaultPlayerInfoNode.h" |
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#include "pyVaultNodeRef.h" |
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#include "../plVault/plVault.h" |
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#include <algorithm> |
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// should only be created from C++ side |
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pyVaultPlayerInfoListNode::pyVaultPlayerInfoListNode(RelVaultNode* nfsNode) |
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: pyVaultFolderNode(nfsNode) |
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{ |
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} |
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//create from the Python side |
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pyVaultPlayerInfoListNode::pyVaultPlayerInfoListNode(int n) |
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: pyVaultFolderNode(n) |
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{ |
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fNode->SetNodeType(plVault::kNodeType_PlayerInfoList); |
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} |
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//================================================================== |
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// class RelVaultNode : public plVaultFolderNode |
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// |
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hsBool pyVaultPlayerInfoListNode::HasPlayer( UInt32 playerID ) |
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{ |
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if (!fNode) |
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return false; |
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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(playerID); |
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RelVaultNode * rvn = fNode->GetChildNodeIncRef(templateNode, 1); |
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if (rvn) |
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rvn->DecRef(); |
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templateNode->DecRef(); |
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return (rvn != nil); |
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} |
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//================================================================== |
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static void IAddPlayer_NodesFound(ENetError result, void* param, unsigned nodeIdCount, const unsigned nodeIds[]) |
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{ |
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NetVaultNode* parent = static_cast<NetVaultNode*>(param); |
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if (nodeIdCount) |
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VaultAddChildNode(parent->GetNodeId(), nodeIds[0], VaultGetPlayerId(), nullptr, nullptr); |
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parent->DecRef(); |
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} |
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void pyVaultPlayerInfoListNode::AddPlayer( UInt32 playerID ) |
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{ |
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if (HasPlayer(playerID) || !fNode) |
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return; |
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NetVaultNode* templateNode = new 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(playerID); |
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ARRAY(unsigned) nodeIds; |
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VaultLocalFindNodes(templateNode, &nodeIds); |
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// So, if we know about this node, we can take it easy. If not, we lazy load it. |
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if (nodeIds.Count()) |
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VaultAddChildNode(fNode->GetNodeId(), nodeIds[0], VaultGetPlayerId(), nullptr, nullptr); |
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else { |
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fNode->IncRef(); |
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VaultFindNodes(templateNode, IAddPlayer_NodesFound, fNode); |
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} |
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} |
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void pyVaultPlayerInfoListNode::RemovePlayer( UInt32 playerID ) |
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{ |
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if (!fNode) |
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return; |
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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(playerID); |
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if (RelVaultNode * rvn = fNode->GetChildNodeIncRef(templateNode, 1)) { |
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VaultRemoveChildNode(fNode->nodeId, rvn->nodeId, nil, nil); |
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rvn->DecRef(); |
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} |
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templateNode->DecRef(); |
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} |
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PyObject * pyVaultPlayerInfoListNode::GetPlayer( UInt32 playerID ) |
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{ |
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if (!fNode) |
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PYTHON_RETURN_NONE; |
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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(playerID); |
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PyObject * result = nil; |
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if (RelVaultNode * rvn = fNode->GetChildNodeIncRef(templateNode, 1)) { |
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result = pyVaultPlayerInfoNode::New(rvn); |
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rvn->DecRef(); |
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} |
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templateNode->DecRef(); |
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if (!result) |
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PYTHON_RETURN_NONE; |
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return result; |
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} |
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void pyVaultPlayerInfoListNode::Sort() |
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{ |
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hsAssert(false, "eric, port me"); |
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} |
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