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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 Alistair Riddoch
//
// 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 2 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, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
// $Id: BaseClient.h,v 1.22 2007-09-04 10:51:27 alriddoch Exp $
#ifndef CLIENT_BASE_CLIENT_H
#define CLIENT_BASE_CLIENT_H
#include "ClientConnection.h"
class CreatorClient;
/// \brief Base class for classes that implement clients used to connect to a
/// cyphesis server
class BaseClient {
protected:
/// \brief Low level connection to the server
ClientConnection m_connection;
/// \brief Client object that manages the creator avatar
CreatorClient * m_character;
/// \brief Store for details of the account after login
Atlas::Message::MapType m_player;
/// \brief Name used for the username of the account and the name of avatars
std::string m_playerName;
/// \brief Identifier of the Account on the server after login
std::string m_playerId;
public:
BaseClient();
virtual ~BaseClient();
Atlas::Message::MapType createPlayer(const std::string & name,
const std::string & pword);
CreatorClient * createCharacter(const std::string & name);
void logout();
void handleNet();
/// \brief Function called when nothing else is going on
virtual void idle() = 0;
/// \brief Connect to a local server via a unix socket
int connectLocal(const std::string & socket = "") {
return m_connection.connectLocal(socket);
}
/// \brief Connect to a remote server using a network socket
int connect(const std::string & server = "localhost") {
return m_connection.connect(server);
}
/// \brief Send an operation to the server
void send(const Atlas::Objects::Operation::RootOperation & op) {
m_connection.send(op);
}
/// \brief Default client main loop
void run(const bool loop = true) {
while (loop) {
handleNet();
idle();
};
}
};
#endif // CLIENT_BASE_CLIENT_H
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