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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2004 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: Connection.h,v 1.62 2008-01-28 23:48:32 alriddoch Exp $
#ifndef SERVER_CONNECTION_H
#define SERVER_CONNECTION_H
#include "common/Identified.h"
#include <sigc++/trackable.h>
class Account;
class Character;
class CommClient;
class ServerRouting;
typedef std::map<long, IdentifiedRouter *> RouterMap;
/// \brief Class representing connections from a client at the Atlas level.
///
/// This is the first point of dispatch for any operation from the client.
/// It maintains a dictionary of entities which are associated with this
/// connection, such as Account objects that the client has logged into,
/// and any other entities that that are associated with those accounts,
/// like in-game characters. Clients specify which entity should handle
/// an operation using the from attribute.
class Connection : public IdentifiedRouter, virtual public sigc::trackable {
RouterMap m_objects;
/// \brief Flag to indicate if this connection has already been
/// disconnected from the entities associated with it.
///
/// This ensures that entities that get destroyed are removed as
/// they are destroyed, but when this connection is destroyed,
/// it can destroy certain types of entity connected to itself,
/// without them trying to remove themselves from the connection.
bool m_obsolete;
Account * addPlayer(const std::string &, const std::string &);
Account * removePlayer(IdentifiedRouter *, const std::string & event);
protected:
virtual int verifyCredentials(const Account &,
const Atlas::Objects::Root &) const;
public:
CommClient & m_commClient;
ServerRouting & m_server;
Connection(CommClient &, ServerRouting & svr,
const std::string & addr, const std::string & id);
virtual ~Connection();
void addEntity(Entity * ent);
void addObject(IdentifiedRouter * obj);
void removeObject(long id);
void objectDeleted(long id);
void connectAvatar(Character * chr);
void disconnect();
void send(const Operation & op) const;
virtual void operation(const Operation &, OpVector &);
virtual void LoginOperation(const Operation &, OpVector &);
virtual void LogoutOperation(const Operation &, OpVector &);
virtual void CreateOperation(const Operation &, OpVector &);
virtual void GetOperation(const Operation &, OpVector &);
};
#endif // SERVER_CONNECTION_H
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