File: Connection.h

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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