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https://bitbucket.org/theswgsource/src-1.2.git
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Added PlanetServer project
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@@ -0,0 +1,119 @@
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// ======================================================================
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//
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// GameServerData.h
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// copyright (c) 2001 Sony Online Entertainment
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//
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// ======================================================================
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#ifndef INCLUDED_GameServerData_H
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#define INCLUDED_GameServerData_H
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// ======================================================================
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class GameServerConnection;
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// ======================================================================
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class GameServerData
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{
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public:
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explicit GameServerData(GameServerConnection *connection);
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GameServerData(const GameServerData &rhs);
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GameServerData();
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GameServerData &operator=(const GameServerData &rhs);
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public:
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enum ServerStatus {SS_unready, SS_readyForObjects, SS_loadedUniverseObjects, SS_running};
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public:
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GameServerConnection * getConnection ();
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int getObjectCount () const;
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int getInterestObjectCount () const;
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int getInterestCreatureObjectCount() const;
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ServerStatus getServerStatus () const;
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uint32 getProcessId () const;
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void debugOutputData () const;
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void adjustObjectCount (int adjustment);
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void adjustInterestObjectCount (int adjustment);
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void adjustInterestCreatureObjectCount (int adjustment);
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void universeLoaded ();
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void ready ();
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void preloadComplete ();
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bool isRunning () const;
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private:
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GameServerConnection * m_connection;
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int m_objectCount;
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int m_interestObjectCount;
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int m_interestCreatureObjectCount;
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ServerStatus m_serverStatus;
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};
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// ======================================================================
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inline GameServerConnection *GameServerData::getConnection()
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{
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return m_connection;
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}
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// ----------------------------------------------------------------------
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inline int GameServerData::getObjectCount() const
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{
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return m_objectCount;
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}
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// ----------------------------------------------------------------------
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inline void GameServerData::adjustObjectCount(int adjustment)
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{
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m_objectCount+=adjustment;
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}
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// ----------------------------------------------------------------------
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inline void GameServerData::adjustInterestObjectCount(int adjustment)
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{
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m_interestObjectCount+=adjustment;
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}
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// ----------------------------------------------------------------------
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inline GameServerData::ServerStatus GameServerData::getServerStatus() const
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{
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return m_serverStatus;
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}
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// ----------------------------------------------------------------------
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inline int GameServerData::getInterestObjectCount() const
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{
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return m_interestObjectCount;
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}
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// ----------------------------------------------------------------------
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inline bool GameServerData::isRunning() const
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{
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return m_serverStatus == SS_running;
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}
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// ----------------------------------------------------------------------
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inline int GameServerData::getInterestCreatureObjectCount() const
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{
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return m_interestCreatureObjectCount;
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}
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// ----------------------------------------------------------------------
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inline void GameServerData::adjustInterestCreatureObjectCount (int adjustment)
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{
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m_interestCreatureObjectCount+=adjustment;
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}
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// ======================================================================
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#endif
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