Added serverNetworkMessages library

This commit is contained in:
Anonymous
2014-01-15 02:34:23 -07:00
parent 222d858a18
commit 77f207ef4e
698 changed files with 35405 additions and 2 deletions
@@ -0,0 +1,13 @@
// ======================================================================
//
// AvatarList.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "AvatarList.h"
// ======================================================================
// ======================================================================
@@ -0,0 +1,36 @@
// ======================================================================
//
// AvatarList.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AvatarList_H
#define INCLUDED_AvatarList_H
// ======================================================================
#include "Unicode.h"
#include "sharedFoundation/NetworkId.h"
// ======================================================================
/**
* Data structures for passing around the list of avatars for an account.
*/
struct AvatarRecord
{
Unicode::String m_name;
int m_objectTemplateId;
NetworkId m_networkId;
uint32 m_clusterId;
int m_characterType;
};
// ======================================================================
typedef stdvector<AvatarRecord>::fwd AvatarList;
// ======================================================================
#endif
@@ -0,0 +1,35 @@
// ======================================================================
//
// AvatarList.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "Archive/Archive.h"
#include "serverNetworkMessages/AvatarList.h"
// ======================================================================
namespace Archive
{
void get (ReadIterator & source, AvatarRecord & target)
{
get(source, target.m_name);
get(source, target.m_objectTemplateId);
get(source, target.m_networkId);
get(source, target.m_clusterId);
get(source, target.m_characterType);
}
void put (ByteStream & target, const AvatarRecord & source)
{
put(target, source.m_name);
put(target, source.m_objectTemplateId);
put(target, source.m_networkId);
put(target, source.m_clusterId);
put(target, source.m_characterType);
}
}
// ======================================================================
@@ -0,0 +1,31 @@
// ======================================================================
//
// AvatarList.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AvatarListArchive_H
#define INCLUDED_AvatarListArchive_H
// ======================================================================
#include "serverNetworkMessages/AvatarList.h"
#include "sharedFoundation/NetworkId.h"
namespace Archive
{
class ByteStream;
class ReadIterator;
}
// ======================================================================
namespace Archive
{
void get (ReadIterator & source, AvatarRecord & target);
void put (ByteStream & target, const AvatarRecord & source);
}
// ======================================================================
#endif
@@ -0,0 +1,51 @@
// ChatConnectAvatar.cpp
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "ChatConnectAvatar.h"
//-----------------------------------------------------------------------
ChatConnectAvatar::ChatConnectAvatar(const std::string & n, const NetworkId & i, const unsigned int s, bool secure, bool subscribed) :
GameNetworkMessage("ChatConnectAvatar"),
characterId(i),
characterName(n),
stationId(s),
isSecure(secure),
isSubscribed(subscribed)
{
addVariable(characterId);
addVariable(characterName);
addVariable(stationId);
addVariable(isSecure);
addVariable(isSubscribed);
}
//-----------------------------------------------------------------------
ChatConnectAvatar::ChatConnectAvatar(Archive::ReadIterator & source) :
GameNetworkMessage("ChatConnectAvatar"),
characterId(),
characterName(),
stationId(),
isSecure(false),
isSubscribed(false)
{
addVariable(characterId);
addVariable(characterName);
addVariable(stationId);
addVariable(isSecure);
addVariable(isSubscribed);
unpack(source);
}
//-----------------------------------------------------------------------
ChatConnectAvatar::~ChatConnectAvatar()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,77 @@
// ChatConnectAvatar.h
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_ChatConnectAvatar_H
#define _INCLUDED_ChatConnectAvatar_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "sharedFoundation/NetworkId.h"
#include <string>
//-----------------------------------------------------------------------
class ChatConnectAvatar : public GameNetworkMessage
{
public:
ChatConnectAvatar(const std::string & characterName, const NetworkId & characterId, const unsigned int stationId, bool isSecure, bool isSubscribed);
explicit ChatConnectAvatar(Archive::ReadIterator & source);
~ChatConnectAvatar();
const NetworkId & getCharacterId () const;
const std::string & getCharacterName () const;
const bool getIsSecure () const;
const bool getIsSubscribed () const;
const unsigned int getStationId () const;
private:
ChatConnectAvatar & operator = (const ChatConnectAvatar & rhs);
ChatConnectAvatar(const ChatConnectAvatar & source);
Archive::AutoVariable<NetworkId> characterId;
Archive::AutoVariable<std::string> characterName;
Archive::AutoVariable<unsigned int> stationId;
Archive::AutoVariable<bool> isSecure;
Archive::AutoVariable<bool> isSubscribed;
};
//-----------------------------------------------------------------------
inline const NetworkId & ChatConnectAvatar::getCharacterId() const
{
return characterId.get();
}
//-----------------------------------------------------------------------
inline const std::string & ChatConnectAvatar::getCharacterName() const
{
return characterName.get();
}
//-----------------------------------------------------------------------
inline const bool ChatConnectAvatar::getIsSecure() const
{
return isSecure.get();
}
//-----------------------------------------------------------------------
inline const bool ChatConnectAvatar::getIsSubscribed() const
{
return isSubscribed.get();
}
//-----------------------------------------------------------------------
inline const unsigned int ChatConnectAvatar::getStationId() const
{
return stationId.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_ChatConnectAvatar_H
@@ -0,0 +1,36 @@
// ChatDisconnectAvatar.cpp
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "ChatDisconnectAvatar.h"
//-----------------------------------------------------------------------
ChatDisconnectAvatar::ChatDisconnectAvatar(const NetworkId & i) :
GameNetworkMessage("ChatDisconnectAvatar"),
characterId(i)
{
addVariable(characterId);
}
//-----------------------------------------------------------------------
ChatDisconnectAvatar::ChatDisconnectAvatar(Archive::ReadIterator & source) :
GameNetworkMessage("ChatDisconnectAvatar"),
characterId()
{
addVariable(characterId);
unpack(source);
}
//-----------------------------------------------------------------------
ChatDisconnectAvatar::~ChatDisconnectAvatar()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,39 @@
// ChatDisconnectAvatar.h
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_ChatDisconnectAvatar_H
#define _INCLUDED_ChatDisconnectAvatar_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class ChatDisconnectAvatar : public GameNetworkMessage
{
public:
explicit ChatDisconnectAvatar(const NetworkId & characterId);
explicit ChatDisconnectAvatar(Archive::ReadIterator & source);
~ChatDisconnectAvatar();
const NetworkId & getCharacterId () const;
private:
ChatDisconnectAvatar & operator = (const ChatDisconnectAvatar & rhs);
ChatDisconnectAvatar(const ChatDisconnectAvatar & source);
Archive::AutoVariable<NetworkId> characterId;
};
//-----------------------------------------------------------------------
inline const NetworkId & ChatDisconnectAvatar::getCharacterId() const
{
return characterId.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_ChatDisconnectAvatar_H
@@ -0,0 +1,40 @@
// ChatServerOnline.cpp
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ChatServerOnline.h"
//-----------------------------------------------------------------------
ChatServerOnline::ChatServerOnline(const std::string & a, const unsigned short p) :
GameNetworkMessage("ChatServerOnline"),
address(a),
port(p)
{
addVariable(address);
addVariable(port);
}
//-----------------------------------------------------------------------
ChatServerOnline::ChatServerOnline(Archive::ReadIterator & source) :
GameNetworkMessage("ChatServerOnline"),
address(),
port()
{
addVariable(address);
addVariable(port);
unpack(source);
}
//-----------------------------------------------------------------------
ChatServerOnline::~ChatServerOnline()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,46 @@
// ChatServerOnline.h
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_ChatServerOnline_H
#define _INCLUDED_ChatServerOnline_H
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class ChatServerOnline : public GameNetworkMessage
{
public:
ChatServerOnline(const std::string & address, const unsigned short port);
ChatServerOnline(Archive::ReadIterator & source);
~ChatServerOnline();
const std::string & getAddress () const;
const unsigned short getPort () const;
private:
ChatServerOnline & operator = (const ChatServerOnline & rhs);
ChatServerOnline(const ChatServerOnline & source);
Archive::AutoVariable<std::string> address;
Archive::AutoVariable<unsigned short> port;
};
//-----------------------------------------------------------------------
inline const std::string & ChatServerOnline::getAddress() const
{
return address.get();
}
//-----------------------------------------------------------------------
inline const unsigned short ChatServerOnline::getPort() const
{
return port.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_ChatServerOnline_H
@@ -0,0 +1,48 @@
// EnumerateServers.cpp
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "EnumerateServers.h"
//-----------------------------------------------------------------------
EnumerateServers::EnumerateServers(const bool a, const std::string addr, const unsigned short p, const int t) :
GameNetworkMessage("EnumerateServers"),
add(a),
address(addr),
port(p),
serverType(t)
{
addVariable(add);
addVariable(address);
addVariable(port);
addVariable(serverType);
}
//-----------------------------------------------------------------------
EnumerateServers::EnumerateServers(Archive::ReadIterator & source) :
GameNetworkMessage("EnumerateServers"),
add(),
address(),
port(),
serverType()
{
addVariable(add);
addVariable(address);
addVariable(port);
addVariable(serverType);
unpack(source);
}
//-----------------------------------------------------------------------
EnumerateServers::~EnumerateServers()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,73 @@
// EnumerateServers.h
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_EnumerateServers_H
#define _INCLUDED_EnumerateServers_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class EnumerateServers : public GameNetworkMessage
{
public:
enum ServerTypes
{
CONNECTION_SERVER,
GAME_SERVER,
PLANET_SERVER
};
EnumerateServers(const bool add, const std::string address, const unsigned short port, const int serverType);
explicit EnumerateServers(Archive::ReadIterator & source);
~EnumerateServers();
const bool getAdd () const;
const std::string & getAddress () const;
const unsigned short getPort () const;
const int getServerType () const;
private:
EnumerateServers & operator = (const EnumerateServers & rhs);
EnumerateServers(const EnumerateServers & source);
Archive::AutoVariable<bool> add;
Archive::AutoVariable<std::string> address;
Archive::AutoVariable<unsigned short> port;
Archive::AutoVariable<int> serverType;
};
//-----------------------------------------------------------------------
inline const bool EnumerateServers::getAdd() const
{
return add.get();
}
//-----------------------------------------------------------------------
inline const std::string & EnumerateServers::getAddress() const
{
return address.get();
}
//-----------------------------------------------------------------------
inline const unsigned short EnumerateServers::getPort() const
{
return port.get();
}
//-----------------------------------------------------------------------
inline const int EnumerateServers::getServerType() const
{
return serverType.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_EnumerateServers_H
@@ -0,0 +1,82 @@
//------------------------------------------
// CentralConnectionServerMessages.cpp
// copyright 2001 Sony Online Entertainment
//------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/RandomName.h"
//====================================================================
RandomNameRequest::RandomNameRequest(uint32 stationId, const std::string & creatureTemplate) :
GameNetworkMessage("RandomNameRequest"),
m_stationId(stationId),
m_creatureTemplate(creatureTemplate)
{
addVariable(m_stationId);
addVariable(m_creatureTemplate);
}
//-----------------------------------------------------------------------
RandomNameRequest::RandomNameRequest(Archive::ReadIterator & source) :
GameNetworkMessage("RandomNameRequest"),
m_stationId(),
m_creatureTemplate()
{
addVariable(m_stationId);
addVariable(m_creatureTemplate);
unpack(source);
}
//-----------------------------------------------------------------------
RandomNameRequest::~RandomNameRequest()
{
}
//-----------------------------------------------------------------------
RandomNameResponse::RandomNameResponse(uint32 stationId, const std::string & creatureTemplate, const Unicode::String &name, const StringId &errorMessage) :
GameNetworkMessage("RandomNameResponse"),
m_stationId(stationId),
m_creatureTemplate(creatureTemplate),
m_name(name),
m_errorMessage(errorMessage)
{
addVariable(m_stationId);
addVariable(m_creatureTemplate);
addVariable(m_name);
addVariable(m_errorMessage);
}
//-----------------------------------------------------------------------
RandomNameResponse::RandomNameResponse(Archive::ReadIterator & source) :
GameNetworkMessage("RandomNameResponse"),
m_stationId(),
m_creatureTemplate(),
m_name(),
m_errorMessage()
{
addVariable(m_stationId);
addVariable(m_creatureTemplate);
addVariable(m_name);
addVariable(m_errorMessage);
unpack(source);
}
//-----------------------------------------------------------------------
RandomNameResponse::~RandomNameResponse()
{
}
// ======================================================================
@@ -0,0 +1,94 @@
// RandomName.h
// copyright 2001 Verant Interactive
#ifndef _INCLUDED_RandomName_H
#define _INCLUDED_RandomName_H
//-----------------------------------------------------------------------
class RandomNameRequest: public GameNetworkMessage
{
public:
explicit RandomNameRequest(uint32 stationId, const std::string &creatureTemplate);
explicit RandomNameRequest(Archive::ReadIterator & source);
~RandomNameRequest();
const uint32 getStationId() const;
const std::string &getCreatureTemplate() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<std::string> m_creatureTemplate;
RandomNameRequest(const RandomNameRequest & source);
RandomNameRequest & operator = (const RandomNameRequest & other);
};
//--------------------------------------------------------------------
inline const uint32 RandomNameRequest::getStationId() const
{
return m_stationId.get();
}
//--------------------------------------------------------------------
inline const std::string &RandomNameRequest::getCreatureTemplate() const
{
return m_creatureTemplate.get();
}
//-----------------------------------------------------------------------
class RandomNameResponse: public GameNetworkMessage
{
public:
explicit RandomNameResponse(uint32 stationId, const std::string &creatureTemplate, const Unicode::String &name, const StringId &errorMessage);
explicit RandomNameResponse(Archive::ReadIterator & source);
~RandomNameResponse();
const uint32 getStationId() const;
const std::string &getCreatureTemplate() const;
const Unicode::String &getName() const;
const StringId &getErrorMessage() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<std::string> m_creatureTemplate;
Archive::AutoVariable<Unicode::String> m_name;
Archive::AutoVariable<StringId> m_errorMessage;
RandomNameResponse(const RandomNameRequest & source);
RandomNameResponse & operator = (const RandomNameRequest & other);
};
//--------------------------------------------------------------------
inline const std::string &RandomNameResponse::getCreatureTemplate() const
{
return m_creatureTemplate.get();
}
//--------------------------------------------------------------------
inline const uint32 RandomNameResponse::getStationId() const
{
return m_stationId.get();
}
//--------------------------------------------------------------------
inline const Unicode::String &RandomNameResponse::getName() const
{
return m_name.get();
}
//--------------------------------------------------------------------
inline const StringId &RandomNameResponse::getErrorMessage() const
{
return m_errorMessage.get();
}
// ======================================================================
#endif
@@ -0,0 +1,58 @@
// TaskConnectionIdMessage.cpp
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskConnectionIdMessage.h"
//-----------------------------------------------------------------------
TaskConnectionIdMessage::TaskConnectionIdMessage(enum Id id, const std::string & pCommandLine, const std::string & pClusterName) :
GameNetworkMessage("TaskConnectionIdMessage"),
serverType(static_cast<unsigned char>(id)),
commandLine(pCommandLine),
clusterName(pClusterName),
currentEpochTime(static_cast<long>(::time(NULL)))
{
addVariable(serverType);
addVariable(commandLine);
addVariable(clusterName);
addVariable(currentEpochTime);
}
//-----------------------------------------------------------------------
TaskConnectionIdMessage::TaskConnectionIdMessage(Archive::ReadIterator & source) :
GameNetworkMessage("TaskConnectionIdMessage"),
serverType(0),
commandLine(),
clusterName(),
currentEpochTime(0)
{
addVariable(serverType);
addVariable(commandLine);
addVariable(clusterName);
addVariable(currentEpochTime);
unpack(source);
}
//-----------------------------------------------------------------------
TaskConnectionIdMessage::~TaskConnectionIdMessage()
{
}
//-----------------------------------------------------------------------
TaskConnectionIdMessage & TaskConnectionIdMessage::operator = (const TaskConnectionIdMessage & rhs)
{
if(this != &rhs)
{
// make assignments if right hand side is not this instance
}
return *this;
}
//-----------------------------------------------------------------------
@@ -0,0 +1,78 @@
// TaskConnectionIdMessage.h
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskConnectionIdMessage_H
#define _INCLUDED_TaskConnectionIdMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class TaskConnectionIdMessage : public GameNetworkMessage
{
public:
enum Id
{
Login,
Central,
Connection,
Database,
Metrics,
Planet,
Game,
ServerManager,
TaskManager
};
public:
TaskConnectionIdMessage(enum Id id, const std::string & pCommandLine, const std::string & pClusterName);
TaskConnectionIdMessage(Archive::ReadIterator & source);
~TaskConnectionIdMessage();
const unsigned char getServerType () const;
const std::string & getCommandLine () const;
const std::string & getClusterName () const;
const long getCurrentEpochTime() const;
private:
TaskConnectionIdMessage & operator = (const TaskConnectionIdMessage & rhs);
TaskConnectionIdMessage(const TaskConnectionIdMessage & source);
Archive::AutoVariable<unsigned char> serverType;
Archive::AutoVariable<std::string> commandLine;
Archive::AutoVariable<std::string> clusterName;
Archive::AutoVariable<long> currentEpochTime;
};
//-----------------------------------------------------------------------
inline const std::string & TaskConnectionIdMessage::getCommandLine() const
{
return commandLine.get();
}
//-----------------------------------------------------------------------
inline const std::string & TaskConnectionIdMessage::getClusterName() const
{
return clusterName.get();
}
//-----------------------------------------------------------------------
inline const unsigned char TaskConnectionIdMessage::getServerType() const
{
return serverType.get();
}
//-----------------------------------------------------------------------
inline const long TaskConnectionIdMessage::getCurrentEpochTime() const
{
return currentEpochTime.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskConnectionIdMessage_H
@@ -0,0 +1,37 @@
// TaskEnumCluster.cpp
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskEnumCluster.h"
//-----------------------------------------------------------------------
TaskEnumCluster::TaskEnumCluster(const std::vector<std::string> & n) :
GameNetworkMessage("TaskEnumCluster"),
clusterNames()
{
clusterNames.set(n);
addVariable(clusterNames);
}
//-----------------------------------------------------------------------
TaskEnumCluster::TaskEnumCluster(Archive::ReadIterator & source) :
GameNetworkMessage("TaskEnumCluster"),
clusterNames()
{
addVariable(clusterNames);
unpack(source);
}
//-----------------------------------------------------------------------
TaskEnumCluster::~TaskEnumCluster()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,40 @@
// TaskEnumCluster.h
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskEnumCluster_H
#define _INCLUDED_TaskEnumCluster_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class TaskEnumCluster : public GameNetworkMessage
{
public:
explicit TaskEnumCluster(const std::vector<std::string> & clusterNames);
explicit TaskEnumCluster(Archive::ReadIterator & s);
~TaskEnumCluster();
const std::vector<std::string> & getClusterNames() const;
private:
TaskEnumCluster & operator = (const TaskEnumCluster & rhs);
TaskEnumCluster(const TaskEnumCluster & source);
private:
Archive::AutoArray<std::string> clusterNames;
};
//-----------------------------------------------------------------------
inline const std::vector<std::string> & TaskEnumCluster::getClusterNames() const
{
return clusterNames.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskEnumCluster_H
@@ -0,0 +1,50 @@
// TaskEnumProcesses.cpp
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskEnumProcesses.h"
//-----------------------------------------------------------------------
TaskEnumProcesses::TaskEnumProcesses(const std::string & h, const std::vector<std::string> & c, const std::vector<uint32> & p, const std::vector<bool> & l) :
GameNetworkMessage("TaskEnumProcesses"),
commandLines(),
hostAddress(h),
loadedOnStartup(),
pids()
{
commandLines.set(c);
loadedOnStartup.set(l);
pids.set(p);
addVariable(hostAddress);
addVariable(commandLines);
addVariable(loadedOnStartup);
addVariable(pids);
}
//-----------------------------------------------------------------------
TaskEnumProcesses::TaskEnumProcesses(Archive::ReadIterator & source) :
GameNetworkMessage("TaskEnumProcesses"),
commandLines(),
hostAddress(),
pids()
{
addVariable(hostAddress);
addVariable(commandLines);
addVariable(loadedOnStartup);
addVariable(pids);
unpack(source);
}
//-----------------------------------------------------------------------
TaskEnumProcesses::~TaskEnumProcesses()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,68 @@
// TaskEnumProcesses.h
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskEnumProcesses_H
#define _INCLUDED_TaskEnumProcesses_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "sharedNetworkMessages/NetworkMessageFactory.h"
//-----------------------------------------------------------------------
class TaskEnumProcesses : public GameNetworkMessage
{
public:
TaskEnumProcesses(const std::string & hostAddress, const std::vector<std::string> & commandLines, const std::vector<uint32> & pids, const std::vector<bool> & loadedOnStartup);
TaskEnumProcesses(Archive::ReadIterator & source);
~TaskEnumProcesses();
const std::vector<std::string> & getCommandLines () const;
const std::string & getHostAddress () const;
const std::vector<bool> & getLoadedOnStartup () const;
const std::vector<uint32> & getPids () const;
private:
TaskEnumProcesses & operator = (const TaskEnumProcesses & rhs);
TaskEnumProcesses(const TaskEnumProcesses & source);
private:
Archive::AutoArray<std::string> commandLines;
Archive::AutoVariable<std::string> hostAddress;
Archive::AutoArray<bool> loadedOnStartup;
Archive::AutoArray<uint32> pids;
};
//-----------------------------------------------------------------------
inline const std::vector<std::string> & TaskEnumProcesses::getCommandLines() const
{
return commandLines.get();
}
//-----------------------------------------------------------------------
inline const std::string & TaskEnumProcesses::getHostAddress() const
{
return hostAddress.get();
}
//-----------------------------------------------------------------------
inline const std::vector<bool> & TaskEnumProcesses::getLoadedOnStartup() const
{
return loadedOnStartup.get();
}
//-----------------------------------------------------------------------
inline const std::vector<uint32> & TaskEnumProcesses::getPids() const
{
return pids.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskEnumProcesses_H
@@ -0,0 +1,44 @@
// TaskKillProcess.cpp
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskKillProcess.h"
//-----------------------------------------------------------------------
TaskKillProcess::TaskKillProcess(const std::string & h, const unsigned int p, bool f) :
GameNetworkMessage("TaskKillProcess"),
m_hostName(h),
m_pid(p),
m_forceCore(f)
{
addVariable(m_hostName);
addVariable(m_pid);
addVariable(m_forceCore);
}
//-----------------------------------------------------------------------
TaskKillProcess::TaskKillProcess(Archive::ReadIterator & source) :
GameNetworkMessage("TaskKillProcess"),
m_hostName(),
m_pid(),
m_forceCore()
{
addVariable(m_hostName);
addVariable(m_pid);
addVariable(m_forceCore);
unpack(source);
}
//-----------------------------------------------------------------------
TaskKillProcess::~TaskKillProcess()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,59 @@
// TaskKillProcess.h
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskKillProcess_H
#define _INCLUDED_TaskKillProcess_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "sharedNetworkMessages/NetworkMessageFactory.h"
//-----------------------------------------------------------------------
class TaskKillProcess : public GameNetworkMessage
{
public:
TaskKillProcess(const std::string & hostName, const unsigned int pid, bool forceCore);
TaskKillProcess(Archive::ReadIterator & source);
~TaskKillProcess();
const std::string & getHostName () const;
const unsigned int getPid () const;
const bool getForceCore () const;
private:
TaskKillProcess & operator = (const TaskKillProcess & rhs);
TaskKillProcess(const TaskKillProcess & source);
Archive::AutoVariable<std::string> m_hostName;
Archive::AutoVariable<unsigned int> m_pid;
Archive::AutoVariable<bool> m_forceCore;
};
//-----------------------------------------------------------------------
inline const std::string & TaskKillProcess::getHostName() const
{
return m_hostName.get();
}
//-----------------------------------------------------------------------
inline const unsigned int TaskKillProcess::getPid() const
{
return m_pid.get();
}
//-----------------------------------------------------------------------
inline const bool TaskKillProcess::getForceCore() const
{
return m_forceCore.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskKillProcess_H
@@ -0,0 +1,73 @@
// TaskSpawnProcess.cpp
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskSpawnProcess.h"
//-----------------------------------------------------------------------
namespace TaskSpawnProcessNamespace
{
int s_transactionId = 0;
}
using namespace TaskSpawnProcessNamespace;
//-----------------------------------------------------------------------
TaskSpawnProcess::TaskSpawnProcess(const std::string & h, const std::string & p, const std::string & o, const unsigned int d/* = 0*/) :
GameNetworkMessage("TaskSpawnProcess"),
options(o),
processName(p),
targetHostAddress(h),
transactionId(++s_transactionId),
spawnDelay(d)
{
addVariable(options);
addVariable(processName);
addVariable(targetHostAddress);
addVariable(transactionId);
addVariable(spawnDelay);
}
//-----------------------------------------------------------------------
TaskSpawnProcess::TaskSpawnProcess(Archive::ReadIterator & source) :
GameNetworkMessage("TaskSpawnProcess"),
options(),
processName(),
targetHostAddress(),
transactionId(),
spawnDelay(0)
{
addVariable(options);
addVariable(processName);
addVariable(targetHostAddress);
addVariable(transactionId);
addVariable(spawnDelay);
unpack(source);
}
//-----------------------------------------------------------------------
TaskSpawnProcess::~TaskSpawnProcess()
{
}
//-----------------------------------------------------------------------
int TaskSpawnProcess::getTransactionId() const
{
return transactionId.get();
}
//-----------------------------------------------------------------------
unsigned int TaskSpawnProcess::getSpawnDelay() const
{
return spawnDelay.get();
}
//-----------------------------------------------------------------------
@@ -0,0 +1,61 @@
// TaskSpawnProcess.h
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskSpawnProcess_H
#define _INCLUDED_TaskSpawnProcess_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class TaskSpawnProcess : public GameNetworkMessage
{
public:
TaskSpawnProcess(const std::string & targetHostAddress, const std::string & processName, const std::string & options, unsigned int spawnDelay = 0);
TaskSpawnProcess(Archive::ReadIterator & r);
~TaskSpawnProcess();
const std::string & getOptions () const;
const std::string & getProcessName () const;
const std::string & getTargetHostAddress () const;
int getTransactionId () const;
unsigned int getSpawnDelay () const;
private:
TaskSpawnProcess & operator = (const TaskSpawnProcess & rhs);
TaskSpawnProcess(const TaskSpawnProcess & source);
Archive::AutoVariable<std::string> options;
Archive::AutoVariable<std::string> processName;
Archive::AutoVariable<std::string> targetHostAddress;
Archive::AutoVariable<int> transactionId;
Archive::AutoVariable<unsigned int> spawnDelay; // seconds
};
//-----------------------------------------------------------------------
inline const std::string & TaskSpawnProcess::getOptions() const
{
return options.get();
}
//-----------------------------------------------------------------------
inline const std::string & TaskSpawnProcess::getProcessName() const
{
return processName.get();
}
//-----------------------------------------------------------------------
inline const std::string & TaskSpawnProcess::getTargetHostAddress() const
{
return targetHostAddress.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskSpawnProcess_H
@@ -0,0 +1,43 @@
// TaskSpawnProcessAck.cpp
// Copyright 2000-04, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskSpawnProcessAck.h"
//-----------------------------------------------------------------------
TaskSpawnProcessAck::TaskSpawnProcessAck(const int transactionId) :
GameNetworkMessage("TaskSpawnProcessAck"),
m_transactionId(transactionId)
{
addVariable(m_transactionId);
}
//-----------------------------------------------------------------------
TaskSpawnProcessAck::TaskSpawnProcessAck(Archive::ReadIterator & source) :
GameNetworkMessage("TaskSpawnProcessAck"),
m_transactionId()
{
addVariable(m_transactionId);
unpack(source);
}
//-----------------------------------------------------------------------
TaskSpawnProcessAck::~TaskSpawnProcessAck()
{
}
//-----------------------------------------------------------------------
int TaskSpawnProcessAck::getTransactionId() const
{
return m_transactionId.get();
}
//-----------------------------------------------------------------------
@@ -0,0 +1,32 @@
// TaskSpawnProcessAck.h
// Copyright 2000-04, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskSpawnProcessAck_H
#define _INCLUDED_TaskSpawnProcessAck_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class TaskSpawnProcessAck : public GameNetworkMessage
{
public:
TaskSpawnProcessAck(int transactionId);
TaskSpawnProcessAck(Archive::ReadIterator & r);
~TaskSpawnProcessAck();
int getTransactionId () const;
private:
TaskSpawnProcessAck & operator = (const TaskSpawnProcessAck & rhs);
TaskSpawnProcessAck(const TaskSpawnProcessAck & source);
Archive::AutoVariable<int> m_transactionId;
};
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskSpawnProcessAck_H
@@ -0,0 +1,51 @@
// TaskUtilization.cpp
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "TaskUtilization.h"
//-----------------------------------------------------------------------
TaskUtilization::TaskUtilization(const unsigned char t, const float a) :
GameNetworkMessage("TaskUtilization"),
utilType(t),
utilAmount(a)
{
addVariable(utilType);
addVariable(utilAmount);
}
//-----------------------------------------------------------------------
TaskUtilization::TaskUtilization(Archive::ReadIterator & source) :
GameNetworkMessage("TaskUtilization"),
utilType(0),
utilAmount(0)
{
addVariable(utilType);
addVariable(utilAmount);
unpack(source);
}
//-----------------------------------------------------------------------
TaskUtilization::~TaskUtilization()
{
}
//-----------------------------------------------------------------------
TaskUtilization & TaskUtilization::operator = (const TaskUtilization & rhs)
{
if(this != &rhs)
{
// make assignments if right hand side is not this instance
}
return *this;
}
//-----------------------------------------------------------------------
@@ -0,0 +1,58 @@
// TaskUtilization.h
// Copyright 2000-01, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_TaskUtilization_H
#define _INCLUDED_TaskUtilization_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class TaskUtilization : public GameNetworkMessage
{
public:
enum UtilTypes
{
SYSTEM_CPU,
SYSTEM_MEMORY,
SYSTEM_NETWORK_IO,
SYSTEM_AVG,
PROCESS_CPU,
PROCESS_MEMORY,
PROCESS_NETWORK_IO
};
TaskUtilization(const unsigned char utilType, const float utilAmount);
TaskUtilization(Archive::ReadIterator & source);
~TaskUtilization();
const unsigned char getUtilType() const;
const float getUtilAmount() const;
private:
TaskUtilization & operator = (const TaskUtilization & rhs);
TaskUtilization(const TaskUtilization & source);
Archive::AutoVariable<unsigned char> utilType;
Archive::AutoVariable<float> utilAmount;
};
//-----------------------------------------------------------------------
inline const unsigned char TaskUtilization::getUtilType() const
{
return utilType.get();
}
//-----------------------------------------------------------------------
inline const float TaskUtilization::getUtilAmount() const
{
return utilAmount.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_TaskUtilization_H
@@ -0,0 +1,94 @@
// ======================================================================
//
// FileManifest.h
// Copyright 2005 Sony Online Entertainment
// All Rights Reserved.
// Author: Vijay Thakkar
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/VerifyAndLockName.h"
//====================================================================
VerifyAndLockNameRequest::VerifyAndLockNameRequest(uint32 stationId, const NetworkId & characterId, const std::string& templateName, const Unicode::String& characterName, uint32 gameFeatures) :
GameNetworkMessage("VerifyAndLockNameRequest"),
m_stationId(stationId),
m_characterId(characterId),
m_templateName(templateName),
m_characterName(characterName),
m_gameFeatures(gameFeatures)
{
addVariable(m_stationId);
addVariable(m_characterId);
addVariable(m_templateName);
addVariable(m_characterName);
addVariable(m_gameFeatures);
}
//-----------------------------------------------------------------------
VerifyAndLockNameRequest::VerifyAndLockNameRequest(Archive::ReadIterator & source) :
GameNetworkMessage("VerifyAndLockNameRequest"),
m_stationId(),
m_characterId(),
m_templateName(),
m_characterName(),
m_gameFeatures()
{
addVariable(m_stationId);
addVariable(m_characterId);
addVariable(m_templateName);
addVariable(m_characterName);
addVariable(m_gameFeatures);
unpack(source);
}
//-----------------------------------------------------------------------
VerifyAndLockNameRequest::~VerifyAndLockNameRequest()
{
}
//-----------------------------------------------------------------------
VerifyAndLockNameResponse::VerifyAndLockNameResponse(uint32 stationId, const Unicode::String& characterName, const StringId &errorMessage) :
GameNetworkMessage("VerifyAndLockNameResponse"),
m_stationId(stationId),
m_characterName(characterName),
m_errorMessage(errorMessage)
{
addVariable(m_stationId);
addVariable(m_characterName);
addVariable(m_errorMessage);
}
//-----------------------------------------------------------------------
VerifyAndLockNameResponse::VerifyAndLockNameResponse(Archive::ReadIterator & source) :
GameNetworkMessage("VerifyAndLockNameResponse"),
m_stationId(),
m_characterName(),
m_errorMessage()
{
addVariable(m_stationId);
addVariable(m_characterName);
addVariable(m_errorMessage);
unpack(source);
}
//-----------------------------------------------------------------------
VerifyAndLockNameResponse::~VerifyAndLockNameResponse()
{
}
// ======================================================================
@@ -0,0 +1,123 @@
// ======================================================================
//
// FileManifest.h
// Copyright 2005 Sony Online Entertainment
// All Rights Reserved.
// Author: Vijay Thakkar
//
// ======================================================================
#ifndef _INCLUDED_VerifyAnyLockName_H
#define _INCLUDED_VerifyAnyLockName_H
//-----------------------------------------------------------------------
#include "StringId.h"
#include "Unicode.h"
//-----------------------------------------------------------------------
class VerifyAndLockNameRequest: public GameNetworkMessage
{
public:
explicit VerifyAndLockNameRequest(uint32 stationId, const NetworkId & characterId, const std::string& templateName, const Unicode::String& characterName, uint32 gameFeatures);
explicit VerifyAndLockNameRequest(Archive::ReadIterator & source);
~VerifyAndLockNameRequest();
const uint32 getStationId() const;
const NetworkId & getCharacterId() const;
const std::string& getTemplateName() const;
const Unicode::String& getCharacterName() const;
const uint32 getGameFeatures() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<NetworkId> m_characterId;
Archive::AutoVariable<std::string> m_templateName;
Archive::AutoVariable<Unicode::String> m_characterName;
Archive::AutoVariable<uint32> m_gameFeatures;
VerifyAndLockNameRequest(const VerifyAndLockNameRequest & source);
VerifyAndLockNameRequest & operator = (const VerifyAndLockNameRequest & other);
};
//--------------------------------------------------------------------
inline const uint32 VerifyAndLockNameRequest::getStationId() const
{
return m_stationId.get();
}
//--------------------------------------------------------------------
inline const NetworkId & VerifyAndLockNameRequest::getCharacterId() const
{
return m_characterId.get();
}
//--------------------------------------------------------------------
inline const std::string& VerifyAndLockNameRequest::getTemplateName() const
{
return m_templateName.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String& VerifyAndLockNameRequest::getCharacterName() const
{
return m_characterName.get();
}
//-----------------------------------------------------------------------
inline const uint32 VerifyAndLockNameRequest::getGameFeatures() const
{
return m_gameFeatures.get();
}
//-----------------------------------------------------------------------
class VerifyAndLockNameResponse: public GameNetworkMessage
{
public:
explicit VerifyAndLockNameResponse(uint32 stationId, const Unicode::String &characterName, const StringId& errorMessage);
explicit VerifyAndLockNameResponse(Archive::ReadIterator & source);
~VerifyAndLockNameResponse();
const uint32 getStationId() const;
const Unicode::String& getCharacterName() const;
const StringId& getErrorMessage() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<Unicode::String> m_characterName;
Archive::AutoVariable<StringId> m_errorMessage;
VerifyAndLockNameResponse(const VerifyAndLockNameRequest & source);
VerifyAndLockNameResponse & operator = (const VerifyAndLockNameRequest & other);
};
//--------------------------------------------------------------------
inline const uint32 VerifyAndLockNameResponse::getStationId() const
{
return m_stationId.get();
}
//--------------------------------------------------------------------
inline const Unicode::String &VerifyAndLockNameResponse::getCharacterName() const
{
return m_characterName.get();
}
//--------------------------------------------------------------------
inline const StringId &VerifyAndLockNameResponse::getErrorMessage() const
{
return m_errorMessage.get();
}
// ======================================================================
#endif
@@ -0,0 +1,350 @@
//------------------------------------------
// CentralConnectionServerMessages.cpp
// copyright 2001 Sony Online Entertainment
//------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/CentralConnectionServerMessages.h"
//-----------------------------------------------------------------------
NewCentralConnectionServer::NewCentralConnectionServer(const std::string & address, const std::string & csa, const std::string & chatAddr, const std::string & customerAddr, const uint16 clientPortPrivate, const uint16 clientPortPublic, const uint16 gamePort, const uint16 chatPort, const uint16 _customerServicePort, const uint16 pingPort, const int connectionServerNumber) :
GameNetworkMessage ("NewCentralConnectionServer"),
chatServicePort (chatPort),
customerServicePort (_customerServicePort),
clientServicePortPrivate (clientPortPrivate),
clientServicePortPublic (clientPortPublic),
gameServicePort (gamePort),
m_pingPort (pingPort),
m_connectionServerNumber (connectionServerNumber),
serviceAddress (address),
clientServiceAddress (csa),
chatServiceAddress (chatAddr),
customerServiceAddress (customerAddr)
{
addVariable(chatServicePort);
addVariable(customerServicePort);
addVariable(clientServicePortPrivate);
addVariable(clientServicePortPublic);
addVariable(gameServicePort);
addVariable(m_pingPort);
addVariable(m_connectionServerNumber);
addVariable(serviceAddress);
addVariable(clientServiceAddress);
addVariable(chatServiceAddress);
addVariable(customerServiceAddress);
}
//-----------------------------------------------------------------------
NewCentralConnectionServer::NewCentralConnectionServer(Archive::ReadIterator & source) :
GameNetworkMessage ("NewCentralConnectionServer"),
chatServicePort (0),
customerServicePort(0),
clientServicePortPrivate (0),
clientServicePortPublic (0),
gameServicePort (0),
m_pingPort (0),
m_connectionServerNumber (0),
serviceAddress (),
clientServiceAddress (),
chatServiceAddress (),
customerServiceAddress ()
{
addVariable(chatServicePort);
addVariable(customerServicePort);
addVariable(clientServicePortPrivate);
addVariable(clientServicePortPublic);
addVariable(gameServicePort);
addVariable(m_pingPort);
addVariable(m_connectionServerNumber);
addVariable(serviceAddress);
addVariable(clientServiceAddress);
addVariable(chatServiceAddress);
addVariable(customerServiceAddress);
unpack(source);
}
//-----------------------------------------------------------------------
NewCentralConnectionServer::~NewCentralConnectionServer()
{
}
//-----------------------------------------------------------------------
ConnectionServerId::ConnectionServerId(int newId) :
GameNetworkMessage("ConnectionServerId"),
m_id(newId)
{
addVariable(m_id);
}
//-----------------------------------------------------------------------
ConnectionServerId::ConnectionServerId(Archive::ReadIterator & source) :
GameNetworkMessage("ConnectionServerId"),
m_id(0)
{
addVariable(m_id);
unpack(source);
}
//-----------------------------------------------------------------------
ConnectionServerId::~ConnectionServerId()
{
}
//-----------------------------------------------------------------------
ConnectionKeyPush::ConnectionKeyPush(const KeyShare::Key & sourceKey) :
GameNetworkMessage("ConnectionKeyPush"),
key(sourceKey)
{
addVariable(key);
}
//-----------------------------------------------------------------------
ConnectionKeyPush::ConnectionKeyPush(Archive::ReadIterator & source) :
GameNetworkMessage("ConnectionKeyPush"),
key()
{
addVariable(key);
unpack(source);
}
//-----------------------------------------------------------------------
ConnectionKeyPush::~ConnectionKeyPush()
{
}
//-----------------------------------------------------------------------
LoggedInMessage::LoggedInMessage(uint32 accountNumber) :
GameNetworkMessage("LoggedInMessage"),
m_accountNumber(accountNumber)
{
addVariable(m_accountNumber);
}
//-----------------------------------------------------------------------
LoggedInMessage::LoggedInMessage(Archive::ReadIterator & source) :
GameNetworkMessage("LoggedInMessage"),
m_accountNumber()
{
addVariable(m_accountNumber);
unpack(source);
}
//-----------------------------------------------------------------------
LoggedInMessage::~LoggedInMessage()
{
}
//-----------------------------------------------------------------------
ConnEnumerateCharacterId::ConnEnumerateCharacterId(uint32 newAccountNumber, const Unicode::String & newName, const std::string & newLocation, const std::string & newObjectTemplate) :
GameNetworkMessage("ConnEnumerateCharacterId"),
accountNumber(newAccountNumber),
location(newLocation),
name(newName),
objectTemplate(newObjectTemplate)
{
addVariable(accountNumber);
addVariable(location);
addVariable(name);
addVariable(objectTemplate);
}
//-----------------------------------------------------------------------
ConnEnumerateCharacterId::ConnEnumerateCharacterId(Archive::ReadIterator & source) :
GameNetworkMessage("ConnEnumerateCharacterId"),
accountNumber(0),
location(),
name(),
objectTemplate()
{
addVariable(accountNumber);
addVariable(location);
addVariable(name);
addVariable(objectTemplate);
unpack(source);
}
//-----------------------------------------------------------------------
ConnEnumerateCharacterId::~ConnEnumerateCharacterId()
{
}
//-----------------------------------------------------------------------
ConnectionCreateCharacter::ConnectionCreateCharacter(const uint32 newStationId, const Unicode::String & newCharacterName, const std::string & newTemplateName, float scaleFactor, const std::string & newStartingLocation, const std::string & newAppearanceData, const std::string & newHairTemplateName, const std::string & hairAppearanceData, const std::string & profession, bool jedi, const Unicode::String & biography, bool useNewbieTutorial, const std::string & skillTemplate, const std::string & workingSkill, bool noRateLimit, bool isForCharacterTransfer, uint32 gameFeatures) :
GameNetworkMessage("ConnectionCreateCharacter"),
m_appearanceData(newAppearanceData),
m_characterName(newCharacterName),
m_templateName(newTemplateName),
m_startingLocation(newStartingLocation),
m_hairTemplateName(newHairTemplateName),
m_hairAppearanceData (hairAppearanceData),
m_stationId(newStationId),
m_profession(profession),
m_jedi(jedi),
m_scaleFactor(scaleFactor),
m_biography(biography),
m_useNewbieTutorial(useNewbieTutorial),
m_skillTemplate(skillTemplate),
m_workingSkill(workingSkill),
m_noRateLimit(noRateLimit),
m_isForCharacterTransfer(isForCharacterTransfer),
m_gameFeatures(gameFeatures)
{
addVariable(m_appearanceData);
addVariable(m_characterName);
addVariable(m_templateName);
addVariable(m_startingLocation);
addVariable(m_hairTemplateName);
addVariable(m_hairAppearanceData);
addVariable(m_stationId);
addVariable(m_profession);
addVariable(m_jedi);
addVariable(m_scaleFactor);
addVariable(m_biography);
addVariable(m_useNewbieTutorial);
addVariable(m_skillTemplate);
addVariable(m_workingSkill);
addVariable(m_noRateLimit);
addVariable(m_isForCharacterTransfer);
addVariable(m_gameFeatures);
}
//-----------------------------------------------------------------------
ConnectionCreateCharacter::ConnectionCreateCharacter(Archive::ReadIterator & source) :
GameNetworkMessage("ConnectionCreateCharacter"),
m_appearanceData(),
m_characterName(),
m_templateName(),
m_startingLocation(),
m_hairTemplateName(),
m_hairAppearanceData (),
m_stationId(0),
m_profession(),
m_jedi(),
m_scaleFactor(1.0f),
m_biography(),
m_useNewbieTutorial(false),
m_skillTemplate(),
m_workingSkill(),
m_noRateLimit(false),
m_isForCharacterTransfer(),
m_gameFeatures(0)
{
addVariable(m_appearanceData);
addVariable(m_characterName);
addVariable(m_templateName);
addVariable(m_startingLocation);
addVariable(m_hairTemplateName);
addVariable(m_hairAppearanceData);
addVariable(m_stationId);
addVariable(m_profession);
addVariable(m_jedi);
addVariable(m_scaleFactor);
addVariable(m_biography);
addVariable(m_useNewbieTutorial);
addVariable(m_skillTemplate);
addVariable(m_workingSkill);
addVariable(m_noRateLimit);
addVariable(m_isForCharacterTransfer);
addVariable(m_gameFeatures);
unpack(source);
}
//-----------------------------------------------------------------------
ConnectionCreateCharacter::~ConnectionCreateCharacter()
{
}
//----------------------------------------------------------------------
const float ConnectionCreateCharacter::getScaleFactor () const
{
return m_scaleFactor.get ();
}
//-----------------------------------------------------------------------
ConnectionCreateCharacterSuccess::ConnectionCreateCharacterSuccess(uint32 suid, const NetworkId & networkId) :
GameNetworkMessage("ConnectionCreateCharacterSuccess"),
stationId(suid),
m_networkId (networkId)
{
addVariable(stationId);
addVariable(m_networkId);
}
//-----------------------------------------------------------------------
ConnectionCreateCharacterSuccess::ConnectionCreateCharacterSuccess(Archive::ReadIterator & source) :
GameNetworkMessage("ConnectionCreateCharacterSuccess"),
stationId(0),
m_networkId ()
{
addVariable(stationId);
addVariable(m_networkId);
unpack(source);
}
//-----------------------------------------------------------------------
ConnectionCreateCharacterSuccess::~ConnectionCreateCharacterSuccess()
{
}
//-----------------------------------------------------------------------
ConnectionCreateCharacterFailed::ConnectionCreateCharacterFailed(uint32 newStationId, const Unicode::String &name, const StringId &errorMessage, const std::string &optionalDetailedErrorMessage) :
GameNetworkMessage("ConnectionCreateCharacterFailed"),
m_name(name),
m_errorMessage(errorMessage),
m_optionalDetailedErrorMessage(optionalDetailedErrorMessage),
stationId(newStationId)
{
addVariable(stationId);
addVariable(m_name);
addVariable(m_errorMessage);
addVariable(m_optionalDetailedErrorMessage);
}
//-----------------------------------------------------------------------
ConnectionCreateCharacterFailed::ConnectionCreateCharacterFailed(Archive::ReadIterator & source) :
GameNetworkMessage("ConnectionCreateCharacterFailed"),
m_name(),
m_errorMessage(),
m_optionalDetailedErrorMessage(),
stationId(0)
{
addVariable(stationId);
addVariable(m_name);
addVariable(m_errorMessage);
addVariable(m_optionalDetailedErrorMessage);
unpack(source);
}
//-----------------------------------------------------------------------
ConnectionCreateCharacterFailed::~ConnectionCreateCharacterFailed()
{
}
// ======================================================================
@@ -0,0 +1,590 @@
// CentralConnectionServerMessages.h
// copyright 2001 Verant Interactive
#ifndef _INCLUDED_CentralConnectionServerMessages_H
#define _INCLUDED_CentralConnectionServerMessages_H
#include "StringId.h"
#include "Unicode.h"
#include "localizationArchive/StringIdArchive.h"
#include "serverKeyShare/KeyShare.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
class NewCentralConnectionServer : public GameNetworkMessage
{
public:
NewCentralConnectionServer (const std::string & address, const std::string & clientServiceAddress, const std::string & chatServiceAddress, const std::string & customerServiceAddress, const uint16 clientPortPrivate, const uint16 clientPortPublic, const uint16 gamePort, const uint16 chatPort, const uint16 customerServicePort, const uint16 pingPort, const int connectionServerNumber);
NewCentralConnectionServer (Archive::ReadIterator & source);
~NewCentralConnectionServer ();
const uint16 getChatServicePort () const;
const uint16 getCustomerServicePort () const;
const uint16 getClientServicePortPrivate () const;
const uint16 getClientServicePortPublic () const;
const uint16 getGameServicePort () const;
const uint16 getPingPort () const;
const int getConnectionServerNumber () const;
const std::string & getChatServiceAddress () const;
const std::string & getClientServiceAddress () const;
const std::string & getGameServiceAddress () const;
const std::string & getCustomerServiceAddress () const;
private:
Archive::AutoVariable<uint16> chatServicePort;
Archive::AutoVariable<uint16> customerServicePort;
Archive::AutoVariable<uint16> clientServicePortPrivate;
Archive::AutoVariable<uint16> clientServicePortPublic;
Archive::AutoVariable<uint16> gameServicePort;
Archive::AutoVariable<uint16> m_pingPort;
Archive::AutoVariable<int> m_connectionServerNumber;
Archive::AutoVariable<std::string> serviceAddress;
Archive::AutoVariable<std::string> clientServiceAddress;
Archive::AutoVariable<std::string> chatServiceAddress;
Archive::AutoVariable<std::string> customerServiceAddress;
NewCentralConnectionServer();
NewCentralConnectionServer(const NewCentralConnectionServer&);
NewCentralConnectionServer& operator= (const NewCentralConnectionServer&);
};
//-----------------------------------------------------------------------
inline const uint16 NewCentralConnectionServer::getChatServicePort() const
{
return chatServicePort.get();
}
//-----------------------------------------------------------------------
inline const std::string & NewCentralConnectionServer::getCustomerServiceAddress() const
{
return customerServiceAddress.get();
}
//-----------------------------------------------------------------------
inline const std::string & NewCentralConnectionServer::getClientServiceAddress() const
{
return clientServiceAddress.get();
}
//-----------------------------------------------------------------------
inline const uint16 NewCentralConnectionServer::getCustomerServicePort() const
{
return customerServicePort.get();
}
//-----------------------------------------------------------------------
inline const std::string & NewCentralConnectionServer::getGameServiceAddress () const
{
return serviceAddress.get();
}
//-----------------------------------------------------------------------
inline const uint16 NewCentralConnectionServer::getClientServicePortPrivate() const
{
return clientServicePortPrivate.get();
}
//-----------------------------------------------------------------------
inline const uint16 NewCentralConnectionServer::getClientServicePortPublic() const
{
return clientServicePortPublic.get();
}
//-----------------------------------------------------------------------
inline const std::string & NewCentralConnectionServer::getChatServiceAddress() const
{
return chatServiceAddress.get();
}
//-----------------------------------------------------------------------
inline const uint16 NewCentralConnectionServer::getGameServicePort () const
{
return gameServicePort.get();
}
//----------------------------------------------------------------------
inline const uint16 NewCentralConnectionServer::getPingPort () const
{
return m_pingPort.get ();
}
//----------------------------------------------------------------------
inline const int NewCentralConnectionServer::getConnectionServerNumber() const
{
return m_connectionServerNumber.get();
}
//-----------------------------------------------------------------------
//This message is sent from Central to the conenction server when they establish a connection
//To give it an id to pass around to servers that need it.
class ConnectionServerId: public GameNetworkMessage
{
public:
explicit ConnectionServerId(int newId);
ConnectionServerId(Archive::ReadIterator & source);
~ConnectionServerId();
int getId() const;
private:
Archive::AutoVariable<int> m_id;
ConnectionServerId();
ConnectionServerId(const ConnectionServerId&);
ConnectionServerId& operator= (const ConnectionServerId&);
};
//-----------------------------------------------------------------------
inline int ConnectionServerId::getId() const
{
return m_id.get();
}
//-----------------------------------------------------------------------
class ConnectionKeyPush : public GameNetworkMessage
{
public:
explicit ConnectionKeyPush (const KeyShare::Key& sourceKey);
ConnectionKeyPush (Archive::ReadIterator & source);
~ConnectionKeyPush();
const KeyShare::Key& getKey(void) const;
private:
AutoVariableKeyShare key;
ConnectionKeyPush();
ConnectionKeyPush(const ConnectionKeyPush&);
ConnectionKeyPush& operator= (const ConnectionKeyPush&);
};
//-----------------------------------------------------------------------
inline const KeyShare::Key & ConnectionKeyPush::getKey(void) const
{
return key;
}
//-----------------------------------------------------------------------
class LoggedInMessage : public GameNetworkMessage
{
public:
LoggedInMessage (uint32 accountNumber);
LoggedInMessage (Archive::ReadIterator & source);
~LoggedInMessage ();
uint32 getAccountNumber(void) const;
private:
Archive::AutoVariable<uint32> m_accountNumber;
LoggedInMessage();
LoggedInMessage(const LoggedInMessage&);
LoggedInMessage& operator= (const LoggedInMessage&);
};
// ----------------------------------------------------------------------
inline uint32 LoggedInMessage::getAccountNumber(void) const
{
return m_accountNumber.get();
}
//-----------------------------------------------------------------------
class ConnEnumerateCharacterId : public GameNetworkMessage
{
public:
ConnEnumerateCharacterId(uint32 newAccountNumber, const Unicode::String & newName, const std::string & newLocation, const std::string & newObjectTemplate);
explicit ConnEnumerateCharacterId(Archive::ReadIterator & source);
~ConnEnumerateCharacterId();
const uint32 getAccountNumber (void) const;
const std::string & getLocation (void) const;
const Unicode::String & getName (void) const;
const std::string & getObjectTemplate (void) const;
private:
Archive::AutoVariable<uint32> accountNumber;
Archive::AutoVariable<std::string> location;
Archive::AutoVariable<Unicode::String> name;
Archive::AutoVariable<std::string> objectTemplate;
ConnEnumerateCharacterId();
ConnEnumerateCharacterId(const ConnEnumerateCharacterId&);
ConnEnumerateCharacterId& operator= (const ConnEnumerateCharacterId&);
};
//-----------------------------------------------------------------------
inline const uint32 ConnEnumerateCharacterId::getAccountNumber(void) const
{
return accountNumber.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnEnumerateCharacterId::getLocation(void) const
{
return location.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & ConnEnumerateCharacterId::getName(void) const
{
return name.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnEnumerateCharacterId::getObjectTemplate(void) const
{
return objectTemplate.get();
}
//-----------------------------------------------------------------------
class ConnectionCreateCharacter : public GameNetworkMessage
{
public:
ConnectionCreateCharacter(uint32 stationId, const Unicode::String & characterName, const std::string & templateName, float scaleFactor, const std::string & startingLocation, const std::string & newAppeareanceData, const std::string & hairTemplateName, const std::string & hairAppearanceData, const std::string & profession, bool jedi, const Unicode::String & biography, bool useNewbieTutorial, const std::string & skillTemplate, const std::string & workingSkill, bool noRateLimit, bool isForCharacterTransfer, uint32 gameFeatures);
explicit ConnectionCreateCharacter(Archive::ReadIterator & source);
~ConnectionCreateCharacter();
const float getScaleFactor () const;
const std::string & getAppearanceData() const;
const Unicode::String & getCharacterName() const;
const std::string & getHairTemplateName() const;
const std::string & getHairAppearanceData () const;
const std::string & getStartingLocation() const;
const uint32 getStationId() const;
const std::string & getTemplateName() const;
const std::string & getProfession() const;
const bool getJedi() const;
const Unicode::String & getBiography() const;
const bool getUseNewbieTutorial() const;
const std::string & getSkillTemplate() const;
const std::string & getWorkingSkill() const;
const bool getNoRateLimit() const;
const bool getIsForCharacterTransfer() const;
const uint32 getGameFeatures() const;
private:
Archive::AutoVariable<std::string> m_appearanceData;
Archive::AutoVariable<Unicode::String> m_characterName;
Archive::AutoVariable<std::string> m_templateName;
Archive::AutoVariable<std::string> m_startingLocation;
Archive::AutoVariable<std::string> m_hairTemplateName;
Archive::AutoVariable<std::string> m_hairAppearanceData;
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<std::string> m_profession;
Archive::AutoVariable<bool> m_jedi;
Archive::AutoVariable<float> m_scaleFactor;
Archive::AutoVariable<Unicode::String> m_biography;
Archive::AutoVariable<bool> m_useNewbieTutorial;
Archive::AutoVariable<std::string> m_skillTemplate;
Archive::AutoVariable<std::string> m_workingSkill;
Archive::AutoVariable<bool> m_noRateLimit;
Archive::AutoVariable<bool> m_isForCharacterTransfer;
Archive::AutoVariable<uint32> m_gameFeatures;
ConnectionCreateCharacter();
ConnectionCreateCharacter(const ConnectionCreateCharacter&);
ConnectionCreateCharacter& operator= (const ConnectionCreateCharacter&);
};
//-----------------------------------------------------------------------
inline const bool ConnectionCreateCharacter::getIsForCharacterTransfer() const
{
return m_isForCharacterTransfer.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getAppearanceData(void) const
{
return m_appearanceData.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & ConnectionCreateCharacter::getCharacterName(void) const
{
return m_characterName.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getHairTemplateName() const
{
return m_hairTemplateName.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getHairAppearanceData() const
{
return m_hairAppearanceData.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getStartingLocation(void) const
{
return m_startingLocation.get();
}
//-----------------------------------------------------------------------
inline const uint32 ConnectionCreateCharacter::getStationId(void) const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getTemplateName(void) const
{
return m_templateName.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getProfession() const
{
return m_profession.get();
}
//-----------------------------------------------------------------------
inline const bool ConnectionCreateCharacter::getJedi() const
{
return m_jedi.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & ConnectionCreateCharacter::getBiography() const
{
return m_biography.get();
}
//-----------------------------------------------------------------------
inline const bool ConnectionCreateCharacter::getUseNewbieTutorial() const
{
return m_useNewbieTutorial.get();
}
// ----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getSkillTemplate() const
{
return m_skillTemplate.get();
}
//-----------------------------------------------------------------------
inline const std::string & ConnectionCreateCharacter::getWorkingSkill() const
{
return m_workingSkill.get();
}
//-----------------------------------------------------------------------
inline const bool ConnectionCreateCharacter::getNoRateLimit() const
{
return m_noRateLimit.get();
}
// ----------------------------------------------------------------------
inline const uint32 ConnectionCreateCharacter::getGameFeatures() const
{
return m_gameFeatures.get();
}
//-----------------------------------------------------------------------
class ConnectionCreateCharacterSuccess : public GameNetworkMessage
{
public:
ConnectionCreateCharacterSuccess (uint32 stationId, const NetworkId & id);
explicit ConnectionCreateCharacterSuccess(Archive::ReadIterator & source);
~ConnectionCreateCharacterSuccess();
uint32 getStationId () const;
const NetworkId & getNetworkId () const;
private:
Archive::AutoVariable<uint32> stationId;
Archive::AutoVariable<NetworkId> m_networkId;
ConnectionCreateCharacterSuccess();
ConnectionCreateCharacterSuccess(const ConnectionCreateCharacterSuccess & source);
ConnectionCreateCharacterSuccess & operator = (const ConnectionCreateCharacterSuccess & rhs);
};
//-----------------------------------------------------------------------
inline uint32 ConnectionCreateCharacterSuccess::getStationId() const
{
return stationId.get();
}
//----------------------------------------------------------------------
inline const NetworkId & ConnectionCreateCharacterSuccess::getNetworkId () const
{
return m_networkId.get ();
}
//-----------------------------------------------------------------------
class ConnectionCreateCharacterFailed : public GameNetworkMessage
{
public:
ConnectionCreateCharacterFailed(uint32 stationId, const Unicode::String &name, const StringId &errorMessage, const std::string &optionalDetailedErrorMessage);
explicit ConnectionCreateCharacterFailed(Archive::ReadIterator & source);
~ConnectionCreateCharacterFailed();
const Unicode::String &getName() const;
const StringId &getErrorMessage() const;
const std::string &getOptionalDetailedErrorMessage() const;
uint32 getStationId() const;
private:
Archive::AutoVariable<Unicode::String> m_name;
Archive::AutoVariable<StringId> m_errorMessage;
Archive::AutoVariable<std::string> m_optionalDetailedErrorMessage;
Archive::AutoVariable<uint32> stationId;
ConnectionCreateCharacterFailed();
ConnectionCreateCharacterFailed(const ConnectionCreateCharacterFailed & source);
ConnectionCreateCharacterFailed & operator = (const ConnectionCreateCharacterFailed & rhs);
};
//--------------------------------------------------------------------
inline const Unicode::String &ConnectionCreateCharacterFailed::getName() const
{
return m_name.get();
}
//--------------------------------------------------------------------
inline const StringId &ConnectionCreateCharacterFailed::getErrorMessage() const
{
return m_errorMessage.get();
}
//--------------------------------------------------------------------
inline const std::string &ConnectionCreateCharacterFailed::getOptionalDetailedErrorMessage() const
{
return m_optionalDetailedErrorMessage.get();
}
//-----------------------------------------------------------------------
inline uint32 ConnectionCreateCharacterFailed::getStationId() const
{
return stationId.get();
}
//-----------------------------------------------------------------------
class ConnectionRandomNameRequest: public GameNetworkMessage
{
public:
explicit ConnectionRandomNameRequest(uint32 stationId, const std::string &creatureTemplate);
explicit ConnectionRandomNameRequest(Archive::ReadIterator & source);
~ConnectionRandomNameRequest();
const uint32 getStationId() const;
const std::string &getCreatureTemplate() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<std::string> m_creatureTemplate;
ConnectionRandomNameRequest(const ConnectionRandomNameRequest & source);
ConnectionRandomNameRequest & operator = (const ConnectionRandomNameRequest & other);
};
//--------------------------------------------------------------------
inline const uint32 ConnectionRandomNameRequest::getStationId() const
{
return m_stationId.get();
}
//--------------------------------------------------------------------
inline const std::string &ConnectionRandomNameRequest::getCreatureTemplate() const
{
return m_creatureTemplate.get();
}
//-----------------------------------------------------------------------
class ConnectionRandomNameResponse: public GameNetworkMessage
{
public:
explicit ConnectionRandomNameResponse(uint32 stationId, const std::string &creatureTemplate, const Unicode::String &name);
explicit ConnectionRandomNameResponse(Archive::ReadIterator & source);
~ConnectionRandomNameResponse();
const uint32 getStationId() const;
const std::string &getCreatureTemplate() const;
const Unicode::String &getName() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<std::string> m_creatureTemplate;
Archive::AutoVariable<Unicode::String> m_name;
ConnectionRandomNameResponse(const ConnectionRandomNameRequest & source);
ConnectionRandomNameResponse & operator = (const ConnectionRandomNameRequest & other);
};
//--------------------------------------------------------------------
inline const uint32 ConnectionRandomNameResponse::getStationId() const
{
return m_stationId.get();
}
//--------------------------------------------------------------------
inline const std::string &ConnectionRandomNameResponse::getCreatureTemplate() const
{
return m_creatureTemplate.get();
}
//--------------------------------------------------------------------
inline const Unicode::String &ConnectionRandomNameResponse::getName() const
{
return m_name.get();
}
// ======================================================================
#endif
@@ -0,0 +1,36 @@
// SetConnectionServerPublic.cpp
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/SetConnectionServerPublic.h"
//-----------------------------------------------------------------------
SetConnectionServerPublic::SetConnectionServerPublic(const bool isPublic) :
GameNetworkMessage("SetConnectionServerPublic"),
m_isPublic(isPublic)
{
addVariable(m_isPublic);
}
//-----------------------------------------------------------------------
SetConnectionServerPublic::SetConnectionServerPublic(Archive::ReadIterator & source) :
GameNetworkMessage("SetConnectionServerPublic"),
m_isPublic()
{
addVariable(m_isPublic);
unpack(source);
}
//-----------------------------------------------------------------------
SetConnectionServerPublic::~SetConnectionServerPublic()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,39 @@
// SetConnectionServerPublic.h
// Copyright 2000-02, Sony Online Entertainment Inc., all rights reserved.
// Author: Justin Randall
#ifndef _INCLUDED_SetConnectionServerPublic_H
#define _INCLUDED_SetConnectionServerPublic_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class SetConnectionServerPublic : public GameNetworkMessage
{
public:
explicit SetConnectionServerPublic(const bool isPublic);
explicit SetConnectionServerPublic(Archive::ReadIterator & source);
~SetConnectionServerPublic();
const bool getIsPublic () const;
private:
SetConnectionServerPublic & operator = (const SetConnectionServerPublic & rhs);
SetConnectionServerPublic(const SetConnectionServerPublic & source);
Archive::AutoVariable<bool> m_isPublic;
};
//-----------------------------------------------------------------------
inline const bool SetConnectionServerPublic::getIsPublic() const
{
return m_isPublic.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_SetConnectionServerPublic_H
@@ -0,0 +1,35 @@
// ======================================================================
//
// UpdateConnectionServerStatus.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/UpdateConnectionServerStatus.h"
// ======================================================================
UpdateConnectionServerStatus::UpdateConnectionServerStatus(uint16 publicPort, uint16 privatePort) :
GameNetworkMessage("UpdateConnectionServerStatus"),
m_publicPort(publicPort),
m_privatePort(privatePort)
{
addVariable(m_publicPort);
addVariable(m_privatePort);
}
// ----------------------------------------------------------------------
UpdateConnectionServerStatus::UpdateConnectionServerStatus(Archive::ReadIterator & source) :
GameNetworkMessage("UpdateConnectionServerStatus"),
m_publicPort(0),
m_privatePort(0)
{
addVariable(m_publicPort);
addVariable(m_privatePort);
unpack(source);
}
// ======================================================================
@@ -0,0 +1,54 @@
// ======================================================================
//
// UpdateConnectionServerStatus.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_UpdateConnectionServerStatus_H
#define INCLUDED_UpdateConnectionServerStatus_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Sent from: Connection Server
* Sent to: Central
* Action: Reports the number of players connected to that ConnectionServer
*/
class UpdateConnectionServerStatus : public GameNetworkMessage
{
public:
UpdateConnectionServerStatus(uint16 publicPort, uint16 privatePort);
UpdateConnectionServerStatus(Archive::ReadIterator & source);
public:
uint16 getPublicPort() const;
uint16 getPrivatePort() const;
private:
Archive::AutoVariable<uint16> m_publicPort;
Archive::AutoVariable<uint16> m_privatePort;
};
// ======================================================================
inline uint16 UpdateConnectionServerStatus::getPublicPort() const
{
return m_publicPort.get();
}
//----------------------------------------------------------------------
inline uint16 UpdateConnectionServerStatus::getPrivatePort() const
{
return m_privatePort.get();
}
// ======================================================================
#endif
@@ -0,0 +1,51 @@
// ======================================================================
//
// UpdatePlayerCountMessage.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/UpdatePlayerCountMessage.h"
// ======================================================================
UpdatePlayerCountMessage::UpdatePlayerCountMessage(bool loadedRecently, int playerCount, int emptySceneCount, int freeTrialCount, int tutorialSceneCount, int falconSceneCount) :
GameNetworkMessage("UpdatePlayerCountMessage"),
m_loadedRecently(loadedRecently),
m_playerCount(playerCount),
m_freeTrialCount(freeTrialCount),
m_emptySceneCount(emptySceneCount),
m_tutorialSceneCount(tutorialSceneCount),
m_falconSceneCount(falconSceneCount)
{
addVariable(m_loadedRecently);
addVariable(m_playerCount);
addVariable(m_freeTrialCount);
addVariable(m_emptySceneCount);
addVariable(m_tutorialSceneCount);
addVariable(m_falconSceneCount);
}
// ----------------------------------------------------------------------
UpdatePlayerCountMessage::UpdatePlayerCountMessage(Archive::ReadIterator & source) :
GameNetworkMessage("UpdatePlayerCountMessage"),
m_loadedRecently(false),
m_playerCount(0),
m_freeTrialCount(0),
m_emptySceneCount(0),
m_tutorialSceneCount(0),
m_falconSceneCount(0)
{
addVariable(m_loadedRecently);
addVariable(m_playerCount);
addVariable(m_freeTrialCount);
addVariable(m_emptySceneCount);
addVariable(m_tutorialSceneCount);
addVariable(m_falconSceneCount);
unpack(source);
}
// ======================================================================
@@ -0,0 +1,93 @@
// ======================================================================
//
// UpdatePlayerCountMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_UpdatePlayerCountMessage_H
#define INCLUDED_UpdatePlayerCountMessage_H
// ======================================================================
#include "Unicode.h"
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
/**
* Sent from: Connection Server
* Sent to: Central
* Action: Reports the number of players connected to that ConnectionServer
*/
class UpdatePlayerCountMessage : public GameNetworkMessage
{
public:
UpdatePlayerCountMessage(bool loadedRecently, int playerCount, int freeTrialCount, int emptySceneCount, int tutorialSceneCount, int falconSceneCount);
UpdatePlayerCountMessage(Archive::ReadIterator & source);
public:
bool getLoadedRecently() const;
int getCount() const;
int getFreeTrialCount() const;
int getEmptySceneCount() const;
int getTutorialSceneCount() const;
int getFalconSceneCount() const;
private:
Archive::AutoVariable<bool> m_loadedRecently;
Archive::AutoVariable<int> m_playerCount;
Archive::AutoVariable<int> m_freeTrialCount;
Archive::AutoVariable<int> m_emptySceneCount;
Archive::AutoVariable<int> m_tutorialSceneCount;
Archive::AutoVariable<int> m_falconSceneCount;
};
// ======================================================================
inline bool UpdatePlayerCountMessage::getLoadedRecently() const
{
return m_loadedRecently.get();
}
// ----------------------------------------------------------------------
inline int UpdatePlayerCountMessage::getCount() const
{
return m_playerCount.get();
}
// ----------------------------------------------------------------------
inline int UpdatePlayerCountMessage::getFreeTrialCount() const
{
return m_freeTrialCount.get();
}
// ----------------------------------------------------------------------
inline int UpdatePlayerCountMessage::getEmptySceneCount() const
{
return m_emptySceneCount.get();
}
// ----------------------------------------------------------------------
inline int UpdatePlayerCountMessage::getTutorialSceneCount() const
{
return m_tutorialSceneCount.get();
}
// ----------------------------------------------------------------------
inline int UpdatePlayerCountMessage::getFalconSceneCount() const
{
return m_falconSceneCount.get();
}
// ======================================================================
#endif
@@ -0,0 +1,33 @@
// ======================================================================
//
// ValidateCharacterForLoginMessage.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ValidateCharacterForLoginMessage.h"
// ======================================================================
ValidateCharacterForLoginMessage::ValidateCharacterForLoginMessage(StationId suid, const NetworkId &characterId) :
GameNetworkMessage("ValidateCharacterForLoginMessage"),
m_suid(suid),
m_characterId(characterId)
{
addVariable(m_suid);
addVariable(m_characterId);
}
// ----------------------------------------------------------------------
ValidateCharacterForLoginMessage::ValidateCharacterForLoginMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ValidateCharacterForLoginMessage")
{
addVariable(m_suid);
addVariable(m_characterId);
unpack(source);
}
// ======================================================================
@@ -0,0 +1,58 @@
// ======================================================================
//
// ValidateCharacterForLoginMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_ValidateCharacterForLoginMessage_H
#define INCLUDED_ValidateCharacterForLoginMessage_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Sent from: Connection Server
* Sent to: Central, which forwards to DatabaseProcess
* Action: A player has requested to play a particular character.
* Check whether the character is valid for that account, and if it is figure
* out where it is located in the world.
* Respond with ValidateCharacterForLoginReplyMessage
*/
class ValidateCharacterForLoginMessage : public GameNetworkMessage
{
public:
ValidateCharacterForLoginMessage(StationId suid, const NetworkId &characterId);
ValidateCharacterForLoginMessage(Archive::ReadIterator & source);
public:
StationId getSuid() const;
const NetworkId & getCharacterId() const;
private:
Archive::AutoVariable<StationId> m_suid;
Archive::AutoVariable<NetworkId> m_characterId;
};
// ======================================================================
inline StationId ValidateCharacterForLoginMessage::getSuid() const
{
return m_suid.get();
}
// ----------------------------------------------------------------------
inline const NetworkId &ValidateCharacterForLoginMessage::getCharacterId() const
{
return m_characterId.get();
}
// ======================================================================
#endif
@@ -0,0 +1,50 @@
// ======================================================================
//
// ValidateCharacterForLoginReplyMessage.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ValidateCharacterForLoginReplyMessage.h"
#include "sharedMathArchive/VectorArchive.h"
// ======================================================================
ValidateCharacterForLoginReplyMessage::ValidateCharacterForLoginReplyMessage(bool approved, StationId suid, const NetworkId &characterId, const NetworkId &containerId, const std::string &scene, const Vector &coordinates, const Unicode::String &characterName) :
GameNetworkMessage("ValidateCharacterForLoginReplyMessage"),
m_approved(approved),
m_suid(suid),
m_characterId(characterId),
m_containerId(containerId),
m_scene(scene),
m_coordinates(coordinates),
m_characterName(characterName)
{
addVariable(m_approved);
addVariable(m_suid);
addVariable(m_characterId);
addVariable(m_containerId);
addVariable(m_scene);
addVariable(m_coordinates);
addVariable(m_characterName);
}
// ----------------------------------------------------------------------
ValidateCharacterForLoginReplyMessage::ValidateCharacterForLoginReplyMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ValidateCharacterForLoginMessage")
{
addVariable(m_approved);
addVariable(m_suid);
addVariable(m_characterId);
addVariable(m_containerId);
addVariable(m_scene);
addVariable(m_coordinates);
addVariable(m_characterName);
unpack(source);
}
// ======================================================================
@@ -0,0 +1,103 @@
// ======================================================================
//
// ValidateCharacterForLoginReplyMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_ValidateCharacterForLoginReplyMessage_H
#define INCLUDED_ValidateCharacterForLoginReplyMessage_H
// ======================================================================
#include "Unicode.h"
#include "sharedFoundation/StationId.h"
#include "sharedMathArchive/VectorArchive.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
/**
* Sent from: DatabaseProcess
* Sent to: Central, which forwards to the appropriate ConnectionServer
* Action: Reply to ValidateCharacterForLoginMessage. Tells the Connection
* Server whether the character is valid, and if so,
* where it is located in the world.
*/
class ValidateCharacterForLoginReplyMessage : public GameNetworkMessage
{
public:
ValidateCharacterForLoginReplyMessage(bool approved, StationId suid, const NetworkId &characterId, const NetworkId &containerId, const std::string &scene, const Vector &coordinates, const Unicode::String &characterName);
ValidateCharacterForLoginReplyMessage(Archive::ReadIterator & source);
bool getApproved () const;
StationId getSuid () const;
const NetworkId & getCharacterId () const;
const NetworkId & getContainerId () const;
const std::string & getScene () const;
const Vector & getCoordinates () const;
const Unicode::String &getCharacterName () const;
private:
Archive::AutoVariable<bool> m_approved;
Archive::AutoVariable<StationId> m_suid;
Archive::AutoVariable<NetworkId> m_characterId;
Archive::AutoVariable<NetworkId> m_containerId;
Archive::AutoVariable<std::string> m_scene;
Archive::AutoVariable<Vector> m_coordinates;
Archive::AutoVariable<Unicode::String> m_characterName;
};
// ======================================================================
inline bool ValidateCharacterForLoginReplyMessage::getApproved() const
{
return m_approved.get();
}
// ----------------------------------------------------------------------
inline StationId ValidateCharacterForLoginReplyMessage::getSuid() const
{
return m_suid.get();
}
// ----------------------------------------------------------------------
inline const NetworkId & ValidateCharacterForLoginReplyMessage::getCharacterId() const
{
return m_characterId.get();
}
// ----------------------------------------------------------------------
inline const NetworkId & ValidateCharacterForLoginReplyMessage::getContainerId() const
{
return m_containerId.get();
}
// ----------------------------------------------------------------------
inline const std::string & ValidateCharacterForLoginReplyMessage::getScene() const
{
return m_scene.get();
}
// ----------------------------------------------------------------------
inline const Vector & ValidateCharacterForLoginReplyMessage::getCoordinates() const
{
return m_coordinates.get();
}
// ----------------------------------------------------------------------
inline const Unicode::String &ValidateCharacterForLoginReplyMessage::getCharacterName () const
{
return m_characterName.get();
}
// ======================================================================
#endif
@@ -0,0 +1,57 @@
// ======================================================================
//
// AccountFeatureIdRequest.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/AccountFeatureIdRequest.h"
// ======================================================================
AccountFeatureIdRequest::AccountFeatureIdRequest(NetworkId const & requester, uint32 gameServer, NetworkId const & target, StationId targetStationId, uint32 gameCode, RequestReason requestReason) :
GameNetworkMessage("AccountFeatureIdRequest"),
m_requester(requester),
m_gameServer(gameServer),
m_target(target),
m_targetStationId(targetStationId),
m_gameCode(gameCode),
m_requestReason(static_cast<int8>(requestReason))
{
addVariable(m_requester);
addVariable(m_gameServer);
addVariable(m_target);
addVariable(m_targetStationId);
addVariable(m_gameCode);
addVariable(m_requestReason);
}
//-----------------------------------------------------------------------
AccountFeatureIdRequest::AccountFeatureIdRequest(Archive::ReadIterator & source) :
GameNetworkMessage("AccountFeatureIdRequest"),
m_requester(),
m_gameServer(),
m_target(),
m_targetStationId(),
m_gameCode(),
m_requestReason()
{
addVariable(m_requester);
addVariable(m_gameServer);
addVariable(m_target);
addVariable(m_targetStationId);
addVariable(m_gameCode);
addVariable(m_requestReason);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
AccountFeatureIdRequest::~AccountFeatureIdRequest()
{
}
// ======================================================================
@@ -0,0 +1,92 @@
// ======================================================================
//
// AccountFeatureIdRequest.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AccountFeatureIdRequest_H
#define INCLUDED_AccountFeatureIdRequest_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class AccountFeatureIdRequest : public GameNetworkMessage
{
public:
enum RequestReason {RR_Reload, RR_ConsoleCommandReloadRequest, RR_ReloadRewardCheck};
AccountFeatureIdRequest (NetworkId const & requester, uint32 gameServer, NetworkId const & target, StationId targetStationId, uint32 gameCode, RequestReason requestReason);
AccountFeatureIdRequest (Archive::ReadIterator & source);
virtual ~AccountFeatureIdRequest ();
NetworkId const & getRequester() const;
uint32 getGameServer() const;
NetworkId const & getTarget() const;
StationId getTargetStationId() const;
uint32 getGameCode() const;
RequestReason getRequestReason() const;
private:
Archive::AutoVariable<NetworkId> m_requester;
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<NetworkId> m_target;
Archive::AutoVariable<StationId> m_targetStationId;
Archive::AutoVariable<uint32> m_gameCode;
Archive::AutoVariable<int8> m_requestReason;
private:
AccountFeatureIdRequest();
AccountFeatureIdRequest(const AccountFeatureIdRequest&);
AccountFeatureIdRequest& operator= (const AccountFeatureIdRequest&);
};
// ----------------------------------------------------------------------
inline NetworkId const & AccountFeatureIdRequest::getRequester() const
{
return m_requester.get();
}
// ----------------------------------------------------------------------
inline uint32 AccountFeatureIdRequest::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & AccountFeatureIdRequest::getTarget() const
{
return m_target.get();
}
// ----------------------------------------------------------------------
inline StationId AccountFeatureIdRequest::getTargetStationId() const
{
return m_targetStationId.get();
}
// ----------------------------------------------------------------------
inline uint32 AccountFeatureIdRequest::getGameCode() const
{
return m_gameCode.get();
}
// ----------------------------------------------------------------------
inline AccountFeatureIdRequest::RequestReason AccountFeatureIdRequest::getRequestReason() const
{
return static_cast<RequestReason>(m_requestReason.get());
}
// ======================================================================
#endif
@@ -0,0 +1,87 @@
// ======================================================================
//
// AccountFeatureIdResponse.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/AccountFeatureIdResponse.h"
// ======================================================================
AccountFeatureIdResponse::AccountFeatureIdResponse(NetworkId const & requester, uint32 gameServer, NetworkId const & target, StationId targetStationId, uint32 gameCode, AccountFeatureIdRequest::RequestReason requestReason, unsigned int resultCode, bool resultCameFromSession, std::map<uint32, int> const & featureIds, std::map<uint32, std::string> const & sessionFeatureIdsData, const char * sessionResultString /*= NULL*/, const char * sessionResultText /*= NULL*/) :
GameNetworkMessage("AccountFeatureIdResponse"),
m_requester(requester),
m_gameServer(gameServer),
m_target(target),
m_targetStationId(targetStationId),
m_gameCode(gameCode),
m_requestReason(static_cast<int8>(requestReason)),
m_resultCode(resultCode),
m_resultCameFromSession(resultCameFromSession),
m_featureIds(featureIds),
m_sessionFeatureIdsData(sessionFeatureIdsData),
m_sessionResultString(),
m_sessionResultText()
{
if (sessionResultString)
m_sessionResultString.set(std::string(sessionResultString));
if (sessionResultText)
m_sessionResultText.set(std::string(sessionResultText));
addVariable(m_requester);
addVariable(m_gameServer);
addVariable(m_target);
addVariable(m_targetStationId);
addVariable(m_gameCode);
addVariable(m_requestReason);
addVariable(m_resultCode);
addVariable(m_resultCameFromSession);
addVariable(m_featureIds);
addVariable(m_sessionFeatureIdsData);
addVariable(m_sessionResultString);
addVariable(m_sessionResultText);
}
//-----------------------------------------------------------------------
AccountFeatureIdResponse::AccountFeatureIdResponse(Archive::ReadIterator & source) :
GameNetworkMessage("AccountFeatureIdResponse"),
m_requester(),
m_gameServer(),
m_target(),
m_targetStationId(),
m_gameCode(),
m_requestReason(),
m_resultCode(),
m_resultCameFromSession(),
m_featureIds(),
m_sessionFeatureIdsData(),
m_sessionResultString(),
m_sessionResultText()
{
addVariable(m_requester);
addVariable(m_gameServer);
addVariable(m_target);
addVariable(m_targetStationId);
addVariable(m_gameCode);
addVariable(m_requestReason);
addVariable(m_resultCode);
addVariable(m_resultCameFromSession);
addVariable(m_featureIds);
addVariable(m_sessionFeatureIdsData);
addVariable(m_sessionResultString);
addVariable(m_sessionResultText);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
AccountFeatureIdResponse::~AccountFeatureIdResponse()
{
}
// ======================================================================
@@ -0,0 +1,145 @@
// ======================================================================
//
// AccountFeatureIdResponse.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AccountFeatureIdResponse_H
#define INCLUDED_AccountFeatureIdResponse_H
// ======================================================================
#include "serverNetworkMessages/AccountFeatureIdRequest.h"
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class AccountFeatureIdResponse : public GameNetworkMessage
{
public:
AccountFeatureIdResponse (NetworkId const & requester, uint32 gameServer, NetworkId const & target, StationId targetStationId, uint32 gameCode, AccountFeatureIdRequest::RequestReason requestReason, unsigned int resultCode, bool resultCameFromSession, std::map<uint32, int> const & featureIds, std::map<uint32, std::string> const & sessionFeatureIdsData, const char * sessionResultString = NULL, const char * sessionResultText = NULL);
AccountFeatureIdResponse (Archive::ReadIterator & source);
virtual ~AccountFeatureIdResponse ();
NetworkId const & getRequester() const;
uint32 getGameServer() const;
NetworkId const & getTarget() const;
StationId getTargetStationId() const;
uint32 getGameCode() const;
AccountFeatureIdRequest::RequestReason getRequestReason() const;
unsigned int getResultCode() const; // 0 = SUCCESS
bool getResultCameFromSession() const;
std::map<uint32, int> const & getFeatureIds() const;
std::map<uint32, std::string> const & getSessionFeatureIdsData() const;
std::string const & getSessionResultString() const;
std::string const & getSessionResultText() const;
private:
Archive::AutoVariable<NetworkId> m_requester;
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<NetworkId> m_target;
Archive::AutoVariable<StationId> m_targetStationId;
Archive::AutoVariable<uint32> m_gameCode;
Archive::AutoVariable<int8> m_requestReason;
Archive::AutoVariable<unsigned int> m_resultCode; // 0 = SUCCESS
Archive::AutoVariable<bool> m_resultCameFromSession;
Archive::AutoVariable<std::map<uint32, int> > m_featureIds;
Archive::AutoVariable<std::map<uint32, std::string> > m_sessionFeatureIdsData;
Archive::AutoVariable<std::string> m_sessionResultString;
Archive::AutoVariable<std::string> m_sessionResultText;
private:
AccountFeatureIdResponse();
AccountFeatureIdResponse(const AccountFeatureIdResponse&);
AccountFeatureIdResponse& operator= (const AccountFeatureIdResponse&);
};
// ----------------------------------------------------------------------
inline NetworkId const & AccountFeatureIdResponse::getRequester() const
{
return m_requester.get();
}
// ----------------------------------------------------------------------
inline uint32 AccountFeatureIdResponse::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & AccountFeatureIdResponse::getTarget() const
{
return m_target.get();
}
// ----------------------------------------------------------------------
inline StationId AccountFeatureIdResponse::getTargetStationId() const
{
return m_targetStationId.get();
}
// ----------------------------------------------------------------------
inline uint32 AccountFeatureIdResponse::getGameCode() const
{
return m_gameCode.get();
}
// ----------------------------------------------------------------------
inline AccountFeatureIdRequest::RequestReason AccountFeatureIdResponse::getRequestReason() const
{
return static_cast<AccountFeatureIdRequest::RequestReason>(m_requestReason.get());
}
// ----------------------------------------------------------------------
inline unsigned int AccountFeatureIdResponse::getResultCode() const
{
return m_resultCode.get();
}
// ----------------------------------------------------------------------
inline bool AccountFeatureIdResponse::getResultCameFromSession() const
{
return m_resultCameFromSession.get();
}
// ----------------------------------------------------------------------
inline std::map<uint32, int> const & AccountFeatureIdResponse::getFeatureIds() const
{
return m_featureIds.get();
}
// ----------------------------------------------------------------------
inline std::map<uint32, std::string> const & AccountFeatureIdResponse::getSessionFeatureIdsData() const
{
return m_sessionFeatureIdsData.get();
}
// ----------------------------------------------------------------------
inline std::string const & AccountFeatureIdResponse::getSessionResultString() const
{
return m_sessionResultString.get();
}
// ----------------------------------------------------------------------
inline std::string const & AccountFeatureIdResponse::getSessionResultText() const
{
return m_sessionResultText.get();
}
// ======================================================================
#endif
@@ -0,0 +1,56 @@
//========================================================================
//
// AddCharacterMessage.cpp - tells Centralserver we want all the objects in a chunk.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/AddCharacterMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
AddCharacterMessage::AddCharacterMessage (uint32 accountNumber, NetworkId objectId, uint32 process, const Unicode::String &name, bool special) :
GameNetworkMessage("AddCharacterMessage"),
m_accountNumber(accountNumber),
m_objectId(objectId),
m_process(process),
m_name(name),
m_special(special)
{
addVariable(m_accountNumber);
addVariable(m_objectId);
addVariable(m_process);
addVariable(m_name);
addVariable(m_special);
}
//-----------------------------------------------------------------------
AddCharacterMessage::AddCharacterMessage(Archive::ReadIterator & source) :
GameNetworkMessage("AddCharacterMessage"),
m_accountNumber(),
m_objectId(),
m_process(),
m_name(),
m_special()
{
addVariable(m_accountNumber);
addVariable(m_objectId);
addVariable(m_process);
addVariable(m_name);
addVariable(m_special);
unpack(source);
}
//-----------------------------------------------------------------------
AddCharacterMessage::~AddCharacterMessage()
{
}
// ======================================================================
@@ -0,0 +1,87 @@
// ======================================================================
//
// AddCharacterMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AddCharacterMessage_H
#define INCLUDED_AddCharacterMessage_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Add a character to an account.
* Sent from: Game Server
* Sent to: Database Server
* Action: Update the database to reflect that the specified character
* belongs to the specified account. After it is persisted, tell Central
* that the character is ready.
*/
class AddCharacterMessage : public GameNetworkMessage
{
public:
AddCharacterMessage (uint32 accountNumber, NetworkId objectId, uint32 process, const Unicode::String &name, bool special);
AddCharacterMessage (Archive::ReadIterator & source);
~AddCharacterMessage ();
uint32 getAccountNumber() const;
NetworkId getObjectId() const;
uint32 getProcess() const;
const Unicode::String &getName() const;
bool getSpecial() const;
private:
Archive::AutoVariable<uint32> m_accountNumber;
Archive::AutoVariable<NetworkId> m_objectId;
Archive::AutoVariable<uint32> m_process;
Archive::AutoVariable<Unicode::String> m_name;
Archive::AutoVariable<bool> m_special;
AddCharacterMessage();
AddCharacterMessage(const AddCharacterMessage&);
AddCharacterMessage& operator= (const AddCharacterMessage&);
};
// ----------------------------------------------------------------------
inline uint32 AddCharacterMessage::getAccountNumber() const
{
return m_accountNumber.get();
}
// ----------------------------------------------------------------------
inline NetworkId AddCharacterMessage::getObjectId() const
{
return m_objectId.get();
}
// ----------------------------------------------------------------------
inline uint32 AddCharacterMessage::getProcess() const
{
return m_process.get();
}
// ----------------------------------------------------------------------
inline const Unicode::String &AddCharacterMessage::getName() const
{
return m_name.get();
}
// ----------------------------------------------------------------------
inline bool AddCharacterMessage::getSpecial() const
{
return m_special.get();
}
// ======================================================================
#endif
@@ -0,0 +1,49 @@
//========================================================================
//
// AddOIDBlockMessage.cpp
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/AddObjectIdBlockMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
AddOIDBlockMessage::AddOIDBlockMessage(uint32 serverId, const NetworkId &start, const NetworkId &end, bool logRequest) :
GameNetworkMessage("AddOIDBlockMessage"),
m_serverId(serverId),
m_start(start),
m_end(end),
m_logRequest(logRequest)
{
addVariable(m_serverId);
addVariable(m_start);
addVariable(m_end);
addVariable(m_logRequest);
}
//-----------------------------------------------------------------------
AddOIDBlockMessage::AddOIDBlockMessage(Archive::ReadIterator & source) :
GameNetworkMessage("AddOIDBlockMessage")
{
addVariable(m_serverId);
addVariable(m_start);
addVariable(m_end);
addVariable(m_logRequest);
unpack(source);
}
//-----------------------------------------------------------------------
AddOIDBlockMessage::~AddOIDBlockMessage()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,72 @@
//========================================================================
//
// AddOIDBlockMessage.h
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_AddOIDBlockMessage_H
#define _INCLUDED_AddOIDBlockMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class AddOIDBlockMessage : public GameNetworkMessage
{
public:
AddOIDBlockMessage (uint32 serverId, const NetworkId &start, const NetworkId &end, bool logRequest);
AddOIDBlockMessage (Archive::ReadIterator & source);
~AddOIDBlockMessage ();
uint32 getServerId(void) const;
const NetworkId &getStart(void) const;
const NetworkId &getEnd(void) const;
bool getLogRequest(void) const;
private:
Archive::AutoVariable<uint32> m_serverId;
Archive::AutoVariable<NetworkId> m_start;
Archive::AutoVariable<NetworkId> m_end;
Archive::AutoVariable<bool> m_logRequest;
AddOIDBlockMessage();
AddOIDBlockMessage(const AddOIDBlockMessage&);
AddOIDBlockMessage& operator= (const AddOIDBlockMessage&);
};
//-----------------------------------------------------------------------
inline uint32 AddOIDBlockMessage::getServerId(void) const
{
return m_serverId.get();
}
//-----------------------------------------------------------------------
inline const NetworkId &AddOIDBlockMessage::getStart(void) const
{
return m_start.get();
}
//-----------------------------------------------------------------------
inline const NetworkId &AddOIDBlockMessage::getEnd(void) const
{
return m_end.get();
}
//-----------------------------------------------------------------------
inline bool AddOIDBlockMessage::getLogRequest(void) const
{
return m_logRequest.get();
}
// ======================================================================
#endif // _INCLUDED_AddOIDBlockMessage_H
@@ -0,0 +1,73 @@
// ======================================================================
//
// AdjustAccountFeatureIdRequest.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/AdjustAccountFeatureIdRequest.h"
// ======================================================================
AdjustAccountFeatureIdRequest::AdjustAccountFeatureIdRequest(NetworkId const & requestingPlayer, uint32 gameServer, NetworkId const & targetPlayer, std::string const & targetPlayerDescription, StationId targetStationId, NetworkId const & targetItem, std::string const & targetItemDescription, uint32 gameCode, uint32 featureId, int adjustment) :
GameNetworkMessage("AdjustAccountFeatureIdRequest"),
m_requestingPlayer(requestingPlayer),
m_gameServer(gameServer),
m_targetPlayer(targetPlayer),
m_targetPlayerDescription(targetPlayerDescription),
m_targetStationId(targetStationId),
m_targetItem(targetItem),
m_targetItemDescription(targetItemDescription),
m_gameCode(gameCode),
m_featureId(featureId),
m_adjustment(adjustment)
{
addVariable(m_requestingPlayer);
addVariable(m_gameServer);
addVariable(m_targetPlayer);
addVariable(m_targetPlayerDescription);
addVariable(m_targetStationId);
addVariable(m_targetItem);
addVariable(m_targetItemDescription);
addVariable(m_gameCode);
addVariable(m_featureId);
addVariable(m_adjustment);
}
//-----------------------------------------------------------------------
AdjustAccountFeatureIdRequest::AdjustAccountFeatureIdRequest(Archive::ReadIterator & source) :
GameNetworkMessage("AdjustAccountFeatureIdRequest"),
m_requestingPlayer(),
m_gameServer(),
m_targetPlayer(),
m_targetPlayerDescription(),
m_targetStationId(),
m_targetItem(),
m_targetItemDescription(),
m_gameCode(),
m_featureId(),
m_adjustment()
{
addVariable(m_requestingPlayer);
addVariable(m_gameServer);
addVariable(m_targetPlayer);
addVariable(m_targetPlayerDescription);
addVariable(m_targetStationId);
addVariable(m_targetItem);
addVariable(m_targetItemDescription);
addVariable(m_gameCode);
addVariable(m_featureId);
addVariable(m_adjustment);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
AdjustAccountFeatureIdRequest::~AdjustAccountFeatureIdRequest()
{
}
// ======================================================================
@@ -0,0 +1,126 @@
// ======================================================================
//
// AdjustAccountFeatureIdRequest.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AdjustAccountFeatureIdRequest_H
#define INCLUDED_AdjustAccountFeatureIdRequest_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class AdjustAccountFeatureIdRequest : public GameNetworkMessage
{
public:
AdjustAccountFeatureIdRequest (NetworkId const & requestingPlayer, uint32 gameServer, NetworkId const & targetPlayer, std::string const & targetPlayerDescription, StationId targetStationId, NetworkId const & targetItem, std::string const & targetItemDescription, uint32 gameCode, uint32 featureId, int adjustment);
AdjustAccountFeatureIdRequest (Archive::ReadIterator & source);
virtual ~AdjustAccountFeatureIdRequest ();
NetworkId const & getRequestingPlayer() const;
uint32 getGameServer() const;
NetworkId const & getTargetPlayer() const;
std::string const & getTargetPlayerDescription() const;
StationId getTargetStationId() const;
NetworkId const & getTargetItem() const;
std::string const & getTargetItemDescription() const;
uint32 getGameCode() const;
uint32 getFeatureId() const;
int getAdjustment() const;
private:
Archive::AutoVariable<NetworkId> m_requestingPlayer;
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<NetworkId> m_targetPlayer;
Archive::AutoVariable<std::string> m_targetPlayerDescription;
Archive::AutoVariable<StationId> m_targetStationId;
Archive::AutoVariable<NetworkId> m_targetItem;
Archive::AutoVariable<std::string> m_targetItemDescription;
Archive::AutoVariable<uint32> m_gameCode;
Archive::AutoVariable<uint32> m_featureId;
Archive::AutoVariable<int> m_adjustment;
private:
AdjustAccountFeatureIdRequest();
AdjustAccountFeatureIdRequest(const AdjustAccountFeatureIdRequest&);
AdjustAccountFeatureIdRequest& operator= (const AdjustAccountFeatureIdRequest&);
};
// ----------------------------------------------------------------------
inline NetworkId const & AdjustAccountFeatureIdRequest::getRequestingPlayer() const
{
return m_requestingPlayer.get();
}
// ----------------------------------------------------------------------
inline uint32 AdjustAccountFeatureIdRequest::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & AdjustAccountFeatureIdRequest::getTargetPlayer() const
{
return m_targetPlayer.get();
}
// ----------------------------------------------------------------------
inline std::string const & AdjustAccountFeatureIdRequest::getTargetPlayerDescription() const
{
return m_targetPlayerDescription.get();
}
// ----------------------------------------------------------------------
inline StationId AdjustAccountFeatureIdRequest::getTargetStationId() const
{
return m_targetStationId.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & AdjustAccountFeatureIdRequest::getTargetItem() const
{
return m_targetItem.get();
}
// ----------------------------------------------------------------------
inline std::string const & AdjustAccountFeatureIdRequest::getTargetItemDescription() const
{
return m_targetItemDescription.get();
}
// ----------------------------------------------------------------------
inline uint32 AdjustAccountFeatureIdRequest::getGameCode() const
{
return m_gameCode.get();
}
// ----------------------------------------------------------------------
inline uint32 AdjustAccountFeatureIdRequest::getFeatureId() const
{
return m_featureId.get();
}
// ----------------------------------------------------------------------
inline int AdjustAccountFeatureIdRequest::getAdjustment() const
{
return m_adjustment.get();
}
// ======================================================================
#endif
@@ -0,0 +1,99 @@
// ======================================================================
//
// AdjustAccountFeatureIdResponse.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/AdjustAccountFeatureIdResponse.h"
// ======================================================================
AdjustAccountFeatureIdResponse::AdjustAccountFeatureIdResponse(NetworkId const & requestingPlayer, uint32 gameServer, NetworkId const & targetPlayer, std::string const & targetPlayerDescription, StationId targetStationId, NetworkId const & targetItem, std::string const & targetItemDescription, uint32 gameCode, uint32 featureId, int oldValue, int newValue, unsigned int resultCode, bool resultCameFromSession, const char * sessionResultString /*= NULL*/, const char * sessionResultText /*= NULL*/) :
GameNetworkMessage("AdjustAccountFeatureIdResponse"),
m_requestingPlayer(requestingPlayer),
m_gameServer(gameServer),
m_targetPlayer(targetPlayer),
m_targetPlayerDescription(targetPlayerDescription),
m_targetStationId(targetStationId),
m_targetItem(targetItem),
m_targetItemDescription(targetItemDescription),
m_gameCode(gameCode),
m_featureId(featureId),
m_oldValue(oldValue),
m_newValue(newValue),
m_resultCode(resultCode),
m_resultCameFromSession(resultCameFromSession),
m_sessionResultString(),
m_sessionResultText()
{
if (sessionResultString)
m_sessionResultString.set(std::string(sessionResultString));
if (sessionResultText)
m_sessionResultText.set(std::string(sessionResultText));
addVariable(m_requestingPlayer);
addVariable(m_gameServer);
addVariable(m_targetPlayer);
addVariable(m_targetPlayerDescription);
addVariable(m_targetStationId);
addVariable(m_targetItem);
addVariable(m_targetItemDescription);
addVariable(m_gameCode);
addVariable(m_featureId);
addVariable(m_oldValue);
addVariable(m_newValue);
addVariable(m_resultCode);
addVariable(m_resultCameFromSession);
addVariable(m_sessionResultString);
addVariable(m_sessionResultText);
}
//-----------------------------------------------------------------------
AdjustAccountFeatureIdResponse::AdjustAccountFeatureIdResponse(Archive::ReadIterator & source) :
GameNetworkMessage("AdjustAccountFeatureIdResponse"),
m_requestingPlayer(),
m_gameServer(),
m_targetPlayer(),
m_targetPlayerDescription(),
m_targetStationId(),
m_targetItem(),
m_targetItemDescription(),
m_gameCode(),
m_featureId(),
m_oldValue(),
m_newValue(),
m_resultCode(),
m_resultCameFromSession(),
m_sessionResultString(),
m_sessionResultText()
{
addVariable(m_requestingPlayer);
addVariable(m_gameServer);
addVariable(m_targetPlayer);
addVariable(m_targetPlayerDescription);
addVariable(m_targetStationId);
addVariable(m_targetItem);
addVariable(m_targetItemDescription);
addVariable(m_gameCode);
addVariable(m_featureId);
addVariable(m_oldValue);
addVariable(m_newValue);
addVariable(m_resultCode);
addVariable(m_resultCameFromSession);
addVariable(m_sessionResultString);
addVariable(m_sessionResultText);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
AdjustAccountFeatureIdResponse::~AdjustAccountFeatureIdResponse()
{
}
// ======================================================================
@@ -0,0 +1,189 @@
// ======================================================================
//
// AdjustAccountFeatureIdResponse.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_AdjustAccountFeatureIdResponse_H
#define INCLUDED_AdjustAccountFeatureIdResponse_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class AdjustAccountFeatureIdResponse : public GameNetworkMessage
{
public:
AdjustAccountFeatureIdResponse (NetworkId const & requestingPlayer, uint32 gameServer, NetworkId const & targetPlayer, std::string const & targetPlayerDescription, StationId targetStationId, NetworkId const & targetItem, std::string const & targetItemDescription, uint32 gameCode, uint32 featureId, int oldValue, int newValue, unsigned int resultCode, bool resultCameFromSession, const char * sessionResultString = NULL, const char * sessionResultText = NULL);
AdjustAccountFeatureIdResponse (Archive::ReadIterator & source);
virtual ~AdjustAccountFeatureIdResponse ();
NetworkId const & getRequestingPlayer() const;
uint32 getGameServer() const;
NetworkId const & getTargetPlayer() const;
std::string const & getTargetPlayerDescription() const;
StationId getTargetStationId() const;
NetworkId const & getTargetItem() const;
std::string const & getTargetItemDescription() const;
uint32 getGameCode() const;
uint32 getFeatureId() const;
int getOldValue() const;
int getNewValue() const;
unsigned int getResultCode() const; // 0 = SUCCESS
bool getResultCameFromSession() const;
std::string const & getSessionResultString() const;
std::string const & getSessionResultText() const;
void setSessionResultCode(unsigned int resultCode, const char * sessionResultString = NULL, const char * sessionResultText = NULL);
private:
Archive::AutoVariable<NetworkId> m_requestingPlayer;
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<NetworkId> m_targetPlayer;
Archive::AutoVariable<std::string> m_targetPlayerDescription;
Archive::AutoVariable<StationId> m_targetStationId;
Archive::AutoVariable<NetworkId> m_targetItem;
Archive::AutoVariable<std::string> m_targetItemDescription;
Archive::AutoVariable<uint32> m_gameCode;
Archive::AutoVariable<uint32> m_featureId;
Archive::AutoVariable<int> m_oldValue;
Archive::AutoVariable<int> m_newValue;
Archive::AutoVariable<unsigned int> m_resultCode; // 0 = SUCCESS
Archive::AutoVariable<bool> m_resultCameFromSession;
Archive::AutoVariable<std::string> m_sessionResultString;
Archive::AutoVariable<std::string> m_sessionResultText;
private:
AdjustAccountFeatureIdResponse();
AdjustAccountFeatureIdResponse(const AdjustAccountFeatureIdResponse&);
AdjustAccountFeatureIdResponse& operator= (const AdjustAccountFeatureIdResponse&);
};
// ----------------------------------------------------------------------
inline NetworkId const & AdjustAccountFeatureIdResponse::getRequestingPlayer() const
{
return m_requestingPlayer.get();
}
// ----------------------------------------------------------------------
inline uint32 AdjustAccountFeatureIdResponse::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & AdjustAccountFeatureIdResponse::getTargetPlayer() const
{
return m_targetPlayer.get();
}
// ----------------------------------------------------------------------
inline std::string const & AdjustAccountFeatureIdResponse::getTargetPlayerDescription() const
{
return m_targetPlayerDescription.get();
}
// ----------------------------------------------------------------------
inline StationId AdjustAccountFeatureIdResponse::getTargetStationId() const
{
return m_targetStationId.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & AdjustAccountFeatureIdResponse::getTargetItem() const
{
return m_targetItem.get();
}
// ----------------------------------------------------------------------
inline std::string const & AdjustAccountFeatureIdResponse::getTargetItemDescription() const
{
return m_targetItemDescription.get();
}
// ----------------------------------------------------------------------
inline uint32 AdjustAccountFeatureIdResponse::getGameCode() const
{
return m_gameCode.get();
}
// ----------------------------------------------------------------------
inline uint32 AdjustAccountFeatureIdResponse::getFeatureId() const
{
return m_featureId.get();
}
// ----------------------------------------------------------------------
inline int AdjustAccountFeatureIdResponse::getOldValue() const
{
return m_oldValue.get();
}
// ----------------------------------------------------------------------
inline int AdjustAccountFeatureIdResponse::getNewValue() const
{
return m_newValue.get();
}
// ----------------------------------------------------------------------
inline unsigned int AdjustAccountFeatureIdResponse::getResultCode() const
{
return m_resultCode.get();
}
// ----------------------------------------------------------------------
inline bool AdjustAccountFeatureIdResponse::getResultCameFromSession() const
{
return m_resultCameFromSession.get();
}
// ----------------------------------------------------------------------
inline std::string const & AdjustAccountFeatureIdResponse::getSessionResultString() const
{
return m_sessionResultString.get();
}
// ----------------------------------------------------------------------
inline std::string const & AdjustAccountFeatureIdResponse::getSessionResultText() const
{
return m_sessionResultText.get();
}
// ----------------------------------------------------------------------
inline void AdjustAccountFeatureIdResponse::setSessionResultCode(unsigned int resultCode, const char * sessionResultString /*= NULL*/, const char * sessionResultText /*= NULL*/)
{
m_resultCode.set(resultCode);
if (sessionResultString)
m_sessionResultString.set(std::string(sessionResultString));
else
m_sessionResultString.set(std::string());
if (sessionResultText)
m_sessionResultText.set(std::string(sessionResultText));
else
m_sessionResultText.set(std::string());
}
// ======================================================================
#endif
@@ -0,0 +1,237 @@
// CSToolRequest.cpp
// Copyright 2005, Sony Online Entertainment Inc., all rights reserved.
// Author: Rob Hanz
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/CSDBNetMessages.h"
CSGetCharactersRequestMessage::CSGetCharactersRequestMessage (uint32 accountId, uint32 accessLevel, uint32 targetId, uint32 toolId, uint32 loginServer ) :
GameNetworkMessage( "CSGetCharactersRequestMessage" ),
m_accountId( accountId ),
m_targetAccount( targetId ),
m_accessLevel( accessLevel ),
m_toolId( toolId ),
m_loginServerId( loginServer )
{
addVariable( m_accountId );
addVariable( m_targetAccount );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
}
CSGetCharactersRequestMessage::CSGetCharactersRequestMessage( Archive::ReadIterator & source ) :
GameNetworkMessage("CSGetCharactersRequestMessage"),
m_accountId(0),
m_targetAccount(0),
m_accessLevel(0),
m_toolId(0),
m_loginServerId(0)
{
addVariable( m_accountId );
addVariable( m_targetAccount );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
AutoByteStream::unpack( source );
}
CSGetCharactersRequestMessage::~CSGetCharactersRequestMessage()
{
}
GetCharactersForAccountCSReplyMsg::GetCharactersForAccountCSReplyMsg (uint32 accountId, uint32 accessLevel, uint32 targetId, uint32 toolId, uint32 loginServer, const std::string& response ) :
GameNetworkMessage( "GetCharactersForAccountCSReplyMsg" ),
m_accountId( accountId ),
m_targetAccount( targetId ),
m_accessLevel( accessLevel ),
m_toolId( toolId ),
m_loginServerId( loginServer ),
m_responseString( response )
{
addVariable( m_accountId );
addVariable( m_targetAccount );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
addVariable( m_responseString );
}
GetCharactersForAccountCSReplyMsg::GetCharactersForAccountCSReplyMsg( Archive::ReadIterator & source ) :
GameNetworkMessage("GetCharactersForAccountCSReplyMsg"),
m_accountId( 0 ),
m_targetAccount( 0 ),
m_accessLevel( 0 ),
m_toolId( 0 ),
m_loginServerId( 0 ),
m_responseString()
{
addVariable( m_accountId );
addVariable( m_targetAccount );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
addVariable( m_responseString );
AutoByteStream::unpack( source );
}
GetCharactersForAccountCSReplyMsg::~GetCharactersForAccountCSReplyMsg()
{
}
CSGetDeletedItemsRequestMessage::CSGetDeletedItemsRequestMessage(uint32 accountId, uint32 accessLevel, uint32 targetId, uint32 toolId, uint32 loginServer ) :
GameNetworkMessage( "CSGetDeletedItemsRequestMessage" ),
m_accountId( accountId ),
m_targetAccount( targetId ),
m_accessLevel( accessLevel ),
m_toolId( toolId ),
m_loginServerId( loginServer )
{
addVariable( m_accountId );
addVariable( m_targetAccount );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
}
CSGetDeletedItemsRequestMessage::CSGetDeletedItemsRequestMessage( Archive::ReadIterator & source ) :
GameNetworkMessage("CSGetDeletedItemsRequestMessage"),
m_accountId( 0 ),
m_targetAccount( 0 ),
m_accessLevel( 0 ),
m_toolId( 0 ),
m_loginServerId( 0 )
{
addVariable( m_accountId );
addVariable( m_targetAccount );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
AutoByteStream::unpack( source );
}
CSGetDeletedItemsRequestMessage::~CSGetDeletedItemsRequestMessage()
{
}
GetDeletedItemsReplyMessage::GetDeletedItemsReplyMessage (uint32 accountId, uint32 accessLevel, const NetworkId & targetId, uint32 toolId, uint32 loginServer, const std::string& response ) :
GameNetworkMessage( "GetDeletedItemsReplyMessage" ),
m_accountId( accountId ),
m_characterId( targetId ),
m_accessLevel( accessLevel ),
m_toolId( toolId ),
m_loginServerId( loginServer ),
m_responseString( response )
{
addVariable( m_accountId );
addVariable( m_characterId );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
addVariable( m_responseString );
}
GetDeletedItemsReplyMessage::GetDeletedItemsReplyMessage( Archive::ReadIterator & source ) :
GameNetworkMessage("GetDeletedItemsReplyMessage"),
m_accountId( 0 ),
m_characterId(),
m_accessLevel( 0 ),
m_toolId( 0 ),
m_loginServerId( 0 ),
m_responseString( "" )
{
addVariable( m_accountId );
addVariable( m_characterId );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServerId );
addVariable( m_responseString );
AutoByteStream::unpack( source );
}
GetDeletedItemsReplyMessage::~GetDeletedItemsReplyMessage()
{
}
GetCharacterIdReplyMessage::GetCharacterIdReplyMessage (uint32 accountId, const NetworkId & targetId, uint32 toolId, uint32 loginServer, const std::string& characterName ) :
GameNetworkMessage( "GetCharacterIdReplyMessage" ),
m_accountId( accountId ),
m_characterId( targetId ),
m_toolId( toolId ),
m_loginServerId( loginServer ),
m_characterName( characterName )
{
addVariable( m_accountId );
addVariable( m_characterId );
addVariable( m_toolId );
addVariable( m_loginServerId );
addVariable( m_characterName );
}
GetCharacterIdReplyMessage::GetCharacterIdReplyMessage( Archive::ReadIterator & source ) :
GameNetworkMessage("GetCharacterIdReplyMessage"),
m_accountId( 0 ),
m_characterId(),
m_toolId( 0 ),
m_loginServerId( 0 ),
m_characterName( "" )
{
addVariable( m_accountId );
addVariable( m_characterId );
addVariable( m_toolId );
addVariable( m_loginServerId );
addVariable( m_characterName );
AutoByteStream::unpack( source );
}
GetCharacterIdReplyMessage::~GetCharacterIdReplyMessage()
{
}
DBCSRequestMessage::DBCSRequestMessage( uint32 accountId, uint32 accessLevel, uint32 toolId, uint32 loginServerId, const std::string & command, const std::string & commandLine ) :
GameNetworkMessage( "DBCSRequestMessage" ),
m_accountId( accountId ),
m_accessLevel( accessLevel ),
m_toolId( toolId ),
m_loginServer( loginServerId ),
m_command( command ),
m_commandLine( commandLine )
{
addVariable( m_accountId );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServer ),
addVariable( m_command ),
addVariable( m_commandLine );
}
DBCSRequestMessage::DBCSRequestMessage( Archive::ReadIterator & source ) :
GameNetworkMessage( "DBCSRequestMessage" ),
m_accountId( 0 ),
m_accessLevel( 0 ),
m_toolId( 0 ),
m_loginServer( 0 ),
m_command( "" ),
m_commandLine( "" )
{
addVariable( m_accountId );
addVariable( m_accessLevel );
addVariable( m_toolId );
addVariable( m_loginServer ),
addVariable( m_command ),
addVariable( m_commandLine );
AutoByteStream::unpack( source );
}
DBCSRequestMessage::~DBCSRequestMessage()
{
}
@@ -0,0 +1,351 @@
// CSToolREquest.h
// Copyright 2004, Sony Online Entertainment Inc., all rights reserved.
// Author: Rob Hanz
#ifndef _INCLUDED_CSDBNetMessages_H
#define _INCLUDED_CSDBNetMessages_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
/** A Central Server is telling the login server which cluster it is
servicing.
*/
class CSGetCharactersRequestMessage : public GameNetworkMessage
{
public:
CSGetCharactersRequestMessage (uint32 accountId, uint32 accessLevel, uint32 targetId, uint32 toolId, uint32 loginServer );
CSGetCharactersRequestMessage (Archive::ReadIterator & source);
virtual ~CSGetCharactersRequestMessage();
uint32 getAccountId () const;
uint32 getTargetAccountId() const;
uint32 getAccessLevel() const;
uint32 getToolId() const;
uint32 getLoginServerId() const;
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable< uint32 > m_targetAccount;
Archive::AutoVariable< uint32 > m_accessLevel;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServerId;
CSGetCharactersRequestMessage();
CSGetCharactersRequestMessage(const CSGetCharactersRequestMessage&);
CSGetCharactersRequestMessage & operator= (const CSGetCharactersRequestMessage&);
};
inline uint32 CSGetCharactersRequestMessage::getAccountId() const
{
return m_accountId.get();
}
inline uint32 CSGetCharactersRequestMessage::getTargetAccountId() const
{
return m_targetAccount.get();
}
inline uint32 CSGetCharactersRequestMessage::getAccessLevel() const
{
return m_accessLevel.get();
}
inline uint32 CSGetCharactersRequestMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 CSGetCharactersRequestMessage::getLoginServerId() const
{
return m_loginServerId.get();
}
class GetCharactersForAccountCSReplyMsg : public GameNetworkMessage
{
public:
GetCharactersForAccountCSReplyMsg (uint32 accountId, uint32 accessLevel, uint32 targetId, uint32 toolId, uint32 loginServer, const std::string & response );
GetCharactersForAccountCSReplyMsg (Archive::ReadIterator & source);
virtual ~GetCharactersForAccountCSReplyMsg();
uint32 getAccountId () const;
uint32 getTargetAccountId() const;
uint32 getAccessLevel() const;
uint32 getToolId() const;
uint32 getLoginServerId() const;
const std::string & getResponse() const;
// data go here.
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable< uint32 > m_targetAccount;
Archive::AutoVariable< uint32 > m_accessLevel;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServerId;
Archive::AutoVariable< std::string > m_responseString;
GetCharactersForAccountCSReplyMsg();
GetCharactersForAccountCSReplyMsg(const GetCharactersForAccountCSReplyMsg&);
GetCharactersForAccountCSReplyMsg & operator= (const GetCharactersForAccountCSReplyMsg&);
};
inline uint32 GetCharactersForAccountCSReplyMsg::getAccountId() const
{
return m_accountId.get();
}
inline uint32 GetCharactersForAccountCSReplyMsg::getTargetAccountId() const
{
return m_targetAccount.get();
}
inline uint32 GetCharactersForAccountCSReplyMsg::getAccessLevel() const
{
return m_accessLevel.get();
}
inline uint32 GetCharactersForAccountCSReplyMsg::getToolId() const
{
return m_toolId.get();
}
inline uint32 GetCharactersForAccountCSReplyMsg::getLoginServerId() const
{
return m_loginServerId.get();
}
const inline std::string& GetCharactersForAccountCSReplyMsg::getResponse() const
{
return m_responseString.get();
}
class CSGetDeletedItemsRequestMessage : public GameNetworkMessage
{
public:
CSGetDeletedItemsRequestMessage (uint32 accountId, uint32 accessLevel, uint32 targetId, uint32 toolId, uint32 loginServer );
CSGetDeletedItemsRequestMessage (Archive::ReadIterator & source);
virtual ~CSGetDeletedItemsRequestMessage();
uint32 getAccountId () const;
uint32 getTargetAccountId() const;
uint32 getAccessLevel() const;
uint32 getToolId() const;
uint32 getLoginServerId() const;
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable< uint32 > m_targetAccount;
Archive::AutoVariable< uint32 > m_accessLevel;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServerId;
CSGetDeletedItemsRequestMessage();
CSGetDeletedItemsRequestMessage(const CSGetDeletedItemsRequestMessage&);
CSGetDeletedItemsRequestMessage & operator= (const CSGetDeletedItemsRequestMessage&);
};
inline uint32 CSGetDeletedItemsRequestMessage::getAccountId() const
{
return m_accountId.get();
}
inline uint32 CSGetDeletedItemsRequestMessage::getTargetAccountId() const
{
return m_targetAccount.get();
}
inline uint32 CSGetDeletedItemsRequestMessage::getAccessLevel() const
{
return m_accessLevel.get();
}
inline uint32 CSGetDeletedItemsRequestMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 CSGetDeletedItemsRequestMessage::getLoginServerId() const
{
return m_loginServerId.get();
}
class GetDeletedItemsReplyMessage : public GameNetworkMessage
{
public:
GetDeletedItemsReplyMessage (uint32 accountId, uint32 accessLevel, const NetworkId &characterId, uint32 toolId, uint32 loginServer, const std::string & response );
GetDeletedItemsReplyMessage (Archive::ReadIterator & source);
virtual ~GetDeletedItemsReplyMessage();
uint32 getAccountId () const;
const NetworkId & getCharacterId() const;
uint32 getAccessLevel() const;
uint32 getToolId() const;
uint32 getLoginServerId() const;
const std::string & getResponse() const;
// data go here.
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable< NetworkId > m_characterId;
Archive::AutoVariable< uint32 > m_accessLevel;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServerId;
Archive::AutoVariable< std::string > m_responseString;
GetDeletedItemsReplyMessage();
GetDeletedItemsReplyMessage(const GetDeletedItemsReplyMessage&);
GetDeletedItemsReplyMessage & operator= (const GetDeletedItemsReplyMessage&);
};
inline uint32 GetDeletedItemsReplyMessage::getAccountId() const
{
return m_accountId.get();
}
inline const NetworkId & GetDeletedItemsReplyMessage::getCharacterId() const
{
return m_characterId.get();
}
inline uint32 GetDeletedItemsReplyMessage::getAccessLevel() const
{
return m_accessLevel.get();
}
inline uint32 GetDeletedItemsReplyMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 GetDeletedItemsReplyMessage::getLoginServerId() const
{
return m_loginServerId.get();
}
const inline std::string& GetDeletedItemsReplyMessage::getResponse() const
{
return m_responseString.get();
}
class GetCharacterIdReplyMessage : public GameNetworkMessage
{
public:
GetCharacterIdReplyMessage (uint32 accountId, const NetworkId &characterId, uint32 toolId, uint32 loginServer, const std::string & characterName);
GetCharacterIdReplyMessage (Archive::ReadIterator & source);
virtual ~GetCharacterIdReplyMessage();
uint32 getAccountId () const;
const NetworkId & getCharacterId() const;
uint32 getToolId() const;
uint32 getLoginServerId() const;
const std::string & getCharacterName() const;
// data go here.
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable< NetworkId > m_characterId;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServerId;
Archive::AutoVariable< std::string > m_characterName;
GetCharacterIdReplyMessage();
GetCharacterIdReplyMessage(const GetCharacterIdReplyMessage&);
GetCharacterIdReplyMessage & operator= (const GetCharacterIdReplyMessage&);
};
inline uint32 GetCharacterIdReplyMessage::getAccountId() const
{
return m_accountId.get();
}
inline const NetworkId & GetCharacterIdReplyMessage::getCharacterId() const
{
return m_characterId.get();
}
inline const std::string & GetCharacterIdReplyMessage::getCharacterName() const
{
return m_characterName.get();
}
inline uint32 GetCharacterIdReplyMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 GetCharacterIdReplyMessage::getLoginServerId() const
{
return m_loginServerId.get();
}
class DBCSRequestMessage : public GameNetworkMessage
{
public:
DBCSRequestMessage( uint32 accountId, uint32 accessLevel, uint32 toolId, uint32 loginServer, const std::string & command, const std::string & commandline );
DBCSRequestMessage( Archive::ReadIterator & source );
virtual ~DBCSRequestMessage();
uint32 getAccountId() const;
uint32 getAccessLevel() const;
uint32 getToolId() const;
uint32 getLoginServerId() const;
const std::string & getCommand() const;
const std::string & getCommandLine() const;
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable< uint32 > m_accessLevel;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServer;
Archive::AutoVariable< std::string > m_command;
Archive::AutoVariable< std::string > m_commandLine;
DBCSRequestMessage();
DBCSRequestMessage( const DBCSRequestMessage & );
DBCSRequestMessage & operator = ( const DBCSRequestMessage& );
};
inline uint32 DBCSRequestMessage::getAccountId() const
{
return m_accountId.get();
}
inline uint32 DBCSRequestMessage::getAccessLevel() const
{
return m_accessLevel.get();
}
inline uint32 DBCSRequestMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 DBCSRequestMessage::getLoginServerId() const
{
return m_loginServer.get();
}
inline const std::string& DBCSRequestMessage::getCommand() const
{
return m_command.get();
}
inline const std::string& DBCSRequestMessage::getCommandLine() const
{
return m_commandLine.get();
}
#endif //_INCLUDED_CSDBNetMessages_H
//
@@ -0,0 +1,538 @@
// CentralCommandChannelMessages.cpp
// copyright 2001 Verant Interactive
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverKeyShare/KeyShare.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "sharedFoundation/ApplicationVersion.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
CentralGameServerConnect::CentralGameServerConnect(const std::string & newVolumeName,
const std::string & newClientServiceAddress,
const uint16 newClientServicePort,
const std::string & newGameServiceAddress,
const uint16 newGameServicePort) :
GameNetworkMessage("CentralGameServerConnect"),
clientServiceAddress(newClientServiceAddress),
gameServiceAddress(newGameServiceAddress),
volumeName(newVolumeName),
clientServicePort(newClientServicePort),
gameServicePort(newGameServicePort),
buildVersionNumber(ApplicationVersion::getInternalVersion())
{
addVariable(clientServiceAddress);
addVariable(gameServiceAddress);
addVariable(volumeName);
addVariable(clientServicePort);
addVariable(gameServicePort);
addVariable(buildVersionNumber);
}
//-----------------------------------------------------------------------
CentralGameServerConnect::CentralGameServerConnect(Archive::ReadIterator & source) :
GameNetworkMessage("CentralGameServerConnect"),
clientServiceAddress(""),
gameServiceAddress(""),
volumeName(""),
clientServicePort(0),
gameServicePort(0),
buildVersionNumber("")
{
addVariable(clientServiceAddress);
addVariable(gameServiceAddress);
addVariable(volumeName);
addVariable(clientServicePort);
addVariable(gameServicePort);
addVariable(buildVersionNumber);
unpack(source);
}
//-----------------------------------------------------------------------
CentralGameServerConnect::~CentralGameServerConnect()
{
}
//-----------------------------------------------------------------------
CentralGameServerSetProcessId::CentralGameServerSetProcessId(const uint32 newProcessId, const uint32 newClockSubtractInterval, const std::string & c) :
GameNetworkMessage("CentralGameServerSetProcessId"),
clockSubtractInterval(newClockSubtractInterval),
clusterName(c),
processId(newProcessId)
{
addVariable(processId);
addVariable(clockSubtractInterval);
addVariable(clusterName);
}
//-----------------------------------------------------------------------
CentralGameServerSetProcessId::CentralGameServerSetProcessId(Archive::ReadIterator & source) :
GameNetworkMessage("CentralGameServerSetProcessId"),
clockSubtractInterval(0),
clusterName(),
processId()
{
addVariable(processId);
addVariable(clockSubtractInterval);
addVariable(clusterName);
unpack(source);
}
//-----------------------------------------------------------------------
CentralGameServerSetProcessId::~CentralGameServerSetProcessId()
{
}
//-----------------------------------------------------------------------
CentralGameServerProxyObject::CentralGameServerProxyObject(const NetworkId newObjectId,
const char * const newTemplateName,
const uint32 newGameServerProcessId,
const std::string & newGameServerAddress,
const unsigned short newGameServerPort) :
GameNetworkMessage("CentralGameServerProxyObject"),
gameServerAddress(newGameServerAddress),
gameServerPort(newGameServerPort),
gameServerProcessId(newGameServerProcessId),
objectId(newObjectId),
templateName(newTemplateName)
{
addVariable(gameServerAddress);
addVariable(gameServerPort);
addVariable(gameServerProcessId);
addVariable(objectId);
addVariable(templateName);
}
//-----------------------------------------------------------------------
CentralGameServerProxyObject::CentralGameServerProxyObject(Archive::ReadIterator & source) :
GameNetworkMessage("CentralGameServerProxyObject"),
gameServerAddress(),
gameServerPort(),
gameServerProcessId(),
templateName()
{
addVariable(gameServerAddress);
addVariable(gameServerPort);
addVariable(gameServerProcessId);
addVariable(objectId);
addVariable(templateName);
unpack(source);
}
//-----------------------------------------------------------------------
CentralGameServerProxyObject::~CentralGameServerProxyObject()
{
}
//-----------------------------------------------------------------------
CentralGameServerDbProcessServerProcessId::CentralGameServerDbProcessServerProcessId(const uint32 newServerProcessId, const uint32 newGameTime) :
GameNetworkMessage("CentralGameServerDbProcessServerProcessId"),
serverProcessId(newServerProcessId),
gameTime(newGameTime)
{
addVariable(serverProcessId);
addVariable(gameTime);
}
//-----------------------------------------------------------------------
CentralGameServerDbProcessServerProcessId::CentralGameServerDbProcessServerProcessId(Archive::ReadIterator & source) :
GameNetworkMessage("CentralGameServerDbProcessServerProcessId"),
serverProcessId(0)
{
addVariable(serverProcessId);
addVariable(gameTime);
unpack(source);
}
//-----------------------------------------------------------------------
CentralGameServerDbProcessServerProcessId::~CentralGameServerDbProcessServerProcessId()
{
}
//-----------------------------------------------------------------------
CentralCreateCharacter::CentralCreateCharacter(const uint32 stationId, const Unicode::String & characterName, const std::string & templateName, float scaleFactor, const std::string & planetName, const Vector & coordinates, const NetworkId & cellId, const std::string & appearanceData, const std::string & hairTemplateName, const std::string & hairAppearanceData, const std::string & profession, const Unicode::String & biography, bool useNewbieTutorial, const std::string & skillTemplate, const std::string & workingSkill, bool jedi, uint32 gameFeatures) :
GameNetworkMessage("CentralCreateCharacter"),
m_appearanceData(appearanceData),
m_cellId(cellId),
m_coordinates(coordinates),
m_characterName(characterName),
m_planetName(planetName),
m_stationId(stationId),
m_hairTemplateName(hairTemplateName),
m_hairAppearanceData (hairAppearanceData),
m_templateName(templateName),
m_profession(profession),
m_scaleFactor(scaleFactor),
m_biography(biography),
m_useNewbieTutorial(useNewbieTutorial),
m_skillTemplate(skillTemplate),
m_workingSkill(workingSkill),
m_jedi(jedi),
m_gameFeatures(gameFeatures)
{
addVariable(m_appearanceData);
addVariable(m_cellId);
addVariable(m_coordinates);
addVariable(m_characterName);
addVariable(m_planetName);
addVariable(m_stationId);
addVariable(m_hairTemplateName);
addVariable(m_hairAppearanceData);
addVariable(m_templateName);
addVariable(m_profession);
addVariable(m_scaleFactor);
addVariable(m_biography);
addVariable(m_useNewbieTutorial);
addVariable(m_skillTemplate);
addVariable(m_workingSkill);
addVariable(m_jedi);
addVariable(m_gameFeatures);
}
//-----------------------------------------------------------------------
CentralCreateCharacter::CentralCreateCharacter(Archive::ReadIterator & source) :
GameNetworkMessage("CentralCreateCharacter"),
m_appearanceData(),
m_cellId(),
m_coordinates(),
m_characterName(),
m_planetName(),
m_stationId(),
m_hairTemplateName(),
m_hairAppearanceData (),
m_templateName(),
m_profession(),
m_scaleFactor(1.0f),
m_biography(),
m_useNewbieTutorial(false),
m_skillTemplate(),
m_workingSkill(),
m_jedi(false),
m_gameFeatures(0)
{
addVariable(m_appearanceData);
addVariable(m_cellId);
addVariable(m_coordinates);
addVariable(m_characterName);
addVariable(m_planetName);
addVariable(m_stationId);
addVariable(m_hairTemplateName);
addVariable(m_hairAppearanceData);
addVariable(m_templateName);
addVariable(m_profession);
addVariable(m_scaleFactor);
addVariable(m_biography);
addVariable(m_useNewbieTutorial);
addVariable(m_skillTemplate);
addVariable(m_workingSkill);
addVariable(m_jedi);
addVariable(m_gameFeatures);
unpack(source);
}
//-----------------------------------------------------------------------
CentralCreateCharacter::~CentralCreateCharacter()
{
}
//----------------------------------------------------------------------
const float CentralCreateCharacter::getScaleFactor () const
{
return m_scaleFactor.get ();
}
//-----------------------------------------------------------------------
VerifyNameRequest::VerifyNameRequest(const uint32 stationId, const NetworkId & characterId, const std::string &creatureTemplate, const Unicode::String & characterName) :
GameNetworkMessage("VerifyNameRequest"),
m_creatureTemplate(creatureTemplate),
m_characterName(characterName),
m_stationId(stationId),
m_characterId(characterId)
{
addVariable(m_creatureTemplate);
addVariable(m_characterName);
addVariable(m_stationId);
addVariable(m_characterId);
}
//-----------------------------------------------------------------------
VerifyNameRequest::VerifyNameRequest(Archive::ReadIterator & source) :
GameNetworkMessage("VerifyNameRequest"),
m_creatureTemplate(),
m_characterName(),
m_stationId(),
m_characterId()
{
addVariable(m_creatureTemplate);
addVariable(m_characterName);
addVariable(m_stationId);
addVariable(m_characterId);
unpack(source);
}
//-----------------------------------------------------------------------
VerifyNameRequest::~VerifyNameRequest()
{
}
//-----------------------------------------------------------------------
VerifyNameResponse::VerifyNameResponse(const uint32 stationId, const NetworkId & characterId, const std::string &creatureTemplate, const Unicode::String & characterName, const StringId &errorMessage) :
GameNetworkMessage("VerifyNameResponse"),
m_stationId(stationId),
m_characterId(characterId),
m_creatureTemplate(creatureTemplate),
m_name(characterName),
m_errorMessage(errorMessage)
{
addVariable(m_stationId);
addVariable(m_characterId);
addVariable(m_creatureTemplate);
addVariable(m_name);
addVariable(m_errorMessage);
}
//-----------------------------------------------------------------------
VerifyNameResponse::VerifyNameResponse(Archive::ReadIterator & source) :
GameNetworkMessage("VerifyNameResponse"),
m_stationId(),
m_characterId(),
m_creatureTemplate(),
m_name(),
m_errorMessage()
{
addVariable(m_stationId);
addVariable(m_characterId);
addVariable(m_creatureTemplate);
addVariable(m_name);
addVariable(m_errorMessage);
unpack(source);
}
//-----------------------------------------------------------------------
VerifyNameResponse::~VerifyNameResponse()
{
}
//-----------------------------------------------------------------------
ReleaseNameMessage::ReleaseNameMessage(const uint32 stationId, const NetworkId & characterId) :
GameNetworkMessage("ReleaseNameMessage"),
m_stationId(stationId),
m_characterId(characterId)
{
addVariable(m_stationId);
addVariable(m_characterId);
}
//-----------------------------------------------------------------------
ReleaseNameMessage::ReleaseNameMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ReleaseNameMessage"),
m_stationId(),
m_characterId()
{
addVariable(m_stationId);
addVariable(m_characterId);
unpack(source);
}
//-----------------------------------------------------------------------
ReleaseNameMessage::~ReleaseNameMessage()
{
}
//----------------------------------------------------------------------
DatabaseSaveStart::DatabaseSaveStart() : GameNetworkMessage("DatabaseSaveStart")
{
}
DatabaseSaveStart::DatabaseSaveStart(Archive::ReadIterator & source) : GameNetworkMessage("DatabaseSaveStart")
{
unpack(source);
}
DatabaseSaveStart::~DatabaseSaveStart()
{
}
//----------------------------------------------------------------------
DatabaseCreateCharacterSuccess::DatabaseCreateCharacterSuccess(const NetworkId objectId, StationId stationId, const Unicode::String &characterName, int templateId, bool jedi) :
GameNetworkMessage("DatabaseCreateCharacterSuccess"),
m_objectId(objectId),
m_stationId(stationId),
m_characterName(characterName),
m_templateId(templateId),
m_jedi(jedi)
{
addVariable(m_objectId);
addVariable(m_stationId);
addVariable(m_characterName);
addVariable(m_templateId);
addVariable(m_jedi);
}
//-----------------------------------------------------------------------
DatabaseCreateCharacterSuccess::DatabaseCreateCharacterSuccess(Archive::ReadIterator & source) :
GameNetworkMessage("DatabaseCreateCharacterSuccess"),
m_objectId(),
m_stationId(),
m_characterName(),
m_templateId(),
m_jedi()
{
addVariable(m_objectId);
addVariable(m_stationId);
addVariable(m_characterName);
addVariable(m_templateId);
addVariable(m_jedi);
unpack(source);
}
//-----------------------------------------------------------------------
DatabaseCreateCharacterSuccess::~DatabaseCreateCharacterSuccess()
{
}
//-----------------------------------------------------------------------
GameCreateCharacterFailed::GameCreateCharacterFailed(const uint32 stationId, const Unicode::String &name, const StringId &errorMessage, const std::string &optionalDetailedErrorMessage) :
GameNetworkMessage("GameCreateCharacterFailed"),
m_stationId(stationId),
m_name(name),
m_errorMessage(errorMessage),
m_optionalDetailedErrorMessage(optionalDetailedErrorMessage)
{
addVariable(m_stationId);
addVariable(m_name);
addVariable(m_errorMessage);
addVariable(m_optionalDetailedErrorMessage);
}
//-----------------------------------------------------------------------
GameCreateCharacterFailed::GameCreateCharacterFailed(Archive::ReadIterator & source) :
GameNetworkMessage("GameCreateCharacterFailed"),
m_stationId(),
m_name(),
m_errorMessage(),
m_optionalDetailedErrorMessage()
{
addVariable(m_stationId);
addVariable(m_name);
addVariable(m_errorMessage);
addVariable(m_optionalDetailedErrorMessage);
unpack(source);
}
//-----------------------------------------------------------------------
GameCreateCharacterFailed::~GameCreateCharacterFailed()
{
}
//-----------------------------------------------------------------------
ConnectionServerAddress ::ConnectionServerAddress (const std::string & newGameAddress, const uint16 newGamePort) :
GameNetworkMessage("ConnectionServerAddress"),
gameServiceAddress(newGameAddress),
gameServicePort(newGamePort)
{
addVariable(gameServiceAddress);
addVariable(gameServicePort);
}
//-----------------------------------------------------------------------
ConnectionServerAddress ::ConnectionServerAddress (Archive::ReadIterator & source) :
GameNetworkMessage("ConnectionServerAddress"),
gameServiceAddress(),
gameServicePort()
{
addVariable(gameServiceAddress);
addVariable(gameServicePort);
unpack(source);
}
//-----------------------------------------------------------------------
ConnectionServerAddress ::~ConnectionServerAddress ()
{
}
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
ShutdownCluster::ShutdownCluster(const uint32 timeToShutdown, const uint32 maxTime, const Unicode::String systemMessage):
GameNetworkMessage("ShutdownCluster"),
m_timeToShutdown(timeToShutdown),
m_maxTime(maxTime),
m_systemMessage(systemMessage)
{
addVariable(m_timeToShutdown);
addVariable(m_maxTime);
addVariable(m_systemMessage);
}
ShutdownCluster::ShutdownCluster( Archive::ReadIterator &source) :
GameNetworkMessage("ShutdownCluster"),
m_timeToShutdown(),
m_maxTime(),
m_systemMessage()
{
addVariable(m_timeToShutdown);
addVariable(m_maxTime);
addVariable(m_systemMessage);
unpack(source);
}
ShutdownCluster::~ShutdownCluster()
{
}
//----------------------------------------------------------------------
AbortShutdown::AbortShutdown() : GameNetworkMessage("AbortShutdown")
{
}
AbortShutdown::AbortShutdown(Archive::ReadIterator & source) : GameNetworkMessage("AbortShutdown")
{
unpack(source);
}
AbortShutdown::~AbortShutdown()
{
}
@@ -0,0 +1,787 @@
// CentralGameServerMessages.h
// copyright 2001 Verant Interactive
// Author: Justin Randall
#ifndef _INCLUDED_CentralGameServerMessages_H
#define _INCLUDED_CentralGameServerMessages_H
//-----------------------------------------------------------------------
#include "Archive/Archive.h"
#include "StringId.h"
#include "Unicode.h"
#include "localizationArchive/StringIdArchive.h"
#include "sharedFoundation/NetworkId.h"
#include "sharedFoundation/StationId.h"
#include "sharedMath/Vector.h"
#include "sharedMathArchive/VectorArchive.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
class CentralGameServerConnect : public GameNetworkMessage
{
public:
CentralGameServerConnect ( const std::string & newVolumeName,
const std::string & newClientServiceAddress,
const uint16 newClientServicePort,
const std::string & newGameServiceAddress,
const uint16 newGameServicePort);
CentralGameServerConnect (Archive::ReadIterator & source);
~CentralGameServerConnect ();
const std::string & getClientServiceAddress (void) const;
const uint16 getClientServicePort (void) const;
const std::string & getGameServiceAddress (void) const;
const uint16 getGameServicePort (void) const;
const std::string & getVolumeName (void) const;
const std::string & getBuildVersionNumber (void) const;
private:
Archive::AutoVariable<std::string> clientServiceAddress;
Archive::AutoVariable<std::string> gameServiceAddress;
Archive::AutoVariable<std::string> volumeName;
Archive::AutoVariable<uint16> clientServicePort;
Archive::AutoVariable<uint16> gameServicePort;
Archive::AutoVariable<std::string> buildVersionNumber;
CentralGameServerConnect();
CentralGameServerConnect(const CentralGameServerConnect&);
CentralGameServerConnect& operator= (const CentralGameServerConnect&);
};
//-----------------------------------------------------------------------
inline const std::string & CentralGameServerConnect::getClientServiceAddress(void) const
{
return clientServiceAddress.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const uint16 CentralGameServerConnect::getClientServicePort(void) const
{
return clientServicePort.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const std::string & CentralGameServerConnect::getGameServiceAddress(void) const
{
return gameServiceAddress.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const uint16 CentralGameServerConnect::getGameServicePort(void) const
{
return gameServicePort.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const std::string & CentralGameServerConnect::getVolumeName(void) const
{
return volumeName.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const std::string & CentralGameServerConnect::getBuildVersionNumber(void) const
{
return buildVersionNumber.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
/**
sent from the central server to a game server process advising it
of the server's new process identifier in the cluster
*/
class CentralGameServerSetProcessId : public GameNetworkMessage
{
public:
explicit CentralGameServerSetProcessId(const uint32 newProcessId, const uint32 clockSubtractInterval, const std::string &newClusterName);
CentralGameServerSetProcessId(Archive::ReadIterator & source);
~CentralGameServerSetProcessId();
const uint32 getClockSubtractInterval () const;
const std::string &getClusterName () const;
const uint32 getProcessId () const;
private:
Archive::AutoVariable<uint32> clockSubtractInterval;
Archive::AutoVariable<std::string> clusterName;
Archive::AutoVariable<uint32> processId;
CentralGameServerSetProcessId();
CentralGameServerSetProcessId(const CentralGameServerSetProcessId&);
CentralGameServerSetProcessId& operator= (const CentralGameServerSetProcessId&);
};
//-----------------------------------------------------------------------
inline const uint32 CentralGameServerSetProcessId::getClockSubtractInterval() const
{
return clockSubtractInterval.get();
}
//-----------------------------------------------------------------------
inline const std::string &CentralGameServerSetProcessId::getClusterName(void) const
{
return clusterName.get();
}
//-----------------------------------------------------------------------
inline const uint32 CentralGameServerSetProcessId::getProcessId(void) const
{
return processId.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
class CentralGameServerProxyObject : public GameNetworkMessage
{
public:
CentralGameServerProxyObject(const NetworkId newObjectId,
const char * const newTemplateName,
const uint32 newGameServerProcessId,
const std::string & newGameServerAddress,
const unsigned short newGameServerPort);
CentralGameServerProxyObject(Archive::ReadIterator & source);
~CentralGameServerProxyObject();
const std::string & getGameServerAddress() const;
const uint16 getGameServerPort() const;
const uint32 getGameServerProcessId() const;
const NetworkId getObjectId() const;
const std::string & getTemplateName() const;
private:
Archive::AutoVariable<std::string> gameServerAddress;
Archive::AutoVariable<uint16> gameServerPort;
Archive::AutoVariable<uint32> gameServerProcessId;
Archive::AutoVariable<NetworkId> objectId;
Archive::AutoVariable<std::string> templateName;
CentralGameServerProxyObject();
CentralGameServerProxyObject(const CentralGameServerProxyObject&);
CentralGameServerProxyObject& operator= (const CentralGameServerProxyObject&);
};
//-----------------------------------------------------------------------
inline const std::string & CentralGameServerProxyObject::getGameServerAddress(void) const
{
return gameServerAddress.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const uint16 CentralGameServerProxyObject::getGameServerPort() const
{
return gameServerPort.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const uint32 CentralGameServerProxyObject::getGameServerProcessId(void) const
{
return gameServerProcessId.get(); //lint !e1037 // const op () const is hardly ambiguous
}
//-----------------------------------------------------------------------
inline const NetworkId CentralGameServerProxyObject::getObjectId(void) const
{
return objectId.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralGameServerProxyObject::getTemplateName(void) const
{
return templateName.get();
}
//-----------------------------------------------------------------------
class CentralGameServerDbProcessServerProcessId : public GameNetworkMessage
{
public:
CentralGameServerDbProcessServerProcessId(const uint32 newServerProcessId, const uint32 gameTime);
CentralGameServerDbProcessServerProcessId(Archive::ReadIterator & source);
~CentralGameServerDbProcessServerProcessId();
const uint32 getSubtractInterval () const;
const uint32 getServerProcessId () const;
private:
Archive::AutoVariable<uint32> serverProcessId;
Archive::AutoVariable<uint32> gameTime;
CentralGameServerDbProcessServerProcessId();
CentralGameServerDbProcessServerProcessId(const CentralGameServerDbProcessServerProcessId&);
CentralGameServerDbProcessServerProcessId& operator= (const CentralGameServerDbProcessServerProcessId&);
};
//-----------------------------------------------------------------------
inline const uint32 CentralGameServerDbProcessServerProcessId::getServerProcessId(void) const
{
return serverProcessId.get();
}
//-----------------------------------------------------------------------
inline const uint32 CentralGameServerDbProcessServerProcessId::getSubtractInterval() const
{
return gameTime.get();
}
//-----------------------------------------------------------------------
class CentralCreateCharacter : public GameNetworkMessage
{
public:
CentralCreateCharacter(const uint32 stationId,
const Unicode::String & characterName,
const std::string & templateName,
float scaleFactor,
const std::string & planetName,
const Vector & coordinates,
const NetworkId & cellId,
const std::string & newAppearanceData,
const std::string & hairTemplateName,
const std::string & hairAppearanceData,
const std::string & profession,
const Unicode::String & biography,
const bool useNewbieTutorial,
const std::string & skillTemplate,
const std::string & workingSkill,
const bool jedi,
const uint32 gameFeatures);
CentralCreateCharacter(Archive::ReadIterator & source);
~CentralCreateCharacter();
const float getScaleFactor () const;
const std::string & getAppearanceData () const;
const NetworkId & getCell () const;
const Unicode::String & getCharacterName () const;
const Vector & getCoordinates () const;
const std::string & getHairTemplateName () const;
const std::string & getHairAppearanceData () const;
const std::string & getPlanetName () const;
const uint32 getStationId () const;
const std::string & getTemplateName () const;
const std::string & getProfession () const;
const Unicode::String & getBiography () const;
const bool getUseNewbieTutorial () const;
const std::string & getSkillTemplate () const;
const std::string & getWorkingSkill () const;
const bool getJedi () const;
const uint32 getGameFeatures () const;
private:
Archive::AutoVariable<std::string> m_appearanceData;
Archive::AutoVariable<NetworkId> m_cellId;
Archive::AutoVariable<Vector> m_coordinates;
Archive::AutoVariable<Unicode::String> m_characterName;
Archive::AutoVariable<std::string> m_planetName;
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<std::string> m_hairTemplateName;
Archive::AutoVariable<std::string> m_hairAppearanceData;
Archive::AutoVariable<std::string> m_templateName;
Archive::AutoVariable<std::string> m_profession;
Archive::AutoVariable<float> m_scaleFactor;
Archive::AutoVariable<Unicode::String> m_biography;
Archive::AutoVariable<bool> m_useNewbieTutorial;
Archive::AutoVariable<std::string> m_skillTemplate;
Archive::AutoVariable<std::string> m_workingSkill;
Archive::AutoVariable<bool> m_jedi;
Archive::AutoVariable<uint32> m_gameFeatures;
CentralCreateCharacter();
CentralCreateCharacter(const CentralCreateCharacter&);
CentralCreateCharacter& operator= (const CentralCreateCharacter&);
};
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getAppearanceData() const
{
return m_appearanceData.get();
}
//-----------------------------------------------------------------------
inline const NetworkId & CentralCreateCharacter::getCell() const
{
return m_cellId.get();
}
//-----------------------------------------------------------------------
inline const Vector & CentralCreateCharacter::getCoordinates() const
{
return m_coordinates.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & CentralCreateCharacter::getCharacterName() const
{
return m_characterName.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getHairTemplateName() const
{
return m_hairTemplateName.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getHairAppearanceData() const
{
return m_hairAppearanceData.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getPlanetName() const
{
return m_planetName.get();
}
//-----------------------------------------------------------------------
inline const uint32 CentralCreateCharacter::getStationId() const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getTemplateName() const
{
return m_templateName.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getProfession() const
{
return m_profession.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & CentralCreateCharacter::getBiography() const
{
return m_biography.get();
}
//-----------------------------------------------------------------------
inline const bool CentralCreateCharacter::getUseNewbieTutorial() const
{
return m_useNewbieTutorial.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getSkillTemplate() const
{
return m_skillTemplate.get();
}
//-----------------------------------------------------------------------
inline const std::string & CentralCreateCharacter::getWorkingSkill() const
{
return m_workingSkill.get();
}
//-----------------------------------------------------------------------
inline const bool CentralCreateCharacter::getJedi() const
{
return m_jedi.get();
}
// ----------------------------------------------------------------------
inline const uint32 CentralCreateCharacter::getGameFeatures() const
{
return m_gameFeatures.get();
}
//-----------------------------------------------------------------------
class VerifyNameRequest: public GameNetworkMessage
{
public:
VerifyNameRequest(const uint32 stationId, const NetworkId & characterId, const std::string &creatureTemplate, const Unicode::String & characterName);
VerifyNameRequest(Archive::ReadIterator & source);
~VerifyNameRequest();
const std::string &getCreatureTemplate() const;
const Unicode::String & getCharacterName() const;
const uint32 getStationId() const;
const NetworkId & getCharacterId() const;
private:
Archive::AutoVariable<std::string> m_creatureTemplate;
Archive::AutoVariable<Unicode::String> m_characterName;
Archive::AutoVariable<uint32> m_stationId;
// 0 means requesting to verify name for character creation; otherwise, it means
// requesting to verify name for character rename for that particular character
Archive::AutoVariable<NetworkId> m_characterId;
VerifyNameRequest();
VerifyNameRequest(const VerifyNameRequest&);
VerifyNameRequest& operator= (const VerifyNameRequest&);
};
//-----------------------------------------------------------------------
inline const std::string &VerifyNameRequest::getCreatureTemplate() const
{
return m_creatureTemplate.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & VerifyNameRequest::getCharacterName() const
{
return m_characterName.get();
}
//-----------------------------------------------------------------------
inline const uint32 VerifyNameRequest::getStationId() const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline const NetworkId & VerifyNameRequest::getCharacterId() const
{
return m_characterId.get();
}
//-----------------------------------------------------------------------
class VerifyNameResponse: public GameNetworkMessage
{
// See NameErrors.h for acceptable error codes
public:
VerifyNameResponse(const uint32 stationId, const NetworkId & characterId, const std::string &creatureTemplate, const Unicode::String & characterName, const StringId &errorMessage);
VerifyNameResponse(Archive::ReadIterator & source);
~VerifyNameResponse();
const uint32 getStationId() const;
const NetworkId & getCharacterId() const;
const std::string &getCreatureTemplate() const;
const Unicode::String & getName() const;
const StringId &getErrorMessage() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<NetworkId> m_characterId;
Archive::AutoVariable<std::string> m_creatureTemplate;
Archive::AutoVariable<Unicode::String> m_name;
Archive::AutoVariable<StringId> m_errorMessage;
VerifyNameResponse();
VerifyNameResponse(const VerifyNameResponse&);
VerifyNameResponse& operator= (const VerifyNameResponse&);
};
//--------------------------------------------------------------------
inline const std::string &VerifyNameResponse::getCreatureTemplate() const
{
return m_creatureTemplate.get();
}
//-----------------------------------------------------------------------
inline const uint32 VerifyNameResponse::getStationId() const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline const NetworkId & VerifyNameResponse::getCharacterId() const
{
return m_characterId.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String & VerifyNameResponse::getName() const
{
return m_name.get();
}
//-----------------------------------------------------------------------
inline const StringId &VerifyNameResponse::getErrorMessage() const
{
return m_errorMessage.get();
}
//-----------------------------------------------------------------------
class ReleaseNameMessage: public GameNetworkMessage
{
public:
ReleaseNameMessage(const uint32 stationId, const NetworkId & characterId); // if name is empty, release all names
ReleaseNameMessage(Archive::ReadIterator & source);
~ReleaseNameMessage();
const uint32 getStationId() const;
const NetworkId & getCharacterId() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<NetworkId> m_characterId;
ReleaseNameMessage();
ReleaseNameMessage(const ReleaseNameMessage&);
ReleaseNameMessage& operator= (const ReleaseNameMessage&);
};
//-----------------------------------------------------------------------
inline const uint32 ReleaseNameMessage::getStationId() const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline const NetworkId & ReleaseNameMessage::getCharacterId() const
{
return m_characterId.get();
}
//-----------------------------------------------------------------------
// This message is sent from Persister to Central Server to indicate
// that a save is starting.
class DatabaseSaveStart : public GameNetworkMessage
{
public:
DatabaseSaveStart();
DatabaseSaveStart(Archive::ReadIterator & source);
~DatabaseSaveStart();
};
// ----------------------------------------------------------------------
class DatabaseCreateCharacterSuccess : public GameNetworkMessage
{
public:
DatabaseCreateCharacterSuccess(const NetworkId objectId, StationId stationId, const Unicode::String &characterName, int templateId, bool jedi);
DatabaseCreateCharacterSuccess(Archive::ReadIterator & source);
~DatabaseCreateCharacterSuccess();
const NetworkId & getObjectId() const;
const StationId getStationId() const;
const Unicode::String & getCharacterName() const;
const int getTemplateId() const;
const bool getJedi() const;
private:
Archive::AutoVariable<NetworkId> m_objectId;
Archive::AutoVariable<StationId> m_stationId;
Archive::AutoVariable<Unicode::String> m_characterName;
Archive::AutoVariable<int> m_templateId;
Archive::AutoVariable<bool> m_jedi;
DatabaseCreateCharacterSuccess();
DatabaseCreateCharacterSuccess(const DatabaseCreateCharacterSuccess&);
DatabaseCreateCharacterSuccess& operator= (const DatabaseCreateCharacterSuccess&);
};
//-----------------------------------------------------------------------
inline const NetworkId & DatabaseCreateCharacterSuccess::getObjectId(void) const
{
return m_objectId.get();
}
// ----------------------------------------------------------------------
inline const StationId DatabaseCreateCharacterSuccess::getStationId(void) const
{
return m_stationId.get();
}
// ----------------------------------------------------------------------
inline const Unicode::String & DatabaseCreateCharacterSuccess::getCharacterName() const
{
return m_characterName.get();
}
// ----------------------------------------------------------------------
inline const int DatabaseCreateCharacterSuccess::getTemplateId() const
{
return m_templateId.get();
}
// ----------------------------------------------------------------------
inline const bool DatabaseCreateCharacterSuccess:: getJedi() const
{
return m_jedi.get();
}
//-----------------------------------------------------------------------
class GameCreateCharacterFailed : public GameNetworkMessage
{
public:
explicit GameCreateCharacterFailed(const uint32 stationId, const Unicode::String &name, const StringId &errorCode, const std::string &optionalDetailedErrorMessage);
GameCreateCharacterFailed(Archive::ReadIterator & source);
~GameCreateCharacterFailed();
const uint32 getStationId(void) const;
const Unicode::String &getName(void) const;
const StringId &getErrorMessage(void) const;
const std::string &getOptionalDetailedErrorMessage() const;
private:
Archive::AutoVariable<uint32> m_stationId;
Archive::AutoVariable<Unicode::String> m_name;
Archive::AutoVariable<StringId> m_errorMessage;
Archive::AutoVariable<std::string> m_optionalDetailedErrorMessage;
GameCreateCharacterFailed();
GameCreateCharacterFailed(const GameCreateCharacterFailed&);
GameCreateCharacterFailed& operator= (const GameCreateCharacterFailed&);
};
//-----------------------------------------------------------------------
inline const uint32 GameCreateCharacterFailed::getStationId(void) const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline const Unicode::String &GameCreateCharacterFailed::getName(void) const
{
return m_name.get();
}
//-----------------------------------------------------------------------
inline const StringId &GameCreateCharacterFailed::getErrorMessage(void) const
{
return m_errorMessage.get();
}
//--------------------------------------------------------------------
inline const std::string &GameCreateCharacterFailed::getOptionalDetailedErrorMessage() const
{
return m_optionalDetailedErrorMessage.get();
}
//-----------------------------------------------------------------------
/**
* the ConnectionServerAddress message is sent from central to game when a user server connects to the login server so the game can establish a connection with it.
*/
class ConnectionServerAddress : public GameNetworkMessage
{
public:
ConnectionServerAddress (const std::string & newGameAddress, const uint16 newGamePort);
ConnectionServerAddress (Archive::ReadIterator & source);
virtual ~ConnectionServerAddress ();
const std::string & getGameServiceAddress (void) const;
const uint16 getGameServicePort (void) const;
private:
Archive::AutoVariable<std::string> gameServiceAddress;
Archive::AutoVariable<uint16> gameServicePort;
ConnectionServerAddress(const ConnectionServerAddress&);
ConnectionServerAddress& operator= (const ConnectionServerAddress&);
};
//-----------------------------------------------------------------------
inline const std::string & ConnectionServerAddress::getGameServiceAddress (void) const
{
return gameServiceAddress.get();
}
//-----------------------------------------------------------------------
inline const uint16 ConnectionServerAddress::getGameServicePort (void) const
{
return gameServicePort.get();
}
//-----------------------------------------------------------------------
// Send this message to CentralServer to begin the shutdown sequence (broadcasts to the players, database save, etc)
class ShutdownCluster : public GameNetworkMessage
{
public:
ShutdownCluster( const uint32 timeToShutdown, const uint32 maxTime, const Unicode::String systemMessage);
ShutdownCluster(Archive::ReadIterator &source);
virtual ~ShutdownCluster();
const uint32 getTimeToShutdown(void) const;
const uint32 getMaxTime(void) const;
const Unicode::String getSystemMessage(void) const;
private:
Archive::AutoVariable<uint32> m_timeToShutdown;
Archive::AutoVariable<uint32> m_maxTime;
Archive::AutoVariable<Unicode::String> m_systemMessage;
ShutdownCluster();
ShutdownCluster( const ShutdownCluster& );
ShutdownCluster& operator= (const ShutdownCluster& );
};
inline const uint32 ShutdownCluster::getTimeToShutdown(void) const
{
return m_timeToShutdown.get();
}
inline const uint32 ShutdownCluster::getMaxTime(void) const
{
return m_maxTime.get();
}
inline const Unicode::String ShutdownCluster::getSystemMessage(void) const
{
return m_systemMessage.get();
}
//------------------------------------------------------------------------
// This message is sent to Central Server to stop any shutdown sequence that is in progress
class AbortShutdown : public GameNetworkMessage
{
public:
AbortShutdown();
AbortShutdown(Archive::ReadIterator & source);
~AbortShutdown();
};
#endif // _INCLUDED_CentralGameServerMessages_H
@@ -0,0 +1,36 @@
//========================================================================
//
// CentralPingMessage.cpp - tells Centralserver we want all the objects in a chunk.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/CentralPingMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
CentralPingMessage::CentralPingMessage () :
GameNetworkMessage("CentralPingMessage")
{
}
//-----------------------------------------------------------------------
CentralPingMessage::CentralPingMessage(Archive::ReadIterator & source) :
GameNetworkMessage("CentralPingMessage")
{
unpack(source);
}
//-----------------------------------------------------------------------
CentralPingMessage::~CentralPingMessage()
{
}
// ======================================================================
@@ -0,0 +1,40 @@
// ======================================================================
//
// CentralPingMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_CentralPingMessage_H
#define INCLUDED_CentralPingMessage_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Sent from: Central / Game Server
* Sent to: Game Server / Central
* Action: Verfiy that we have two-way communications and that the game
* server is responding.
*/
class CentralPingMessage : public GameNetworkMessage
{
public:
CentralPingMessage ();
CentralPingMessage (Archive::ReadIterator & source);
~CentralPingMessage ();
uint32 getPingNumber() const;
private:
CentralPingMessage(const CentralPingMessage&);
CentralPingMessage& operator= (const CentralPingMessage&);
};
// ======================================================================
#endif
@@ -0,0 +1,49 @@
//========================================================================
//
// ChangeUniverseProcessMessage.cpp - tells CentralServer to unload all instances of
// an object.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ChangeUniverseProcessMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object we want to unload
*/
ChangeUniverseProcessMessage::ChangeUniverseProcessMessage(int id) :
GameNetworkMessage("ChangeUniverseProcessMessage"),
m_id(id)
{
addVariable(m_id);
}
//-----------------------------------------------------------------------
ChangeUniverseProcessMessage::ChangeUniverseProcessMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ChangeUniverseProcessMessage"),
m_id(0)
{
addVariable(m_id);
unpack(source);
}
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
ChangeUniverseProcessMessage::~ChangeUniverseProcessMessage()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,47 @@
//========================================================================
//
// ChangeUniverseProcessMessage.h - tells CentralServer to unload all instances of
// an object.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_ChangeUniverseProcessMessage_H
#define _INCLUDED_ChangeUniverseProcessMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class ChangeUniverseProcessMessage : public GameNetworkMessage
{
public:
explicit ChangeUniverseProcessMessage (int id);
ChangeUniverseProcessMessage (Archive::ReadIterator & source);
~ChangeUniverseProcessMessage ();
int getId() const;
private:
Archive::AutoVariable<int> m_id;
ChangeUniverseProcessMessage();
ChangeUniverseProcessMessage(const ChangeUniverseProcessMessage&);
ChangeUniverseProcessMessage& operator= (const ChangeUniverseProcessMessage&);
};
//-----------------------------------------------------------------------
inline int ChangeUniverseProcessMessage::getId(void) const
{
return m_id.get();
}
// ----------------------------------------------------------------------
#endif
@@ -0,0 +1,102 @@
// ======================================================================
//
// CharacterListMessage.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/CharacterListMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
CharacterListMessage::CharacterListMessage(uint32 accountNumber, const std::vector<CharacterListMessageData> &data) :
GameNetworkMessage("CharacterListMessage"),
m_data(),
m_accountNumber(accountNumber)
{
m_data.set(data);
addVariable(m_data);
addVariable(m_accountNumber);
}
//-----------------------------------------------------------------------
CharacterListMessage::CharacterListMessage(Archive::ReadIterator & source) :
GameNetworkMessage("CharacterListMessage"),
m_data(),
m_accountNumber()
{
addVariable(m_data);
addVariable(m_accountNumber);
unpack(source);
}
// ----------------------------------------------------------------------
CharacterListMessage::~CharacterListMessage()
{
}
// ----------------------------------------------------------------------
const std::vector<CharacterListMessageData> &CharacterListMessage::getData() const
{
return m_data.get();
}
// ----------------------------------------------------------------------
namespace Archive
{
void get(ReadIterator & source, CharacterListMessageData &c)
{
get(source,c.m_name);
get(source,c.m_objectTemplate);
get(source,c.m_characterId);
get(source,c.m_containerId);
get(source,c.m_location);
get(source,c.m_coordinates);
}
void put(ByteStream & target, const CharacterListMessageData &c)
{
put(target,c.m_name);
put(target,c.m_objectTemplate);
put(target,c.m_characterId);
put(target,c.m_containerId);
put(target,c.m_location);
put(target,c.m_coordinates);
}
}
// ----------------------------------------------------------------------
CharacterListMessageData::CharacterListMessageData(const Unicode::String &name, const std::string &objectTemplate, const NetworkId &characterId, const NetworkId &containerId, const std::string &location, const Vector &coordinates) :
m_name(name),
m_objectTemplate(objectTemplate),
m_characterId(characterId),
m_containerId(containerId),
m_location(location),
m_coordinates(coordinates)
{
}
// ----------------------------------------------------------------------
CharacterListMessageData::CharacterListMessageData() :
m_name(),
m_objectTemplate(),
m_characterId(),
m_containerId(),
m_location(),
m_coordinates()
{
}
// ======================================================================
@@ -0,0 +1,83 @@
// ======================================================================
//
// CharacterListMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_CharacterListMessage_H
#define INCLUDED_CharacterListMessage_H
// ======================================================================
#include <string>
#include "Unicode.h"
#include "sharedMath/Vector.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* This is declared as a separate class so that it can be forwarded.
* Otherwise, it would be nested in CharacterListMessage
*/
class CharacterListMessageData
{
public:
Unicode::String m_name;
std::string m_objectTemplate;
NetworkId m_characterId;
NetworkId m_containerId;
std::string m_location;
Vector m_coordinates;
CharacterListMessageData();
CharacterListMessageData(const Unicode::String &name, const std::string &objectTemplate, const NetworkId &characterId, const NetworkId &containerId, const std::string &location, const Vector &coordinates);
};
// ----------------------------------------------------------------------
/**
* List a character for an account
* Sent from: DBProcess
* Sent to: Central
* Action: Forward the character list to the client.
*/
class CharacterListMessage : public GameNetworkMessage
{
public:
CharacterListMessage (uint32 accountNumber, const std::vector<CharacterListMessageData> &data);
CharacterListMessage (Archive::ReadIterator & source);
~CharacterListMessage ();
uint32 getAccountNumber() const;
const std::vector<CharacterListMessageData> &getData() const;
private:
Archive::AutoArray<CharacterListMessageData> m_data;
Archive::AutoVariable<uint32> m_accountNumber;
CharacterListMessage();
CharacterListMessage(const CharacterListMessage&);
CharacterListMessage& operator= (const CharacterListMessage&);
};
// ----------------------------------------------------------------------
inline uint32 CharacterListMessage::getAccountNumber(void) const
{
return m_accountNumber.get();
}
// ----------------------------------------------------------------------
namespace Archive
{
void get(ReadIterator & source, CharacterListMessageData &c);
void put(ByteStream & target, const CharacterListMessageData &c);
}
// ======================================================================
#endif
@@ -0,0 +1,57 @@
//========================================================================
//
// CharacterTransferStatusMessage.cpp - tells Centralserver a new object is being created.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/CharacterTransferStatusMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
#include "sharedMathArchive/VectorArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object that was created
*/
CharacterTransferStatusMessage::CharacterTransferStatusMessage(unsigned int gameServerId, const NetworkId & toCharacterId, const std::string & statusMessage) :
GameNetworkMessage("CharacterTransferStatusMessage"),
m_gameServerId(gameServerId),
m_toCharacterId(toCharacterId),
m_statusMessage(statusMessage)
{
addVariable(m_gameServerId);
addVariable(m_toCharacterId);
addVariable(m_statusMessage);
} // CharacterTransferStatusMessage::CharacterTransferStatusMessage
//-----------------------------------------------------------------------
CharacterTransferStatusMessage::CharacterTransferStatusMessage(Archive::ReadIterator & source) :
GameNetworkMessage("CharacterTransferStatusMessage"),
m_gameServerId(),
m_toCharacterId(),
m_statusMessage()
{
addVariable(m_gameServerId);
addVariable(m_toCharacterId);
addVariable(m_statusMessage);
unpack(source);
}
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
CharacterTransferStatusMessage::~CharacterTransferStatusMessage()
{
} // CharacterTransferStatusMessage::~CharacterTransferStatusMessage
//-----------------------------------------------------------------------
@@ -0,0 +1,65 @@
//========================================================================
//
// CharacterTransferStatusMessage.h - tells Centralserver a new object is being created.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_CharacterTransferStatusMessage_H
#define _INCLUDED_CharacterTransferStatusMessage_H
//-----------------------------------------------------------------------
#include <string>
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "sharedMath/Vector.h"
#include "sharedFoundation/NetworkId.h"
//-----------------------------------------------------------------------
class CharacterTransferStatusMessage : public GameNetworkMessage
{
public:
CharacterTransferStatusMessage (unsigned int gameServerId, const NetworkId & toCharacterId, const std::string & statusMessage);
CharacterTransferStatusMessage (Archive::ReadIterator & source);
~CharacterTransferStatusMessage ();
unsigned int getGameServerId () const;
const NetworkId & getToCharacterId () const;
const std::string & getStatusMessage () const;
private:
Archive::AutoVariable<unsigned int> m_gameServerId;
Archive::AutoVariable<NetworkId> m_toCharacterId;
Archive::AutoVariable<std::string> m_statusMessage;
CharacterTransferStatusMessage();
CharacterTransferStatusMessage(const CharacterTransferStatusMessage&);
CharacterTransferStatusMessage& operator= (const CharacterTransferStatusMessage&);
};
//-----------------------------------------------------------------------
inline unsigned int CharacterTransferStatusMessage::getGameServerId() const
{
return m_gameServerId.get();
}
//-----------------------------------------------------------------------
inline const NetworkId & CharacterTransferStatusMessage::getToCharacterId() const
{
return m_toCharacterId.get();
}
//-----------------------------------------------------------------------
inline const std::string & CharacterTransferStatusMessage::getStatusMessage() const
{
return m_statusMessage.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_CharacterTransferStatusMessage_H
@@ -0,0 +1,50 @@
// ======================================================================
//
// ChunkCompleteMessage.cpp
//
// Copyright 2002 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ChunkCompleteMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
ChunkCompleteMessage::ChunkCompleteMessage(std::vector<std::pair<int, int> > const & chunks) :
GameNetworkMessage("ChunkCompleteMessage"),
m_chunks()
{
m_chunks.set(chunks);
addVariable(m_chunks);
}
// ----------------------------------------------------------------------
ChunkCompleteMessage::ChunkCompleteMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ChunkCompleteMessage"),
m_chunks()
{
addVariable(m_chunks);
unpack(source);
}
// ----------------------------------------------------------------------
ChunkCompleteMessage::~ChunkCompleteMessage()
{
}
// ----------------------------------------------------------------------
std::vector<std::pair<int, int> > const & ChunkCompleteMessage::getChunks() const
{
return m_chunks.get();
}
// ======================================================================
@@ -0,0 +1,38 @@
// ======================================================================
//
// ChunkCompleteMessage.h
//
// Copyright 2002 Sony Online Entertainment
//
// ======================================================================
#ifndef _INCLUDED_ChunkCompleteMessage_H
#define _INCLUDED_ChunkCompleteMessage_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class ChunkCompleteMessage : public GameNetworkMessage
{
public:
ChunkCompleteMessage (std::vector<std::pair<int, int> > const & chunks);
ChunkCompleteMessage (Archive::ReadIterator & source);
~ChunkCompleteMessage ();
std::vector<std::pair<int, int> > const & getChunks() const;
private:
Archive::AutoArray<std::pair<int, int> > m_chunks;
ChunkCompleteMessage();
ChunkCompleteMessage(const ChunkCompleteMessage&);
ChunkCompleteMessage& operator= (const ChunkCompleteMessage&);
};
// ======================================================================
#endif // _INCLUDED_ChunkCompleteMessage_H
@@ -0,0 +1,64 @@
//========================================================================
//
// ChunkObjectListMessage.cpp -
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ChunkObjectListMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param process gameserver id requesting the chunk (from RequestChunkMessage)
* @param count number of ids in the chunk
* @param ids list of ids
*/
ChunkObjectListMessage::ChunkObjectListMessage(uint32 process, uint16 count,
const NetworkId* ids) :
GameNetworkMessage("ChunkObjectListMessage"),
m_process(process),
m_ids()
{
addVariable(m_process);
addVariable(m_ids);
if (count > 0)
{
NOT_NULL(ids);
std::vector<NetworkId> v;
for (size_t i = 0; i < count; ++i)
v.push_back(ids[i]);
m_ids.set(v);
}
} // RequestChunkMessage::RequestChunkMessage
//-----------------------------------------------------------------------
ChunkObjectListMessage::ChunkObjectListMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ChunkObjectListMessage"),
m_process(),
m_ids()
{
addVariable(m_process);
addVariable(m_ids);
unpack(source);
}
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
ChunkObjectListMessage::~ChunkObjectListMessage()
{
} // ChunkObjectListMessage::~ChunkObjectListMessage
//-----------------------------------------------------------------------
@@ -0,0 +1,71 @@
//========================================================================
//
// ChunkObjectListMessage.h - tells Centralserver all the object ids in a chunk.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_ChunkObjectListMessage_H
#define _INCLUDED_ChunkObjectListMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include <vector>
/** @todo: right now this will every object in the game, we need to modify to
* give a chunk id list
*/
//-----------------------------------------------------------------------
class ChunkObjectListMessage : public GameNetworkMessage
{
public:
ChunkObjectListMessage (uint32 process, uint16 count, const NetworkId* ids);
ChunkObjectListMessage (Archive::ReadIterator & source);
~ChunkObjectListMessage ();
const uint32 getProcess(void) const;
const uint16 getCount(void) const;
const std::vector<NetworkId> & getIds(void) const;
private:
Archive::AutoVariable<uint32> m_process; // gameserver id requesting the chunk (from RequestChunkMessage)
//uint16 m_count; // number of ids in the chunk
//NetworkId* m_ids; // list of ids
Archive::AutoArray<NetworkId> m_ids;
ChunkObjectListMessage();
ChunkObjectListMessage(const ChunkObjectListMessage&);
ChunkObjectListMessage& operator= (const ChunkObjectListMessage&);
};
//-----------------------------------------------------------------------
inline const uint32 ChunkObjectListMessage::getProcess(void) const
{
return m_process.get();
} // ChunkObjectListMessage::getProcess
//-----------------------------------------------------------------------
inline const std::vector<NetworkId> & ChunkObjectListMessage::getIds(void) const
{
return m_ids.get();
} // ChunkObjectListMessage::getIds
//-----------------------------------------------------------------------
inline const uint16 ChunkObjectListMessage::getCount() const
{
// cast back to a 16 bit int to save space over the network
return static_cast<uint16>(m_ids.get().size());
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_ChunkObjectListMessage_H
@@ -0,0 +1,182 @@
// ======================================================================
//
// ClaimRewardsMessage.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ClaimRewardsMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
// ======================================================================
ClaimRewardsMessage::ClaimRewardsMessage (uint32 gameServer, StationId stationId, NetworkId const & player, std::string const & rewardEvent, bool consumeEvent, std::string const & rewardItem, bool consumeItem, uint32 accountFeatureId, bool consumeAccountFeatureId) :
GameNetworkMessage("ClaimRewardsMessage"),
m_gameServer(gameServer),
m_stationId(stationId),
m_player(player),
m_rewardEvent(rewardEvent),
m_consumeEvent(consumeEvent),
m_accountUniqueItems(),
m_additionalItems(),
m_accountFeatureId(accountFeatureId),
m_consumeAccountFeatureId((accountFeatureId > 0) ? consumeAccountFeatureId : false), // m_consumeAccountFeatureId is only meaningful if m_accountFeatureId > 0
m_accountFeatureIdOldValue(),
m_accountFeatureIdNewValue()
{
if (consumeItem)
m_accountUniqueItems.get().push_back(rewardItem);
else
m_additionalItems.get().push_back(rewardItem);
addVariable(m_gameServer);
addVariable(m_stationId);
addVariable(m_player);
addVariable(m_rewardEvent);
addVariable(m_consumeEvent);
addVariable(m_accountUniqueItems);
addVariable(m_additionalItems);
addVariable(m_accountFeatureId);
addVariable(m_consumeAccountFeatureId);
addVariable(m_accountFeatureIdOldValue);
addVariable(m_accountFeatureIdNewValue);
}
//-----------------------------------------------------------------------
ClaimRewardsMessage::ClaimRewardsMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ClaimRewardsMessage"),
m_gameServer(),
m_stationId(),
m_player(),
m_rewardEvent(),
m_consumeEvent(),
m_accountUniqueItems(),
m_additionalItems(),
m_accountFeatureId(),
m_consumeAccountFeatureId(),
m_accountFeatureIdOldValue(),
m_accountFeatureIdNewValue()
{
addVariable(m_gameServer);
addVariable(m_stationId);
addVariable(m_player);
addVariable(m_rewardEvent);
addVariable(m_consumeEvent);
addVariable(m_accountUniqueItems);
addVariable(m_additionalItems);
addVariable(m_accountFeatureId);
addVariable(m_consumeAccountFeatureId);
addVariable(m_accountFeatureIdOldValue);
addVariable(m_accountFeatureIdNewValue);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
ClaimRewardsMessage::~ClaimRewardsMessage()
{
}
// ----------------------------------------------------------------------
uint32 ClaimRewardsMessage::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
StationId ClaimRewardsMessage::getStationId() const
{
return m_stationId.get();
}
// ----------------------------------------------------------------------
NetworkId const & ClaimRewardsMessage::getPlayer() const
{
return m_player.get();
}
// ----------------------------------------------------------------------
std::string const & ClaimRewardsMessage::getRewardEvent() const
{
return m_rewardEvent.get();
}
// ----------------------------------------------------------------------
bool ClaimRewardsMessage::getConsumeEvent() const
{
return m_consumeEvent.get();
}
// ----------------------------------------------------------------------
std::string const & ClaimRewardsMessage::getRewardItem() const
{
static const std::string empty;
if (!m_accountUniqueItems.get().empty())
return (m_accountUniqueItems.get())[0];
else if (!m_additionalItems.get().empty())
return (m_additionalItems.get())[0];
return empty;
}
// ----------------------------------------------------------------------
bool ClaimRewardsMessage::getConsumeItem() const
{
return (!m_accountUniqueItems.get().empty());
}
// ----------------------------------------------------------------------
uint32 ClaimRewardsMessage::getAccountFeatureId() const
{
return m_accountFeatureId.get();
}
// ----------------------------------------------------------------------
bool ClaimRewardsMessage::getConsumeAccountFeatureId() const
{
return m_consumeAccountFeatureId.get();
}
// ----------------------------------------------------------------------
std::string const & ClaimRewardsMessage::getAccountFeatureIdOldValue() const
{
return m_accountFeatureIdOldValue.get();
}
// ----------------------------------------------------------------------
void ClaimRewardsMessage::setAccountFeatureIdOldValue(std::string const & accountFeatureIdOldValue)
{
m_accountFeatureIdOldValue.set(accountFeatureIdOldValue);
}
// ----------------------------------------------------------------------
std::string const & ClaimRewardsMessage::getAccountFeatureIdNewValue() const
{
return m_accountFeatureIdNewValue.get();
}
// ----------------------------------------------------------------------
void ClaimRewardsMessage::setAccountFeatureIdNewValue(std::string const & accountFeatureIdNewValue)
{
m_accountFeatureIdNewValue.set(accountFeatureIdNewValue);
}
// ======================================================================
@@ -0,0 +1,72 @@
// ======================================================================
//
// ClaimRewardsMessage.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_ClaimRewardsMessage_H
#define INCLUDED_ClaimRewardsMessage_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Request claiming a set of veteran rewards
* Sent from: Game Server
* Sent to: Login Server (via Central)
* Action: Check that these rewards can still be claimed on this account.
*/
class ClaimRewardsMessage : public GameNetworkMessage
{
public:
ClaimRewardsMessage (uint32 gameServer, StationId stationId, NetworkId const & player, std::string const & rewardEvent, bool consumeEvent, std::string const & rewardItem, bool consumeItem, uint32 accountFeatureId, bool consumeAccountFeatureId);
ClaimRewardsMessage (Archive::ReadIterator & source);
virtual ~ClaimRewardsMessage ();
uint32 getGameServer() const;
StationId getStationId() const;
NetworkId const & getPlayer() const;
std::string const & getRewardEvent() const;
bool getConsumeEvent() const;
std::string const & getRewardItem() const;
bool getConsumeItem() const;
uint32 getAccountFeatureId() const;
bool getConsumeAccountFeatureId() const;
std::string const & getAccountFeatureIdOldValue() const;
void setAccountFeatureIdOldValue(std::string const & accountFeatureIdOldValue);
std::string const & getAccountFeatureIdNewValue() const;
void setAccountFeatureIdNewValue(std::string const & accountFeatureIdNewValue);
private:
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<StationId> m_stationId;
Archive::AutoVariable<NetworkId> m_player;
Archive::AutoVariable<std::string> m_rewardEvent;
Archive::AutoVariable<bool> m_consumeEvent;
Archive::AutoArray<std::string> m_accountUniqueItems; // once-per-account items that should be registered in the login database
Archive::AutoArray<std::string> m_additionalItems; // rewards the player is claiming which are not once-per-account and don't need to be registered in the login database
Archive::AutoVariable<uint32> m_accountFeatureId; // if non-zero, reward requires that the account has this feature id, and reward will consume 1 count of this feature id
Archive::AutoVariable<bool> m_consumeAccountFeatureId; // for account feature Id reward, indicates whether to consume the account feature Id
// for reward that requires an account feature id,
// these fields will contain the old and new value
// of the account feature id; these values are passed to
// session/Platform to update the account feature id; only
// on a successful update will the reward then be granted
Archive::AutoVariable<std::string> m_accountFeatureIdOldValue;
Archive::AutoVariable<std::string> m_accountFeatureIdNewValue;
private:
ClaimRewardsMessage();
ClaimRewardsMessage(const ClaimRewardsMessage&);
ClaimRewardsMessage& operator= (const ClaimRewardsMessage&);
};
// ======================================================================
#endif
@@ -0,0 +1,158 @@
// ======================================================================
//
// ClaimRewardsReplyMessage.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ClaimRewardsReplyMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
// ======================================================================
ClaimRewardsReplyMessage::ClaimRewardsReplyMessage(uint32 gameServer, StationId stationId, NetworkId const & player, std::string const & rewardEvent, std::string const & rewardItem, uint32 accountFeatureId, bool consumeAccountFeatureId, int previousAccountFeatureIdCount, int currentAccountFeatureIdCount, bool result) :
GameNetworkMessage("ClaimRewardsReplyMessage"),
m_gameServer(gameServer),
m_stationId(stationId),
m_player(player),
m_rewardEvent(rewardEvent),
m_accountUniqueItems(),
m_additionalItems(),
m_accountFeatureId(accountFeatureId),
m_consumeAccountFeatureId((accountFeatureId > 0) ? consumeAccountFeatureId : false), // m_consumeAccountFeatureId is only meaningful if m_accountFeatureId > 0
m_previousAccountFeatureIdCount(previousAccountFeatureIdCount),
m_currentAccountFeatureIdCount(currentAccountFeatureIdCount),
m_result(result)
{
m_accountUniqueItems.get().push_back(rewardItem);
addVariable(m_gameServer);
addVariable(m_stationId);
addVariable(m_player);
addVariable(m_rewardEvent);
addVariable(m_accountUniqueItems);
addVariable(m_additionalItems);
addVariable(m_accountFeatureId);
addVariable(m_consumeAccountFeatureId);
addVariable(m_previousAccountFeatureIdCount);
addVariable(m_currentAccountFeatureIdCount);
addVariable(m_result);
}
//-----------------------------------------------------------------------
ClaimRewardsReplyMessage::ClaimRewardsReplyMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ClaimRewardsReplyMessage"),
m_gameServer(),
m_stationId(),
m_player(),
m_rewardEvent(),
m_accountUniqueItems(),
m_additionalItems(),
m_accountFeatureId(),
m_consumeAccountFeatureId(),
m_previousAccountFeatureIdCount(),
m_currentAccountFeatureIdCount(),
m_result()
{
addVariable(m_gameServer);
addVariable(m_stationId);
addVariable(m_player);
addVariable(m_rewardEvent);
addVariable(m_accountUniqueItems);
addVariable(m_additionalItems);
addVariable(m_accountFeatureId);
addVariable(m_consumeAccountFeatureId);
addVariable(m_previousAccountFeatureIdCount);
addVariable(m_currentAccountFeatureIdCount);
addVariable(m_result);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
ClaimRewardsReplyMessage::~ClaimRewardsReplyMessage()
{
}
// ----------------------------------------------------------------------
uint32 ClaimRewardsReplyMessage::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
StationId ClaimRewardsReplyMessage::getStationId() const
{
return m_stationId.get();
}
// ----------------------------------------------------------------------
NetworkId const & ClaimRewardsReplyMessage::getPlayer() const
{
return m_player.get();
}
// ----------------------------------------------------------------------
std::string const & ClaimRewardsReplyMessage::getRewardEvent() const
{
return m_rewardEvent.get();
}
// ----------------------------------------------------------------------
std::string const & ClaimRewardsReplyMessage::getRewardItem() const
{
static const std::string empty;
if (!m_accountUniqueItems.get().empty())
return (m_accountUniqueItems.get())[0];
else if (!m_additionalItems.get().empty())
return (m_additionalItems.get())[0];
return empty;
}
// ----------------------------------------------------------------------
uint32 ClaimRewardsReplyMessage::getAccountFeatureId() const
{
return m_accountFeatureId.get();
}
// ----------------------------------------------------------------------
bool ClaimRewardsReplyMessage::getConsumeAccountFeatureId() const
{
return m_consumeAccountFeatureId.get();
}
// ----------------------------------------------------------------------
int ClaimRewardsReplyMessage::getPreviousAccountFeatureIdCount() const
{
return m_previousAccountFeatureIdCount.get();
}
// ----------------------------------------------------------------------
int ClaimRewardsReplyMessage::getCurrentAccountFeatureIdCount() const
{
return m_currentAccountFeatureIdCount.get();
}
// ----------------------------------------------------------------------
bool ClaimRewardsReplyMessage::getResult() const
{
return m_result.get();
}
// ======================================================================
@@ -0,0 +1,64 @@
// ======================================================================
//
// ClaimRewardsReplyMessage.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_ClaimRewardsReplyMessage_H
#define INCLUDED_ClaimRewardsReplyMessage_H
// ======================================================================
#include "sharedFoundation/NetworkIdArchive.h"
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Request claiming a set of veteran rewards
* Sent from: Game Server
* Sent to: Login Server (via Central)
* Action: Check that these rewards can still be claimed on this account.
*/
class ClaimRewardsReplyMessage : public GameNetworkMessage
{
public:
ClaimRewardsReplyMessage (uint32 gameServer, StationId stationId, NetworkId const & player, std::string const & rewardEvent, std::string const & rewardItem, uint32 accountFeatureId, bool consumeAccountFeatureId, int previousAccountFeatureIdCount, int currentAccountFeatureIdCount, bool result);
ClaimRewardsReplyMessage (Archive::ReadIterator & source);
~ClaimRewardsReplyMessage ();
uint32 getGameServer() const;
StationId getStationId() const;
NetworkId const & getPlayer() const;
std::string const & getRewardEvent() const;
std::string const & getRewardItem() const;
uint32 getAccountFeatureId() const;
bool getConsumeAccountFeatureId() const;
int getPreviousAccountFeatureIdCount() const;
int getCurrentAccountFeatureIdCount() const;
bool getResult() const;
private:
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<StationId> m_stationId;
Archive::AutoVariable<NetworkId> m_player;
Archive::AutoVariable<std::string> m_rewardEvent;
Archive::AutoArray<std::string> m_accountUniqueItems; // once-per-account items that should be registered in the login database
Archive::AutoArray<std::string> m_additionalItems; // rewards the player is claiming which are not once-per-account and don't need to be registered in the login database
Archive::AutoVariable<uint32> m_accountFeatureId; // if non-zero, reward required that the account has this feature id, and reward has consumed 1 count of this feature id
Archive::AutoVariable<bool> m_consumeAccountFeatureId; // for account feature Id reward, indicates whether to consume the account feature Id
Archive::AutoVariable<int> m_previousAccountFeatureIdCount;
Archive::AutoVariable<int> m_currentAccountFeatureIdCount;
Archive::AutoVariable<bool> m_result;
private:
ClaimRewardsReplyMessage();
ClaimRewardsReplyMessage(const ClaimRewardsReplyMessage&);
ClaimRewardsReplyMessage& operator= (const ClaimRewardsReplyMessage&);
};
// ======================================================================
#endif
@@ -0,0 +1,62 @@
//========================================================================
//
// CreateNewObjectMessage.cpp - tells Centralserver a new object is being created.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/CreateNewObjectMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
#include "sharedMathArchive/VectorArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object that was created
*/
CreateNewObjectMessage::CreateNewObjectMessage(const NetworkId& id, uint32 process,
const std::string &scene, const Vector &pos) :
GameNetworkMessage("CreateNewObjectMessage"),
m_id(id),
m_process(process),
m_scene(scene),
m_pos(pos)
{
addVariable(m_id);
addVariable(m_process);
addVariable(m_scene);
addVariable(m_pos);
} // CreateNewObjectMessage::CreateNewObjectMessage
//-----------------------------------------------------------------------
CreateNewObjectMessage::CreateNewObjectMessage(Archive::ReadIterator & source) :
GameNetworkMessage("CreateNewObjectMessage"),
m_id(),
m_process(),
m_scene(),
m_pos()
{
addVariable(m_id);
addVariable(m_process);
addVariable(m_scene);
addVariable(m_pos);
unpack(source);
}
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
CreateNewObjectMessage::~CreateNewObjectMessage()
{
} // CreateNewObjectMessage::~CreateNewObjectMessage
//-----------------------------------------------------------------------
@@ -0,0 +1,66 @@
//========================================================================
//
// CreateNewObjectMessage.h - tells Centralserver a new object is being created.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_CreateNewObjectMessage_H
#define _INCLUDED_CreateNewObjectMessage_H
//-----------------------------------------------------------------------
#include <string>
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "sharedMath/Vector.h"
//-----------------------------------------------------------------------
class CreateNewObjectMessage : public GameNetworkMessage
{
public:
CreateNewObjectMessage (const NetworkId& id, uint32 process, const std::string &scene, const Vector &pos);
CreateNewObjectMessage (Archive::ReadIterator & source);
~CreateNewObjectMessage ();
const NetworkId& getId(void) const;
uint32 getProcess(void) const;
const std::string& getScene(void) const;
const Vector& getPos(void) const;
private:
Archive::AutoVariable<NetworkId> m_id; // id of object that was created
Archive::AutoVariable<uint32> m_process; // process the object was created on
Archive::AutoVariable<std::string> m_scene; // scene (planet) the object is in
Archive::AutoVariable<Vector> m_pos; // position of the object
CreateNewObjectMessage();
CreateNewObjectMessage(const CreateNewObjectMessage&);
CreateNewObjectMessage& operator= (const CreateNewObjectMessage&);
};
//-----------------------------------------------------------------------
inline const NetworkId& CreateNewObjectMessage::getId(void) const
{
return m_id.get();
} // CreateNewObjectMessage::getId
inline uint32 CreateNewObjectMessage::getProcess(void) const
{
return m_process.get();
} // CreateNewObjectMessage::getProcess
inline const std::string& CreateNewObjectMessage::getScene(void) const
{
return m_scene.get();
} // CreateNewObjectMessage::getScene
inline const Vector& CreateNewObjectMessage::getPos(void) const
{
return m_pos.get();
} // CreateNewObjectMessage::getPos
#endif // _INCLUDED_CreateNewObjectMessage_H
@@ -0,0 +1,61 @@
//========================================================================
//
// DownloadCharacterMessage.cpp - tells Centralserver a new object is being created.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/DownloadCharacterMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
#include "sharedMathArchive/VectorArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object that was created
*/
DownloadCharacterMessage::DownloadCharacterMessage(unsigned int stationId, unsigned int gameServerId, const NetworkId & toCharacterId, bool isAdmin) :
GameNetworkMessage("DownloadCharacterMessage"),
m_stationId(stationId),
m_gameServerId(gameServerId),
m_toCharacterId(toCharacterId),
m_isAdmin(isAdmin)
{
addVariable(m_stationId);
addVariable(m_gameServerId);
addVariable(m_toCharacterId);
addVariable(m_isAdmin);
} // DownloadCharacterMessage::DownloadCharacterMessage
//-----------------------------------------------------------------------
DownloadCharacterMessage::DownloadCharacterMessage(Archive::ReadIterator & source) :
GameNetworkMessage("DownloadCharacterMessage"),
m_stationId(),
m_gameServerId(),
m_toCharacterId(),
m_isAdmin()
{
addVariable(m_stationId);
addVariable(m_gameServerId);
addVariable(m_toCharacterId);
addVariable(m_isAdmin);
unpack(source);
}
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
DownloadCharacterMessage::~DownloadCharacterMessage()
{
} // DownloadCharacterMessage::~DownloadCharacterMessage
//-----------------------------------------------------------------------
@@ -0,0 +1,74 @@
//========================================================================
//
// DownloadCharacterMessage.h - tells Centralserver a new object is being created.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_DownloadCharacterMessage_H
#define _INCLUDED_DownloadCharacterMessage_H
//-----------------------------------------------------------------------
#include <string>
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "sharedMath/Vector.h"
#include "sharedFoundation/NetworkId.h"
//-----------------------------------------------------------------------
class DownloadCharacterMessage : public GameNetworkMessage
{
public:
DownloadCharacterMessage (unsigned int stationId, unsigned int gameServerId, const NetworkId & toCharacterId, bool isAdmin);
DownloadCharacterMessage (Archive::ReadIterator & source);
~DownloadCharacterMessage ();
unsigned int getStationId () const;
unsigned int getGameServerId () const;
const NetworkId & getToCharacterId () const;
bool getIsAdmin () const;
private:
Archive::AutoVariable<unsigned int> m_stationId;
Archive::AutoVariable<unsigned int> m_gameServerId;
Archive::AutoVariable<NetworkId> m_toCharacterId;
Archive::AutoVariable<bool> m_isAdmin;
DownloadCharacterMessage();
DownloadCharacterMessage(const DownloadCharacterMessage&);
DownloadCharacterMessage& operator= (const DownloadCharacterMessage&);
};
//-----------------------------------------------------------------------
inline unsigned int DownloadCharacterMessage::getStationId() const
{
return m_stationId.get();
}
//-----------------------------------------------------------------------
inline unsigned int DownloadCharacterMessage::getGameServerId() const
{
return m_gameServerId.get();
}
//-----------------------------------------------------------------------
inline const NetworkId & DownloadCharacterMessage::getToCharacterId() const
{
return m_toCharacterId.get();
}
//-----------------------------------------------------------------------
inline bool DownloadCharacterMessage::getIsAdmin() const
{
return m_isAdmin.get();
}
//-----------------------------------------------------------------------
#endif // _INCLUDED_DownloadCharacterMessage_H
@@ -0,0 +1,46 @@
//========================================================================
//
// ExcommunicateGameServerMessage.cpp
//
// copyright 2003 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ExcommunicateGameServerMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
ExcommunicateGameServerMessage::ExcommunicateGameServerMessage(uint32 serverId, uint32 pid, const std::string & h) :
GameNetworkMessage("ExcommunicateGameServerMessage"),
m_serverId(serverId),
m_processId(pid),
m_hostName(h)
{
addVariable(m_serverId);
addVariable(m_processId);
addVariable(m_hostName);
}
//-----------------------------------------------------------------------
ExcommunicateGameServerMessage::ExcommunicateGameServerMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ExcommunicateGameServerMessage"),
m_serverId()
{
addVariable(m_serverId);
addVariable(m_processId);
addVariable(m_hostName);
unpack(source);
}
//-----------------------------------------------------------------------
ExcommunicateGameServerMessage::~ExcommunicateGameServerMessage()
{
}
// ======================================================================
@@ -0,0 +1,68 @@
// ======================================================================
//
// ExcommunicateGameServerMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_ExcommunicateGameServerMessage_H
#define INCLUDED_ExcommunicateGameServerMessage_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Sent from: Central
* Sent to: everybody
* Action: Drop connection to the specified game server, doing the same
* things that would be done normally if the game server closed connection
* (e.g. drop proxies, start recovery on the planet server, etc.)
*/
class ExcommunicateGameServerMessage : public GameNetworkMessage
{
public:
ExcommunicateGameServerMessage (uint32 serverId, uint32 pid, const std::string & hostName);
explicit ExcommunicateGameServerMessage (Archive::ReadIterator & source);
~ExcommunicateGameServerMessage ();
uint32 getServerId () const;
uint32 getProcessId () const;
const std::string & getHostName () const;
private:
Archive::AutoVariable<uint32> m_serverId;
Archive::AutoVariable<uint32> m_processId;
Archive::AutoVariable<std::string> m_hostName;
ExcommunicateGameServerMessage();
ExcommunicateGameServerMessage(const ExcommunicateGameServerMessage&);
ExcommunicateGameServerMessage& operator= (const ExcommunicateGameServerMessage&);
};
// ----------------------------------------------------------------------
inline uint32 ExcommunicateGameServerMessage::getServerId() const
{
return m_serverId.get();
}
//-----------------------------------------------------------------------
inline uint32 ExcommunicateGameServerMessage::getProcessId() const
{
return m_processId.get();
}
//-----------------------------------------------------------------------
inline const std::string & ExcommunicateGameServerMessage::getHostName() const
{
return m_hostName.get();
}
// ======================================================================
#endif
@@ -0,0 +1,54 @@
//========================================================================
//
// FailedToLoadObjectMessage.cpp - tells Centralserver an object couldn't be loaded.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/FailedToLoadObjectMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object we didn't load
* @param requestingProcess process that originally requested the load
*/
FailedToLoadObjectMessage::FailedToLoadObjectMessage(const NetworkId& id,
uint32 requestingProcess) :
GameNetworkMessage("FailedToLoadObjectMessage"),
m_id(id),
m_process(requestingProcess)
{
addVariable(m_id);
addVariable(m_process);
} // FailedToLoadObjectMessage::FailedToLoadObjectMessage
//-----------------------------------------------------------------------
FailedToLoadObjectMessage::FailedToLoadObjectMessage(Archive::ReadIterator & source) :
GameNetworkMessage("FailedToLoadObjectMessage"),
m_id(),
m_process()
{
addVariable(m_id);
addVariable(m_process);
unpack(source);
} // FailedToLoadObjectMessage::FailedToLoadObjectMessage
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
FailedToLoadObjectMessage::~FailedToLoadObjectMessage()
{
} // FailedToLoadObjectMessage::~FailedToLoadObjectMessage
//-----------------------------------------------------------------------
@@ -0,0 +1,51 @@
//========================================================================
//
// FailedToLoadObjectMessage.h - tells Centralserver an object couldn't be loaded.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_FailedToLoadObjectMessage_H
#define _INCLUDED_FailedToLoadObjectMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class FailedToLoadObjectMessage : public GameNetworkMessage
{
public:
FailedToLoadObjectMessage (const NetworkId& id, uint32 requestingProcess);
FailedToLoadObjectMessage (Archive::ReadIterator & source);
~FailedToLoadObjectMessage ();
const NetworkId& getId(void) const;
uint32 getRequestingProcess(void) const;
private:
Archive::AutoVariable<NetworkId> m_id; // id of object we didn't load
Archive::AutoVariable<uint32> m_process; // process that originally requested the load
FailedToLoadObjectMessage();
FailedToLoadObjectMessage(const FailedToLoadObjectMessage&);
FailedToLoadObjectMessage& operator= (const FailedToLoadObjectMessage&);
};
//-----------------------------------------------------------------------
inline const NetworkId& FailedToLoadObjectMessage::getId(void) const
{
return m_id.get();
} // FailedToLoadObjectMessage::getId
inline uint32 FailedToLoadObjectMessage::getRequestingProcess(void) const
{
return m_process.get();
} // FailedToLoadObjectMessage::getRequestingProcess
#endif // _INCLUDED_FailedToLoadObjectMessage_H
@@ -0,0 +1,45 @@
// ======================================================================
//
// FeatureIdTransactionRequest.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/FeatureIdTransactionRequest.h"
// ======================================================================
FeatureIdTransactionRequest::FeatureIdTransactionRequest(uint32 gameServer, StationId stationId, NetworkId const & player) :
GameNetworkMessage("FeatureIdTransactionRequest"),
m_gameServer(gameServer),
m_stationId(stationId),
m_player(player)
{
addVariable(m_gameServer);
addVariable(m_stationId);
addVariable(m_player);
}
//-----------------------------------------------------------------------
FeatureIdTransactionRequest::FeatureIdTransactionRequest(Archive::ReadIterator & source) :
GameNetworkMessage("FeatureIdTransactionRequest"),
m_gameServer(),
m_stationId(),
m_player()
{
addVariable(m_gameServer);
addVariable(m_stationId);
addVariable(m_player);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
FeatureIdTransactionRequest::~FeatureIdTransactionRequest()
{
}
// ======================================================================
@@ -0,0 +1,63 @@
// ======================================================================
//
// FeatureIdTransactionRequest.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_FeatureIdTransactionRequest_H
#define INCLUDED_FeatureIdTransactionRequest_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class FeatureIdTransactionRequest : public GameNetworkMessage
{
public:
FeatureIdTransactionRequest (uint32 gameServer, StationId stationId, NetworkId const & player);
FeatureIdTransactionRequest (Archive::ReadIterator & source);
virtual ~FeatureIdTransactionRequest ();
uint32 getGameServer() const;
StationId getStationId() const;
NetworkId const & getPlayer() const;
private:
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<StationId> m_stationId;
Archive::AutoVariable<NetworkId> m_player;
private:
FeatureIdTransactionRequest();
FeatureIdTransactionRequest(const FeatureIdTransactionRequest&);
FeatureIdTransactionRequest& operator= (const FeatureIdTransactionRequest&);
};
// ----------------------------------------------------------------------
inline uint32 FeatureIdTransactionRequest::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
inline StationId FeatureIdTransactionRequest::getStationId() const
{
return m_stationId.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & FeatureIdTransactionRequest::getPlayer() const
{
return m_player.get();
}
// ======================================================================
#endif
@@ -0,0 +1,45 @@
// ======================================================================
//
// FeatureIdTransactionResponse.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/FeatureIdTransactionResponse.h"
// ======================================================================
FeatureIdTransactionResponse::FeatureIdTransactionResponse(uint32 gameServer, NetworkId const & player, std::map<std::string, int> const & transactions) :
GameNetworkMessage("FeatureIdTransactionResponse"),
m_gameServer(gameServer),
m_player(player),
m_transactions(transactions)
{
addVariable(m_gameServer);
addVariable(m_player);
addVariable(m_transactions);
}
//-----------------------------------------------------------------------
FeatureIdTransactionResponse::FeatureIdTransactionResponse(Archive::ReadIterator & source) :
GameNetworkMessage("FeatureIdTransactionResponse"),
m_gameServer(),
m_player(),
m_transactions()
{
addVariable(m_gameServer);
addVariable(m_player);
addVariable(m_transactions);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
FeatureIdTransactionResponse::~FeatureIdTransactionResponse()
{
}
// ======================================================================
@@ -0,0 +1,63 @@
// ======================================================================
//
// FeatureIdTransactionResponse.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_FeatureIdTransactionResponse_H
#define INCLUDED_FeatureIdTransactionResponse_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class FeatureIdTransactionResponse : public GameNetworkMessage
{
public:
FeatureIdTransactionResponse (uint32 gameServer, NetworkId const & player, std::map<std::string, int> const & transactions);
FeatureIdTransactionResponse (Archive::ReadIterator & source);
virtual ~FeatureIdTransactionResponse ();
uint32 getGameServer() const;
NetworkId const & getPlayer() const;
std::map<std::string, int> const & getTransactions() const;
private:
Archive::AutoVariable<uint32> m_gameServer;
Archive::AutoVariable<NetworkId> m_player;
Archive::AutoVariable<std::map<std::string, int> > m_transactions;
private:
FeatureIdTransactionResponse();
FeatureIdTransactionResponse(const FeatureIdTransactionResponse&);
FeatureIdTransactionResponse& operator= (const FeatureIdTransactionResponse&);
};
// ----------------------------------------------------------------------
inline uint32 FeatureIdTransactionResponse::getGameServer() const
{
return m_gameServer.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & FeatureIdTransactionResponse::getPlayer() const
{
return m_player.get();
}
// ----------------------------------------------------------------------
inline std::map<std::string, int> const & FeatureIdTransactionResponse::getTransactions() const
{
return m_transactions.get();
}
// ======================================================================
#endif
@@ -0,0 +1,49 @@
// ======================================================================
//
// FeatureIdTransactionSyncUpdate.cpp
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/FeatureIdTransactionSyncUpdate.h"
// ======================================================================
FeatureIdTransactionSyncUpdate::FeatureIdTransactionSyncUpdate(StationId stationId, NetworkId const & player, std::string const & itemId, int adjustment) :
GameNetworkMessage("FeatureIdTransactionSyncUpdate"),
m_stationId(stationId),
m_player(player),
m_itemId(itemId),
m_adjustment(adjustment)
{
addVariable(m_stationId);
addVariable(m_player);
addVariable(m_itemId);
addVariable(m_adjustment);
}
//-----------------------------------------------------------------------
FeatureIdTransactionSyncUpdate::FeatureIdTransactionSyncUpdate(Archive::ReadIterator & source) :
GameNetworkMessage("FeatureIdTransactionSyncUpdate"),
m_stationId(),
m_player(),
m_itemId(),
m_adjustment()
{
addVariable(m_stationId);
addVariable(m_player);
addVariable(m_itemId);
addVariable(m_adjustment);
unpack(source); //lint !e1506 Call to virtual from constructor
}
//-----------------------------------------------------------------------
FeatureIdTransactionSyncUpdate::~FeatureIdTransactionSyncUpdate()
{
}
// ======================================================================
@@ -0,0 +1,72 @@
// ======================================================================
//
// FeatureIdTransactionSyncUpdate.h
// copyright (c) 2004 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_FeatureIdTransactionSyncUpdate_H
#define INCLUDED_FeatureIdTransactionSyncUpdate_H
// ======================================================================
#include "sharedFoundation/StationId.h"
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
class FeatureIdTransactionSyncUpdate : public GameNetworkMessage
{
public:
FeatureIdTransactionSyncUpdate (StationId stationId, NetworkId const & player, std::string const & itemId, int adjustment);
FeatureIdTransactionSyncUpdate (Archive::ReadIterator & source);
virtual ~FeatureIdTransactionSyncUpdate ();
StationId getStationId() const;
NetworkId const & getPlayer() const;
std::string const & getItemId() const;
int getAdjustment() const;
private:
Archive::AutoVariable<StationId> m_stationId;
Archive::AutoVariable<NetworkId> m_player;
Archive::AutoVariable<std::string> m_itemId;
Archive::AutoVariable<int> m_adjustment;
private:
FeatureIdTransactionSyncUpdate();
FeatureIdTransactionSyncUpdate(const FeatureIdTransactionSyncUpdate&);
FeatureIdTransactionSyncUpdate& operator= (const FeatureIdTransactionSyncUpdate&);
};
// ----------------------------------------------------------------------
inline StationId FeatureIdTransactionSyncUpdate::getStationId() const
{
return m_stationId.get();
}
// ----------------------------------------------------------------------
inline NetworkId const & FeatureIdTransactionSyncUpdate::getPlayer() const
{
return m_player.get();
}
// ----------------------------------------------------------------------
inline std::string const & FeatureIdTransactionSyncUpdate::getItemId() const
{
return m_itemId.get();
}
// ----------------------------------------------------------------------
inline int FeatureIdTransactionSyncUpdate::getAdjustment() const
{
return m_adjustment.get();
}
// ======================================================================
#endif
@@ -0,0 +1,66 @@
//========================================================================
//
// FlagObjectForDeleteMessage.cpp - tells CentralServer to unload all instances of
// an object.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/FlagObjectForDeleteMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object we want to unload
*/
FlagObjectForDeleteMessage::FlagObjectForDeleteMessage(const NetworkId& id, int reason, bool immediate, bool demandLoadedContainer, bool cascadeReason) :
GameNetworkMessage("FlagObjectForDeleteMessage"),
m_id(id),
m_reason(reason),
m_immediate(immediate),
m_demandLoadedContainer(demandLoadedContainer),
m_cascadeReason(cascadeReason)
{
addVariable(m_id);
addVariable(m_reason);
addVariable(m_immediate);
addVariable(m_demandLoadedContainer);
addVariable(m_cascadeReason);
DEBUG_FATAL(cascadeReason && !demandLoadedContainer,("Programmer bug: using cascadeReason with FlagObjectForDeleteMessage is only supported if the object is a demand-loaded container."));
}
//-----------------------------------------------------------------------
FlagObjectForDeleteMessage::FlagObjectForDeleteMessage(Archive::ReadIterator & source) :
GameNetworkMessage("FlagObjectForDeleteMessage"),
m_id(NetworkId::cms_invalid),
m_reason(0),
m_immediate(false),
m_cascadeReason(false)
{
addVariable(m_id);
addVariable(m_reason);
addVariable(m_immediate);
addVariable(m_demandLoadedContainer);
addVariable(m_cascadeReason);
unpack(source);
}
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
FlagObjectForDeleteMessage::~FlagObjectForDeleteMessage()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,83 @@
//========================================================================
//
// FlagObjectForDeleteMessage.h - tells CentralServer to unload all instances of
// an object.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_FlagObjectForDeleteMessage_H
#define _INCLUDED_FlagObjectForDeleteMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class FlagObjectForDeleteMessage : public GameNetworkMessage
{
public:
explicit FlagObjectForDeleteMessage (const NetworkId& id, int reason, bool immediate, bool demandLoadedContainer, bool cascadeReason);
FlagObjectForDeleteMessage (Archive::ReadIterator & source);
~FlagObjectForDeleteMessage ();
const NetworkId& getId() const;
int getReason() const;
bool getImmediate() const;
bool getDemandLoadedContainer() const;
bool getCascadeReason() const;
private:
Archive::AutoVariable<NetworkId> m_id;
Archive::AutoVariable<int> m_reason;
Archive::AutoVariable<bool> m_immediate;
Archive::AutoVariable<bool> m_demandLoadedContainer;
Archive::AutoVariable<bool> m_cascadeReason;
FlagObjectForDeleteMessage();
FlagObjectForDeleteMessage(const FlagObjectForDeleteMessage&);
FlagObjectForDeleteMessage& operator= (const FlagObjectForDeleteMessage&);
};
//-----------------------------------------------------------------------
inline const NetworkId& FlagObjectForDeleteMessage::getId(void) const
{
return m_id.get();
} // FlagObjectForDeleteMessage::getId
// ----------------------------------------------------------------------
inline int FlagObjectForDeleteMessage::getReason(void) const
{
return m_reason.get();
}
// ----------------------------------------------------------------------
inline bool FlagObjectForDeleteMessage::getImmediate() const
{
return m_immediate.get();
}
// ----------------------------------------------------------------------
inline bool FlagObjectForDeleteMessage::getDemandLoadedContainer() const
{
return m_demandLoadedContainer.get();
}
// ----------------------------------------------------------------------
inline bool FlagObjectForDeleteMessage::getCascadeReason() const
{
return m_cascadeReason.get();
}
// ======================================================================
#endif // _INCLUDED_FlagObjectForDeleteMessage_H
@@ -0,0 +1,53 @@
//========================================================================
//
// ForceUnloadObjectMessage.cpp - tells CentralServer to unload all instances of
// an object.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/ForceUnloadObjectMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
//-----------------------------------------------------------------------
/**
* Class constructor.
*
* @param id id of object we want to unload
*/
ForceUnloadObjectMessage::ForceUnloadObjectMessage(const NetworkId& id, bool permaDelete) :
GameNetworkMessage("ForceUnloadObjectMessage"),
m_id(id),
m_permaDelete(permaDelete)
{
addVariable(m_id);
addVariable(m_permaDelete);
} // ForceUnloadObjectMessage::ForceUnloadObjectMessage
//-----------------------------------------------------------------------
ForceUnloadObjectMessage::ForceUnloadObjectMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ForceUnloadObjectMessage"),
m_id(NetworkId::cms_invalid),
m_permaDelete(false)
{
addVariable(m_id);
addVariable(m_permaDelete);
unpack(source);
} // ForceUnloadObjectMessage::ForceUnloadObjectMessage
//-----------------------------------------------------------------------
/**
* Class destructor.
*/
ForceUnloadObjectMessage::~ForceUnloadObjectMessage()
{
} // ForceUnloadObjectMessage::~ForceUnloadObjectMessage
//-----------------------------------------------------------------------
@@ -0,0 +1,55 @@
//========================================================================
//
// ForceUnloadObjectMessage.h - tells CentralServer to unload all instances of
// an object.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#ifndef _INCLUDED_ForceUnloadObjectMessage_H
#define _INCLUDED_ForceUnloadObjectMessage_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
//-----------------------------------------------------------------------
class ForceUnloadObjectMessage : public GameNetworkMessage
{
public:
explicit ForceUnloadObjectMessage (const NetworkId& id, bool permaDelete = false);
ForceUnloadObjectMessage (Archive::ReadIterator & source);
~ForceUnloadObjectMessage ();
const NetworkId& getId(void) const;
bool getPermaDelete(void) const;
private:
Archive::AutoVariable<NetworkId> m_id; ///< id of object we want to unload
Archive::AutoVariable<bool> m_permaDelete; ///< whether or not to delete this from the DB.
ForceUnloadObjectMessage();
ForceUnloadObjectMessage(const ForceUnloadObjectMessage&);
ForceUnloadObjectMessage& operator= (const ForceUnloadObjectMessage&);
};
//-----------------------------------------------------------------------
inline const NetworkId& ForceUnloadObjectMessage::getId(void) const
{
return m_id.get();
} // ForceUnloadObjectMessage::getId
inline bool ForceUnloadObjectMessage::getPermaDelete(void) const
{
return m_permaDelete.get();
}
// ----------------------------------------------------------------------
#endif // _INCLUDED_ForceUnloadObjectMessage_H
@@ -0,0 +1,59 @@
// GameServerCSToolRequest.cpp
// Copyright 2005, Sony Online Entertainment Inc., all rights reserved.
// Author: Rob Hanz
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/GameServerCSRequestMessage.h"
#include "serverNetworkMessages/CSToolRequest.h"
GameServerCSRequestMessage::GameServerCSRequestMessage ( uint32 accountId,
const std::string & command,
uint32 toolId,
uint32 accessLevel,
uint32 loginServerID,
const std::string & userName,
const std::string & commandName ) :
GameNetworkMessage( "GameServerCSRequest" ),
m_accountId( accountId ),
m_command( command ),
m_toolId( toolId ),
m_accessLevel( accessLevel ),
m_loginServerID( loginServerID ),
m_userName( userName ),
m_commandName( commandName )
{
addVariable( m_accountId );
addVariable( m_command );
addVariable( m_toolId );
addVariable( m_accessLevel );
addVariable( m_loginServerID );
addVariable( m_userName );
addVariable( m_commandName );
}
GameServerCSRequestMessage::GameServerCSRequestMessage( Archive::ReadIterator & source ) :
GameNetworkMessage("GameServerCSRequest"),
m_accountId( 0 ),
m_command( "" ),
m_toolId( 0 ),
m_accessLevel( 0 ),
m_loginServerID( 0 ),
m_userName( "" ),
m_commandName( "" )
{
addVariable( m_accountId );
addVariable( m_command );
addVariable( m_toolId );
addVariable( m_accessLevel );
addVariable( m_loginServerID );
addVariable( m_userName );
addVariable( m_commandName );
AutoByteStream::unpack( source );
}
GameServerCSRequestMessage::~GameServerCSRequestMessage()
{
}
@@ -0,0 +1,89 @@
// CSToolREquest.h
// Copyright 2004, Sony Online Entertainment Inc., all rights reserved.
// Author: Rob Hanz
#ifndef _INCLUDED_GameServerCSRequest_H
#define _INCLUDED_GameServerCSRequest_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
class CSToolRequest;
//-----------------------------------------------------------------------
/** A Central Server is telling the login server which cluster it is
servicing.
*/
class GameServerCSRequestMessage : public GameNetworkMessage
{
public:
GameServerCSRequestMessage ( uint32 accountId,
const std::string & command,
uint32 toolId,
uint32 accessLevel,
uint32 loginServerID,
const std::string & userName,
const std::string & commandName );
GameServerCSRequestMessage (Archive::ReadIterator & source);
virtual ~GameServerCSRequestMessage ();
uint32 getAccountId () const;
const std::string & getCommandString() const;
uint32 getToolId() const;
uint32 getAccessLevel() const;
uint32 getLoginServerID() const;
const std::string& getUserName() const;
const std::string& getCommandName() const;
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable<std::string> m_command;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_accessLevel;
Archive::AutoVariable< uint32 > m_loginServerID;
Archive::AutoVariable< std::string > m_userName;
Archive::AutoVariable< std::string > m_commandName;
GameServerCSRequestMessage();
GameServerCSRequestMessage(const GameServerCSRequestMessage&);
GameServerCSRequestMessage& operator= (const GameServerCSRequestMessage&);
};
inline uint32 GameServerCSRequestMessage::getAccountId() const
{
return m_accountId.get();
}
inline const std::string & GameServerCSRequestMessage::getCommandString() const
{
return m_command.get();
}
inline uint32 GameServerCSRequestMessage::getAccessLevel() const
{
return m_accessLevel.get();
}
inline uint32 GameServerCSRequestMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 GameServerCSRequestMessage::getLoginServerID() const
{
return m_loginServerID.get();
}
inline const std::string & GameServerCSRequestMessage::getUserName() const
{
return m_userName.get();
}
inline const std::string & GameServerCSRequestMessage::getCommandName() const
{
return m_commandName.get();
}
#endif //_INCLUDED_GameServerCSRequest_H
@@ -0,0 +1,47 @@
// CSToolRequest.cpp
// Copyright 2005, Sony Online Entertainment Inc., all rights reserved.
// Author: Rob Hanz
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/GameServerCSRequestMessage.h"
#include "serverNetworkMessages/GameServerCSResponseMessage.h"
GameServerCSResponseMessage::GameServerCSResponseMessage( const GameServerCSRequestMessage & source ) :
GameNetworkMessage( "GameServerCSResponse" ),
m_accountId( source.getAccountId() ),
m_response( "" ),
m_toolId( source.getToolId() ),
m_loginServerID( source.getLoginServerID() )
{
addVariable( m_accountId );
addVariable( m_response );
addVariable( m_toolId );
addVariable( m_loginServerID );
}
GameServerCSResponseMessage::GameServerCSResponseMessage( Archive::ReadIterator & source ) :
GameNetworkMessage("GameServerCSResponse"),
m_accountId( 0 ),
m_response( "" ),
m_toolId( 0 ),
m_loginServerID( 0 )
{
addVariable( m_accountId );
addVariable( m_response );
addVariable( m_toolId );
addVariable( m_loginServerID );
AutoByteStream::unpack( source );
}
GameServerCSResponseMessage::~GameServerCSResponseMessage()
{
}
void GameServerCSResponseMessage::setResponse( const std::string & response )
{
m_response.set( response );
}
@@ -0,0 +1,63 @@
// CSToolREquest.h
// Copyright 2004, Sony Online Entertainment Inc., all rights reserved.
// Author: Rob Hanz
#ifndef _INCLUDED_GameServerCSResponse_H
#define _INCLUDED_GameServerCSResponse_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
#include "serverNetworkMessages/GameServerCSRequestMessage.h"
//-----------------------------------------------------------------------
/** A Central Server is telling the login server which cluster it is
servicing.
*/
class GameServerCSResponseMessage: public GameNetworkMessage
{
public:
GameServerCSResponseMessage( const GameServerCSRequestMessage & source );
GameServerCSResponseMessage(Archive::ReadIterator & source);
virtual ~GameServerCSResponseMessage ();
uint32 getAccountId () const;
const std::string & getResponse() const;
uint32 getToolId() const;
uint32 getLoginServerID() const;
void setResponse( const std::string & response );
private:
Archive::AutoVariable< uint32 > m_accountId;
Archive::AutoVariable<std::string> m_response;
Archive::AutoVariable< uint32 > m_toolId;
Archive::AutoVariable< uint32 > m_loginServerID;
GameServerCSResponseMessage();
GameServerCSResponseMessage(const GameServerCSResponseMessage&);
GameServerCSResponseMessage& operator= (const GameServerCSResponseMessage&);
};
inline const std::string & GameServerCSResponseMessage::getResponse() const
{
return m_response.get();
}
inline uint32 GameServerCSResponseMessage::getAccountId() const
{
return m_accountId.get();
}
inline uint32 GameServerCSResponseMessage::getToolId() const
{
return m_toolId.get();
}
inline uint32 GameServerCSResponseMessage::getLoginServerID() const
{
return m_loginServerID.get();
}
#endif //_INCLUDED_GameServerCSResponse_H
@@ -0,0 +1,47 @@
//========================================================================
//
// GameServerReadyMessage.cpp - tells Centralserver we want all the objects in a chunk.
//
// copyright 2001 Sony Online Entertainment
//
//========================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/GameServerReadyMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
GameServerReadyMessage::GameServerReadyMessage(int mapWidth) :
GameNetworkMessage("GameServerReadyMessage"),
m_mapWidth(mapWidth)
{
addVariable(m_mapWidth);
}
//-----------------------------------------------------------------------
GameServerReadyMessage::GameServerReadyMessage(Archive::ReadIterator & source) :
GameNetworkMessage("GameServerReadyMessage")
{
addVariable(m_mapWidth);
unpack(source);
}
//-----------------------------------------------------------------------
GameServerReadyMessage::~GameServerReadyMessage()
{
}
// ----------------------------------------------------------------------
int GameServerReadyMessage::getMapWidth() const
{
return m_mapWidth.get();
}
// ======================================================================
@@ -0,0 +1,43 @@
// ======================================================================
//
// GameServerReadyMessage.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_GameServerReadyMessage_H
#define INCLUDED_GameServerReadyMessage_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Sent from: GameServer
* Sent to: Central and Planet Servers
* Action: The GameServer has finished initialization and is ready to
* handle requests.
*/
class GameServerReadyMessage : public GameNetworkMessage
{
public:
GameServerReadyMessage (int mapWidth);
GameServerReadyMessage (Archive::ReadIterator & source);
~GameServerReadyMessage ();
int getMapWidth() const;
private:
Archive::AutoVariable<int> m_mapWidth;
private:
GameServerReadyMessage(const GameServerReadyMessage&);
GameServerReadyMessage& operator= (const GameServerReadyMessage&);
};
// ======================================================================
#endif
@@ -0,0 +1,44 @@
// ======================================================================
//
// GameServerUniverseLoadedMessage.cpp
//
// Copyright 2002 Sony Online Entertainment
//
// ======================================================================
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/GameServerUniverseLoadedMessage.h"
#include "serverNetworkMessages/CentralGameServerMessages.h"
#include "unicodeArchive/UnicodeArchive.h"
// ======================================================================
GameServerUniverseLoadedMessage::GameServerUniverseLoadedMessage(uint32 processId, uint32 sourceOfUniverseDataProcessId) :
GameNetworkMessage("GameServerUniverseLoadedMessage"),
m_processId(processId),
m_sourceOfUniverseDataProcessId(sourceOfUniverseDataProcessId)
{
addVariable(m_processId);
addVariable(m_sourceOfUniverseDataProcessId);
}
// ----------------------------------------------------------------------
GameServerUniverseLoadedMessage::GameServerUniverseLoadedMessage(Archive::ReadIterator & source) :
GameNetworkMessage("GameServerUniverseLoadedMessage"),
m_processId(),
m_sourceOfUniverseDataProcessId()
{
addVariable(m_processId);
addVariable(m_sourceOfUniverseDataProcessId);
unpack(source);
}
// ----------------------------------------------------------------------
GameServerUniverseLoadedMessage::~GameServerUniverseLoadedMessage()
{
}
// ======================================================================
@@ -0,0 +1,57 @@
// ======================================================================
//
// GameServerUniverseLoadedMessage.h
//
// Copyright 2002 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_GameServerUniverseLoadedMessage_H
#define INCLUDED_GameServerUniverseLoadedMessage_H
// ======================================================================
#include "sharedNetworkMessages/GameNetworkMessage.h"
// ======================================================================
/**
* Sent from: GameServer
* Sent to: Central
* Action: The GameServer has completed loading its universe objects.
*/
class GameServerUniverseLoadedMessage : public GameNetworkMessage
{
public:
GameServerUniverseLoadedMessage (uint32 processId, uint32 sourceOfUniverseDataProcessId);
GameServerUniverseLoadedMessage (Archive::ReadIterator & source);
~GameServerUniverseLoadedMessage ();
uint32 getProcessId() const;
uint32 getSourceOfUniverseDataProcessId() const;
private:
Archive::AutoVariable<uint32> m_processId;
Archive::AutoVariable<uint32> m_sourceOfUniverseDataProcessId;
GameServerUniverseLoadedMessage(const GameServerUniverseLoadedMessage&);
GameServerUniverseLoadedMessage& operator= (const GameServerUniverseLoadedMessage&);
};
// ----------------------------------------------------------------------
inline uint32 GameServerUniverseLoadedMessage::getProcessId() const
{
return m_processId.get();
}
// ----------------------------------------------------------------------
inline uint32 GameServerUniverseLoadedMessage::getSourceOfUniverseDataProcessId() const
{
return m_sourceOfUniverseDataProcessId.get();
}
// ======================================================================
#endif

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