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 +1,350 @@
//------------------------------------------
// 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