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Added serverNetworkMessages library
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// ======================================================================
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//
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// ClaimRewardsMessage.h
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// copyright (c) 2004 Sony Online Entertainment
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//
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// ======================================================================
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#ifndef INCLUDED_ClaimRewardsMessage_H
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#define INCLUDED_ClaimRewardsMessage_H
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// ======================================================================
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#include "sharedFoundation/StationId.h"
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#include "sharedNetworkMessages/GameNetworkMessage.h"
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// ======================================================================
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/**
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* Request claiming a set of veteran rewards
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* Sent from: Game Server
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* Sent to: Login Server (via Central)
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* Action: Check that these rewards can still be claimed on this account.
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*/
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class ClaimRewardsMessage : public GameNetworkMessage
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{
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public:
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ClaimRewardsMessage (uint32 gameServer, StationId stationId, NetworkId const & player, std::string const & rewardEvent, bool consumeEvent, std::string const & rewardItem, bool consumeItem, uint32 accountFeatureId, bool consumeAccountFeatureId);
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ClaimRewardsMessage (Archive::ReadIterator & source);
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virtual ~ClaimRewardsMessage ();
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uint32 getGameServer() const;
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StationId getStationId() const;
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NetworkId const & getPlayer() const;
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std::string const & getRewardEvent() const;
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bool getConsumeEvent() const;
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std::string const & getRewardItem() const;
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bool getConsumeItem() const;
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uint32 getAccountFeatureId() const;
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bool getConsumeAccountFeatureId() const;
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std::string const & getAccountFeatureIdOldValue() const;
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void setAccountFeatureIdOldValue(std::string const & accountFeatureIdOldValue);
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std::string const & getAccountFeatureIdNewValue() const;
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void setAccountFeatureIdNewValue(std::string const & accountFeatureIdNewValue);
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private:
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Archive::AutoVariable<uint32> m_gameServer;
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Archive::AutoVariable<StationId> m_stationId;
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Archive::AutoVariable<NetworkId> m_player;
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Archive::AutoVariable<std::string> m_rewardEvent;
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Archive::AutoVariable<bool> m_consumeEvent;
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Archive::AutoArray<std::string> m_accountUniqueItems; // once-per-account items that should be registered in the login database
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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
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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
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Archive::AutoVariable<bool> m_consumeAccountFeatureId; // for account feature Id reward, indicates whether to consume the account feature Id
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// for reward that requires an account feature id,
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// these fields will contain the old and new value
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// of the account feature id; these values are passed to
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// session/Platform to update the account feature id; only
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// on a successful update will the reward then be granted
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Archive::AutoVariable<std::string> m_accountFeatureIdOldValue;
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Archive::AutoVariable<std::string> m_accountFeatureIdNewValue;
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private:
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ClaimRewardsMessage();
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ClaimRewardsMessage(const ClaimRewardsMessage&);
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ClaimRewardsMessage& operator= (const ClaimRewardsMessage&);
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};
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// ======================================================================
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#endif
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