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Added serverNetworkMessages library
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// SceneTransferMessages.h
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// copyright 2001 Sony Online Entertainment
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//
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#ifndef _INCLUDED_SceneTransferMessages_H
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#define _INCLUDED_SceneTransferMessages_H
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#include "sharedNetworkMessages/GameNetworkMessage.h"
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//-----------------------------------------------------------------------
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/**
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* Initiate the process of transferring an object to a different scene.
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*
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* Sent from: Gameserver
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* Sent to: PlanetServer for new scene (via Central)
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* Action: Select a game server to receive the object. Reply with
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* SceneTransferMessage.
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*/
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class RequestSceneTransfer : public GameNetworkMessage
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{
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public:
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RequestSceneTransfer(const NetworkId &oid, const std::string & sceneName, uint32 sourceGameServer, const Vector &position_p, const Vector &position_w, const NetworkId &containerId, const char * scriptCallback = NULL);
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RequestSceneTransfer(const NetworkId &oid, const std::string & sceneName, uint32 sourceGameServer, const Vector &position_p, const Vector &position_w, const NetworkId &buildingId, const std::string &containerName, const char * scriptCallback = NULL);
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RequestSceneTransfer(Archive::ReadIterator & source);
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~RequestSceneTransfer();
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const NetworkId & getNetworkId() const;
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const std::string & getSceneName() const;
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uint32 getSourceGameServer() const;
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const Vector & getPosition_p() const;
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const Vector & getPosition_w() const;
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const NetworkId & getContainerId() const;
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const std::string & getContainerName() const;
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const std::string & getScriptCallback() const;
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private:
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Archive::AutoVariable<NetworkId> m_oid;
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Archive::AutoVariable<std::string> m_sceneName;
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Archive::AutoVariable<uint32> m_sourceGameServer;
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Archive::AutoVariable<Vector> m_position_p;
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Archive::AutoVariable<Vector> m_position_w;
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Archive::AutoVariable<NetworkId> m_containerId;
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Archive::AutoVariable<std::string> m_containerName;
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Archive::AutoVariable<std::string> m_scriptCallback;
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private:
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RequestSceneTransfer();
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RequestSceneTransfer(const RequestSceneTransfer&);
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RequestSceneTransfer & operator= (const RequestSceneTransfer&);
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};
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//-----------------------------------------------------------------------
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inline const NetworkId & RequestSceneTransfer::getNetworkId() const
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{
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return m_oid.get();
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}
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//-----------------------------------------------------------------------
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inline const std::string & RequestSceneTransfer::getSceneName() const
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{
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return m_sceneName.get();
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}
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// ----------------------------------------------------------------------
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inline uint32 RequestSceneTransfer::getSourceGameServer() const
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{
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return m_sourceGameServer.get();
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}
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//-----------------------------------------------------------------------
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inline const Vector & RequestSceneTransfer::getPosition_p() const
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{
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return m_position_p.get();
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}
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//-----------------------------------------------------------------------
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inline const Vector & RequestSceneTransfer::getPosition_w() const
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{
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return m_position_w.get();
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}
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// ----------------------------------------------------------------------
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inline const NetworkId & RequestSceneTransfer::getContainerId() const
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{
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return m_containerId.get();
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}
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// ----------------------------------------------------------------------
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inline const std::string & RequestSceneTransfer::getContainerName() const
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{
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return m_containerName.get();
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}
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// ----------------------------------------------------------------------
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inline const std::string & RequestSceneTransfer::getScriptCallback() const
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{
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return m_scriptCallback.get();
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}
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// ======================================================================
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/**
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* Tell the Gameserver to transfer an object to a scene. Usually (always?)
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* sent in reply to RequestSceneTransfer
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*
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* Sent from: PlanetServer
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* Sent to: Gameserver (via Central)
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* Action: Create a proxy on the specified game server, then make the
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* proxy authoritative. Remove all other proxies
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*/
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class SceneTransferMessage : public GameNetworkMessage
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{
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public:
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SceneTransferMessage(const RequestSceneTransfer &source, uint32 destinationGameServer);
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SceneTransferMessage(Archive::ReadIterator & source);
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~SceneTransferMessage();
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public:
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const NetworkId & getNetworkId() const;
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const std::string & getSceneName() const;
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uint32 getSourceGameServer() const;
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const Vector & getPosition_p() const;
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const Vector & getPosition_w() const;
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const NetworkId & getContainerId() const;
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const std::string & getContainerName() const;
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const std::string & getScriptCallback() const;
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uint32 getDestinationGameServer() const;
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private:
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Archive::AutoVariable<NetworkId> m_oid;
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Archive::AutoVariable<std::string> m_sceneName;
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Archive::AutoVariable<uint32> m_sourceGameServer;
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Archive::AutoVariable<Vector> m_position_p;
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Archive::AutoVariable<Vector> m_position_w;
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Archive::AutoVariable<NetworkId> m_containerId;
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Archive::AutoVariable<std::string> m_containerName;
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Archive::AutoVariable<std::string> m_scriptCallback;
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Archive::AutoVariable<uint32> m_destinationGameServer;
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private:
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SceneTransferMessage();
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SceneTransferMessage(const SceneTransferMessage&);
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SceneTransferMessage & operator= (const SceneTransferMessage&);
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};
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// ----------------------------------------------------------------------
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inline const NetworkId & SceneTransferMessage::getNetworkId() const
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{
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return m_oid.get();
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}
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// ----------------------------------------------------------------------
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inline const std::string &SceneTransferMessage::getSceneName() const
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{
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return m_sceneName.get();
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}
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// ----------------------------------------------------------------------
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inline uint32 SceneTransferMessage::getSourceGameServer() const
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{
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return m_sourceGameServer.get();
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}
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// ----------------------------------------------------------------------
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inline const Vector &SceneTransferMessage::getPosition_p() const
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{
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return m_position_p.get();
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}
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// ----------------------------------------------------------------------
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inline const Vector &SceneTransferMessage::getPosition_w() const
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{
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return m_position_w.get();
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}
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// ----------------------------------------------------------------------
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inline const NetworkId &SceneTransferMessage::getContainerId() const
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{
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return m_containerId.get();
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}
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// ----------------------------------------------------------------------
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inline const std::string &SceneTransferMessage::getContainerName() const
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{
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return m_containerName.get();
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}
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// ----------------------------------------------------------------------
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inline const std::string & SceneTransferMessage::getScriptCallback() const
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{
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return m_scriptCallback.get();
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}
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// ----------------------------------------------------------------------
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inline uint32 SceneTransferMessage::getDestinationGameServer() const
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{
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return m_destinationGameServer.get();
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}
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// ======================================================================
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#endif //_INCLUDED_SceneTransferMessages_H
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