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https://bitbucket.org/theswgsource/src-1.2.git
synced 2026-10-05 20:13:29 -04:00
Added serverNetworkMessages library
This commit is contained in:
+37
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// ======================================================================
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//
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// CentralPlanetServerConnect.cpp
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// copyright (c) 2001 Sony Online Entertainment
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//
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// ======================================================================
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#include "serverNetworkMessages/FirstServerNetworkMessages.h"
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#include "serverNetworkMessages/CentralPlanetServerConnect.h"
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// ======================================================================
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CentralPlanetServerConnect::CentralPlanetServerConnect (const std::string &sceneId, const std::string &connectionAddress, uint16 gameServerPort) :
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GameNetworkMessage("CentralPlanetServerConnect"),
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m_sceneId(sceneId),
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m_connectionAddress(connectionAddress),
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m_gameServerPort(gameServerPort)
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{
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addVariable(m_sceneId);
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addVariable(m_connectionAddress);
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addVariable(m_gameServerPort);
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}
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// ----------------------------------------------------------------------
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CentralPlanetServerConnect::CentralPlanetServerConnect (Archive::ReadIterator &source) :
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GameNetworkMessage("CentralPlanetServerConnect"),
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m_sceneId()
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{
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addVariable(m_sceneId);
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addVariable(m_connectionAddress);
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addVariable(m_gameServerPort);
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unpack(source);
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}
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// ======================================================================
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+70
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// ======================================================================
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//
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// CentralPlanetServerConnect.h
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// copyright (c) 2001 Sony Online Entertainment
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//
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// ======================================================================
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#ifndef INCLUDED_CentralPlanetServerConnect_H
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#define INCLUDED_CentralPlanetServerConnect_H
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// ======================================================================
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#include <string>
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#include "sharedNetworkMessages/GameNetworkMessage.h"
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// ======================================================================
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/**
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* Identify the Planet Server to Central
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* Sent From: Planet Server
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* Sent To: Central
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* Action: Identifies which scene this Planet Server handles.
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*/
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class CentralPlanetServerConnect : public GameNetworkMessage
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{
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public:
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CentralPlanetServerConnect (const std::string &sceneId, const std::string &connectionAddress, uint16 gameServerPort);
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CentralPlanetServerConnect (Archive::ReadIterator &source);
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const std::string &getSceneId() const;
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const std::string &getConnectionAddress() const;
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uint16 getGameServerPort() const;
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private:
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Archive::AutoVariable<std::string> m_sceneId;
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Archive::AutoVariable<std::string> m_connectionAddress;
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Archive::AutoVariable<uint16> m_gameServerPort;
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private:
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CentralPlanetServerConnect ();
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CentralPlanetServerConnect(const CentralPlanetServerConnect&);
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CentralPlanetServerConnect& operator= (const CentralPlanetServerConnect&);
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};
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// ----------------------------------------------------------------------
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inline const std::string &CentralPlanetServerConnect::getSceneId() const
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{
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return m_sceneId.get();
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}
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// ----------------------------------------------------------------------
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inline const std::string &CentralPlanetServerConnect::getConnectionAddress() const
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{
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return m_connectionAddress.get();
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}
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// ----------------------------------------------------------------------
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inline uint16 CentralPlanetServerConnect::getGameServerPort() const
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{
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return m_gameServerPort.get();
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}
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// ======================================================================
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#endif
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+49
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// ======================================================================
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//
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// GameServerForLoginMessage.cpp
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//
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// Copyright 2001-2003 Sony Online Entertainment
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//
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// ======================================================================
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#include "serverNetworkMessages/FirstServerNetworkMessages.h"
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#include "serverNetworkMessages/GameServerForLoginMessage.h"
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#include "unicodeArchive/UnicodeArchive.h"
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// ======================================================================
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GameServerForLoginMessage::GameServerForLoginMessage(uint32 stationId, uint32 server, const NetworkId & characterId) :
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GameNetworkMessage("GameServerForLoginMessage"),
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m_stationId(stationId),
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m_server(server),
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m_characterId(characterId)
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{
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addVariable(m_stationId);
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addVariable(m_server);
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addVariable(m_characterId);
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}
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// ----------------------------------------------------------------------
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GameServerForLoginMessage::GameServerForLoginMessage(Archive::ReadIterator &source) :
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GameNetworkMessage("GameServerForLoginMessage"),
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m_stationId(),
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m_server(),
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m_characterId()
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{
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addVariable(m_stationId);
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addVariable(m_server);
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addVariable(m_characterId);
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unpack(source);
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}
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//-----------------------------------------------------------------------
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GameServerForLoginMessage::~GameServerForLoginMessage()
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{
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}
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// ======================================================================
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+70
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// ======================================================================
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//
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// GameServerForLoginMessage.h
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//
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// Copyright 2001-2003 Sony Online Entertainment
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//
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// ======================================================================
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#ifndef INCLUDED_GameServerForLoginMessage_H
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#define INCLUDED_GameServerForLoginMessage_H
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// ======================================================================
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#include "sharedNetworkMessages/GameNetworkMessage.h"
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#include "sharedFoundation/NetworkId.h"
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// ======================================================================
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/**
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* Reply to RequestGameServerForLoginMessage. Identifies the game server
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* to use to log in.
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*
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* Sent from: PlanetServer
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* Sent to: ConnectionServer (via Central)
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* Action: Connect the client to the specified game server
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*/
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class GameServerForLoginMessage : public GameNetworkMessage
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{
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public:
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GameServerForLoginMessage(uint32 stationId, uint32 server, const NetworkId & characterId);
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GameServerForLoginMessage(Archive::ReadIterator &source);
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~GameServerForLoginMessage();
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public:
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uint32 getStationId() const;
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uint32 getServer() const;
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const NetworkId& getCharacterId() const;
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private:
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Archive::AutoVariable<uint32> m_stationId;
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Archive::AutoVariable<uint32> m_server;
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Archive::AutoVariable<NetworkId> m_characterId;
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private:
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GameServerForLoginMessage();
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GameServerForLoginMessage(const GameServerForLoginMessage&);
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GameServerForLoginMessage& operator= (const GameServerForLoginMessage&);
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};
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// ======================================================================
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inline uint32 GameServerForLoginMessage::getStationId() const
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{
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return m_stationId.get();
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}
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// ----------------------------------------------------------------------
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inline uint32 GameServerForLoginMessage::getServer() const
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{
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return m_server.get();
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}
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inline const NetworkId & GameServerForLoginMessage::getCharacterId() const
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{
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return m_characterId.get();
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}
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// ======================================================================
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#endif
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+60
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// ======================================================================
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//
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// RequestGameServerForLoginMessage.cpp
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// copyright (c) 2001 Sony Online Entertainment
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//
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// ======================================================================
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#include "serverNetworkMessages/FirstServerNetworkMessages.h"
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#include "serverNetworkMessages/RequestGameServerForLoginMessage.h"
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//#include "PlanetGameServerMessages.h"
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#include "unicodeArchive/UnicodeArchive.h"
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// ======================================================================
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RequestGameServerForLoginMessage::RequestGameServerForLoginMessage(uint32 stationId, const NetworkId &characterId, const NetworkId &containerId, const std::string &scene, const Vector &coordinates, bool forCtsSourceCharacter) :
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GameNetworkMessage("RequestGameServerForLoginMessage"),
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m_stationId(stationId),
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m_characterId(characterId),
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m_containerId(containerId),
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m_scene(scene),
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m_coordinates(coordinates),
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m_forCtsSourceCharacter(forCtsSourceCharacter)
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{
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addVariable(m_stationId);
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addVariable(m_characterId);
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addVariable(m_containerId);
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addVariable(m_scene);
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addVariable(m_coordinates);
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addVariable(m_forCtsSourceCharacter);
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}
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// ----------------------------------------------------------------------
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RequestGameServerForLoginMessage::RequestGameServerForLoginMessage(Archive::ReadIterator & source) :
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GameNetworkMessage("RequestGameServerForLoginMessage"),
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m_stationId(),
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m_characterId(),
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m_containerId(),
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m_scene(),
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m_coordinates(),
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m_forCtsSourceCharacter()
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{
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addVariable(m_stationId);
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addVariable(m_characterId);
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addVariable(m_containerId);
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addVariable(m_scene);
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addVariable(m_coordinates);
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addVariable(m_forCtsSourceCharacter);
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unpack(source);
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}
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//-----------------------------------------------------------------------
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RequestGameServerForLoginMessage::~RequestGameServerForLoginMessage()
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{
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}
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// ======================================================================
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+98
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// ======================================================================
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//
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// RequestGameServerForLoginMessage.h
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// copyright (c) 2001 Sony Online Entertainment
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//
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// ======================================================================
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#ifndef INCLUDED_RequestGameServerForLoginMessage_H
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#define INCLUDED_RequestGameServerForLoginMessage_H
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// ======================================================================
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#include "sharedNetworkMessages/GameNetworkMessage.h"
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// ======================================================================
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/**
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* Pick a game server for login
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*
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* Sent from: ConnectionServer
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* Sent to: PlanetServer (via Central)
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* Action: Pick a good game server to use based on the coordinates
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* specified. Reply with GameServerForLoginMessage.
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*/
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class RequestGameServerForLoginMessage : public GameNetworkMessage
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{
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public:
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RequestGameServerForLoginMessage (uint32 stationId, const NetworkId &characterId, const NetworkId &containerId, const std::string &scene, const Vector &coordinates, bool forCtsSourceCharacter);
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RequestGameServerForLoginMessage (Archive::ReadIterator & source);
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~RequestGameServerForLoginMessage ();
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public:
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const std::string & getScene() const;
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const Vector & getCoordinates() const;
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uint32 getStationId() const;
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const NetworkId & getContainerId() const;
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const NetworkId & getCharacterId() const;
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bool getForCtsSourceCharacter() const;
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private:
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Archive::AutoVariable<uint32> m_stationId;
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Archive::AutoVariable<NetworkId> m_characterId;
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Archive::AutoVariable<NetworkId> m_containerId;
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Archive::AutoVariable<std::string> m_scene;
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Archive::AutoVariable<Vector> m_coordinates;
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Archive::AutoVariable<bool> m_forCtsSourceCharacter;
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private:
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RequestGameServerForLoginMessage();
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RequestGameServerForLoginMessage(const RequestGameServerForLoginMessage&);
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RequestGameServerForLoginMessage& operator= (const RequestGameServerForLoginMessage&);
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};
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// ======================================================================
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inline const std::string &RequestGameServerForLoginMessage::getScene() const
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{
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return m_scene.get();
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}
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// ----------------------------------------------------------------------
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inline const Vector &RequestGameServerForLoginMessage::getCoordinates() const
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{
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return m_coordinates.get();
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}
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// ----------------------------------------------------------------------
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inline uint32 RequestGameServerForLoginMessage::getStationId() const
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{
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return m_stationId.get();
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}
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// ----------------------------------------------------------------------
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inline const NetworkId &RequestGameServerForLoginMessage::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 NetworkId &RequestGameServerForLoginMessage::getCharacterId() const
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{
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return m_characterId.get();
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}
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// ----------------------------------------------------------------------
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inline bool RequestGameServerForLoginMessage::getForCtsSourceCharacter() const
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{
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return m_forCtsSourceCharacter.get();
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}
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// ======================================================================
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#endif
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