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 +1,107 @@
// GameTaskManagerMessages.cpp
// copyright 2001 Verant Interactive
// Author: Justin Randall
//-----------------------------------------------------------------------
#include "serverNetworkMessages/FirstServerNetworkMessages.h"
#include "serverNetworkMessages/GameTaskManagerMessages.h"
//-----------------------------------------------------------------------
TaskShutdownGameServer::TaskShutdownGameServer() :
GameNetworkMessage("TaskShutdownGameServer")
{
}
//-----------------------------------------------------------------------
TaskShutdownGameServer::TaskShutdownGameServer(Archive::ReadIterator & source) :
GameNetworkMessage("TaskShutdownGameServer")
{
unpack(source);
}
//-----------------------------------------------------------------------
TaskShutdownGameServer::~TaskShutdownGameServer()
{
}
//-----------------------------------------------------------------------
GameSetClusterName::GameSetClusterName(const std::string & newClusterName, const std::string & newGameServerName) :
GameNetworkMessage("GameSetClusterName"),
clusterName(newClusterName),
gameServerName(newGameServerName)
{
addVariable(clusterName);
addVariable(gameServerName);
}
//-----------------------------------------------------------------------
GameSetClusterName::GameSetClusterName(Archive::ReadIterator & source) :
GameNetworkMessage("GameSetClusterName"),
clusterName(),
gameServerName()
{
addVariable(clusterName);
addVariable(gameServerName);
unpack(source);
}
//-----------------------------------------------------------------------
GameSetClusterName::~GameSetClusterName()
{
}
//-----------------------------------------------------------------------
GameSetDbProcess::GameSetDbProcess() :
GameNetworkMessage("GameSetDbProcess")
{
}
//-----------------------------------------------------------------------
GameSetDbProcess::GameSetDbProcess(Archive::ReadIterator & source) :
GameNetworkMessage("GameSetDbProcess")
{
unpack(source);
}
//-----------------------------------------------------------------------
GameSetDbProcess::~GameSetDbProcess()
{
}
// ======================================================================
ServerIdleMessage::ServerIdleMessage(bool isIdle) :
GameNetworkMessage("ServerIdleMessage"),
m_isIdle(isIdle)
{
addVariable(m_isIdle);
}
// ----------------------------------------------------------------------
ServerIdleMessage::ServerIdleMessage(Archive::ReadIterator & source) :
GameNetworkMessage("ServerIdleMessage"),
m_isIdle(false)
{
addVariable(m_isIdle);
unpack(source);
}
//-----------------------------------------------------------------------
ServerIdleMessage::~ServerIdleMessage()
{
}
//-----------------------------------------------------------------------
@@ -0,0 +1,114 @@
// GameTaskManagerMessages.h
// copyright 2001 Verant Interactive
// Author: Justin Randall
#ifndef _INCLUDED_GameTaskManagerMessages_H
#define _INCLUDED_GameTaskManagerMessages_H
//-----------------------------------------------------------------------
#include "sharedNetworkMessages/GameNetworkMessage.h"
namespace GameTaskManagerMessageConstants
{
const unsigned char ShutdownGameServer = 1;
const unsigned char GameSetClusterName = 2;
const unsigned char GameSetDbProcess = 3;
}
//-----------------------------------------------------------------------
class TaskShutdownGameServer : public GameNetworkMessage
{
public:
TaskShutdownGameServer();
TaskShutdownGameServer(Archive::ReadIterator & source);
virtual ~TaskShutdownGameServer();
private:
TaskShutdownGameServer(const TaskShutdownGameServer & source);
TaskShutdownGameServer & operator = (const TaskShutdownGameServer & rhs);
};
//-----------------------------------------------------------------------
class GameSetClusterName : public GameNetworkMessage
{
public:
GameSetClusterName(const std::string & newClusterName, const std::string & newGameServerName);
GameSetClusterName(Archive::ReadIterator & source);
virtual ~GameSetClusterName();
const std::string & getClusterName (void) const;
const std::string & getGameServerName (void) const;
private:
Archive::AutoVariable<std::string> clusterName;
Archive::AutoVariable<std::string> gameServerName;
GameSetClusterName();
GameSetClusterName(const GameSetClusterName&);
GameSetClusterName& operator= (const GameSetClusterName&);
};
//-----------------------------------------------------------------------
inline const std::string & GameSetClusterName::getClusterName(void) const
{
return clusterName.get();
}
//-----------------------------------------------------------------------
inline const std::string & GameSetClusterName::getGameServerName(void) const
{
return gameServerName.get();
}
//-----------------------------------------------------------------------
class GameSetDbProcess : public GameNetworkMessage
{
public:
GameSetDbProcess();
GameSetDbProcess(Archive::ReadIterator & source);
virtual ~GameSetDbProcess();
private:
GameSetDbProcess(const GameSetDbProcess&);
GameSetDbProcess& operator= (const GameSetDbProcess&);
};
//-----------------------------------------------------------------------
/**
* Sent from: various processes (only DatabaseServer yet, as of when this comment was written)
* Sent to: task manager
* Action: Notify the task manager that the process isn't doing anything
* significant, e.g. has no data to save or load
*/
class ServerIdleMessage : public GameNetworkMessage
{
public:
ServerIdleMessage(bool isIdle);
ServerIdleMessage(Archive::ReadIterator & source);
virtual ~ServerIdleMessage();
bool getIsIdle();
private:
Archive::AutoVariable<bool> m_isIdle;
private:
ServerIdleMessage(const ServerIdleMessage&);
ServerIdleMessage& operator= (const ServerIdleMessage&);
};
// ----------------------------------------------------------------------
inline bool ServerIdleMessage::getIsIdle()
{
return m_isIdle.get();
}
// ----------------------------------------------------------------------
#endif // _INCLUDED_GameTaskManagerMessages_H