// CSToolREquest.h // Copyright 2004, Sony Online Entertainment Inc., all rights reserved. // Author: Rob Hanz #ifndef _INCLUDED_GameServerCSRequest_H #define _INCLUDED_GameServerCSRequest_H //----------------------------------------------------------------------- #include "sharedNetworkMessages/GameNetworkMessage.h" class CSToolRequest; //----------------------------------------------------------------------- /** A Central Server is telling the login server which cluster it is servicing. */ class GameServerCSRequestMessage : public GameNetworkMessage { public: GameServerCSRequestMessage ( uint32 accountId, const std::string & command, uint32 toolId, uint32 accessLevel, uint32 loginServerID, const std::string & userName, const std::string & commandName ); GameServerCSRequestMessage (Archive::ReadIterator & source); virtual ~GameServerCSRequestMessage (); uint32 getAccountId () const; const std::string & getCommandString() const; uint32 getToolId() const; uint32 getAccessLevel() const; uint32 getLoginServerID() const; const std::string& getUserName() const; const std::string& getCommandName() const; private: Archive::AutoVariable< uint32 > m_accountId; Archive::AutoVariable m_command; Archive::AutoVariable< uint32 > m_toolId; Archive::AutoVariable< uint32 > m_accessLevel; Archive::AutoVariable< uint32 > m_loginServerID; Archive::AutoVariable< std::string > m_userName; Archive::AutoVariable< std::string > m_commandName; GameServerCSRequestMessage(); GameServerCSRequestMessage(const GameServerCSRequestMessage&); GameServerCSRequestMessage& operator= (const GameServerCSRequestMessage&); }; inline uint32 GameServerCSRequestMessage::getAccountId() const { return m_accountId.get(); } inline const std::string & GameServerCSRequestMessage::getCommandString() const { return m_command.get(); } inline uint32 GameServerCSRequestMessage::getAccessLevel() const { return m_accessLevel.get(); } inline uint32 GameServerCSRequestMessage::getToolId() const { return m_toolId.get(); } inline uint32 GameServerCSRequestMessage::getLoginServerID() const { return m_loginServerID.get(); } inline const std::string & GameServerCSRequestMessage::getUserName() const { return m_userName.get(); } inline const std::string & GameServerCSRequestMessage::getCommandName() const { return m_commandName.get(); } #endif //_INCLUDED_GameServerCSRequest_H