// ====================================================================== // // MessageToMessage.cpp // copyright (c) 2001 Sony Online Entertainment // // ====================================================================== #include "serverNetworkMessages/FirstServerNetworkMessages.h" #include "serverNetworkMessages/MessageToMessage.h" #include "sharedNetwork/NetworkHandler.h" // ====================================================================== MessageToMessage::MessageToMessage(MessageToPayload const &data, uint32 sourceServerPid) : GameNetworkMessage("MessageToMessage"), m_data(data), m_sourceServerPid(sourceServerPid) { addVariable(m_data); addVariable(m_sourceServerPid); std::string messageName = "MessageToPayload." + m_data.get().getMethod(); NetworkHandler::reportMessage(messageName, m_data.get().getPackedDataVector().size()); } //----------------------------------------------------------------------- MessageToMessage::MessageToMessage(Archive::ReadIterator &source) : GameNetworkMessage("MessageToMessage"), m_data(), m_sourceServerPid() { addVariable(m_data); addVariable(m_sourceServerPid); unpack(source); std::string messageName = "MessageToPayload." + m_data.get().getMethod(); NetworkHandler::reportMessage(messageName, m_data.get().getPackedDataVector().size()); } //----------------------------------------------------------------------- MessageToMessage::~MessageToMessage() { } // ======================================================================