// ====================================================================== // // GameServerMessageInterface.cpp // copyright (c) 2001 Sony Online Entertainment // // ====================================================================== //----------------------------------------------------------------------- #include "serverNetworkMessages/FirstServerNetworkMessages.h" #include "serverNetworkMessages/GameServerMessageInterface.h" //----------------------------------------------------------------------- GameServerMessageInterface * GameServerMessageInterface::ms_instance = nullptr; //======================================================================= GameServerMessageInterface::GameServerMessageInterface() { } //----------------------------------------------------------------------- GameServerMessageInterface::~GameServerMessageInterface() { if (ms_instance == this) ms_instance = nullptr; } //----------------------------------------------------------------------- void GameServerMessageInterface::setInstance(GameServerMessageInterface * instance) { if (ms_instance == nullptr) ms_instance = instance; else if (ms_instance != instance) { WARNING(true, ("GameServerMessageInterface::setInstance called when an " "instance has already been created")); delete instance; } } //----------------------------------------------------------------------- void GameServerMessageInterface::removeInstance() { delete ms_instance; } //----------------------------------------------------------------------- // Stub functions. The actual implementation should be in a derived class void GameServerMessageInterface::pack(Archive::ByteStream &, AiCreatureStateMessage const &) { } void GameServerMessageInterface::unpack(Archive::ReadIterator &, AiCreatureStateMessage &) { } void GameServerMessageInterface::pack(Archive::ByteStream &, AiMovementMessage const &) { } void GameServerMessageInterface::unpack(Archive::ReadIterator &, AiMovementMessage &) { } // ======================================================================