Files
src-1.2/engine/server/application/PlanetServer/src/shared/GameServerData.h
T

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3.5 KiB
C++
Executable File

// ======================================================================
//
// GameServerData.h
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#ifndef INCLUDED_GameServerData_H
#define INCLUDED_GameServerData_H
// ======================================================================
class GameServerConnection;
// ======================================================================
class GameServerData
{
public:
explicit GameServerData(GameServerConnection *connection);
GameServerData(const GameServerData &rhs);
GameServerData();
GameServerData &operator=(const GameServerData &rhs);
public:
enum ServerStatus {SS_unready, SS_readyForObjects, SS_loadedUniverseObjects, SS_running};
public:
GameServerConnection * getConnection ();
int getObjectCount () const;
int getInterestObjectCount () const;
int getInterestCreatureObjectCount() const;
ServerStatus getServerStatus () const;
uint32 getProcessId () const;
void debugOutputData () const;
void adjustObjectCount (int adjustment);
void adjustInterestObjectCount (int adjustment);
void adjustInterestCreatureObjectCount (int adjustment);
void universeLoaded ();
void ready ();
void preloadComplete ();
bool isRunning () const;
private:
GameServerConnection * m_connection;
int m_objectCount;
int m_interestObjectCount;
int m_interestCreatureObjectCount;
ServerStatus m_serverStatus;
};
// ======================================================================
inline GameServerConnection *GameServerData::getConnection()
{
return m_connection;
}
// ----------------------------------------------------------------------
inline int GameServerData::getObjectCount() const
{
return m_objectCount;
}
// ----------------------------------------------------------------------
inline void GameServerData::adjustObjectCount(int adjustment)
{
m_objectCount+=adjustment;
}
// ----------------------------------------------------------------------
inline void GameServerData::adjustInterestObjectCount(int adjustment)
{
m_interestObjectCount+=adjustment;
}
// ----------------------------------------------------------------------
inline GameServerData::ServerStatus GameServerData::getServerStatus() const
{
return m_serverStatus;
}
// ----------------------------------------------------------------------
inline int GameServerData::getInterestObjectCount() const
{
return m_interestObjectCount;
}
// ----------------------------------------------------------------------
inline bool GameServerData::isRunning() const
{
return m_serverStatus == SS_running;
}
// ----------------------------------------------------------------------
inline int GameServerData::getInterestCreatureObjectCount() const
{
return m_interestCreatureObjectCount;
}
// ----------------------------------------------------------------------
inline void GameServerData::adjustInterestCreatureObjectCount (int adjustment)
{
m_interestCreatureObjectCount+=adjustment;
}
// ======================================================================
#endif