// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #ifndef SERVER_ACCOUNT_H #define SERVER_ACCOUNT_H #include "ConnectableRouter.h" #include namespace Atlas { namespace Message { class Element; typedef std::vector ListType; } } class Connection; class LocatedEntity; typedef std::map EntityDict; /// \brief This is the base class for storing information about uses who /// can use this server. /// /// The majority of functionality relating to user accounts is encapsulated /// here. Sub-classes control privilege levels by implementing /// characterError(). class Account : public ConnectableRouter { protected: /// \brief A store of Character entities belonging to this account EntityDict m_charactersDict; /// \brief The username of this account std::string m_username; /// \brief The password used to authenticate this account std::string m_password; LocatedEntity * addNewCharacter(const std::string &, const Atlas::Objects::Entity::RootEntity &, const Atlas::Objects::Root &); void characterDestroyed(long); /// \brief Check a character creation op is within the privelege levels /// of this account. /// /// @param op The full operation used for error reporting /// @param ent A RootEntity representing the character to be created /// @param res Any resulting error is returned here virtual int characterError(const Operation & op, const Atlas::Objects::Root & ent, OpVector & res) const = 0; virtual void createObject(const std::string &, const Atlas::Objects::Root &, const Operation &, OpVector &); int filterTasks(const Atlas::Message::ListType & tasks, const Atlas::Objects::Entity::RootEntity &) const; /// \brief Creates a new entity for a character. virtual LocatedEntity * createCharacterEntity(const std::string &, const Atlas::Objects::Entity::RootEntity &, const Atlas::Objects::Root &); void processExternalOperation(const Operation & op, OpVector& res); public: /// \brief Connect and add a character to this account int connectCharacter(LocatedEntity *chr); Account(Connection * conn, const std::string & username, const std::string & passwd, const std::string & id, long intId); ~Account() override = default; const std::string & username() const { return m_username; } const std::string & password() const { return m_password; } /// \brief Get a string representation of the type of account virtual const char * getType() const; /// \brief Store this account in the database void store() const; /// \brief Returns true if the account should be stored. virtual bool isPersisted() const; void addToMessage(Atlas::Message::MapType &) const override; void addToEntity(const Atlas::Objects::Entity::RootEntity &) const override; void externalOperation(const Operation & op, Link &) override; //Operations sent to this instance will be sent on to m_connection, if such exists. void operation(const Operation &, OpVector &) override; virtual void LogoutOperation(const Operation &, OpVector &); virtual void CreateOperation(const Operation &, OpVector &); virtual void SetOperation(const Operation &, OpVector &); virtual void ImaginaryOperation(const Operation &, OpVector &); virtual void TalkOperation(const Operation &, OpVector &); virtual void LookOperation(const Operation &, OpVector &); virtual void GetOperation(const Operation &, OpVector &); virtual void OtherOperation(const Operation &, OpVector &); void addCharacter(LocatedEntity *); /// \brief Read only accessor for the Character dictionary const EntityDict & getCharacters() const { return m_charactersDict; } friend class Accounttest; friend class Accountintegration; }; #endif // SERVER_ACCOUNT_H