cyphesis/server/Connection.h
Alistair Riddoch 4a9c7078f7 Refactor to use LocatedEntity as base class
All IG code should use the interface of LocatedEntity when dealing
with any entity, rather than sometimes requiring Entity. Add virtual
functions to the interface where required, and modify all other interfaces
to stop them using Entity. This makes the code way cleaner, and much better
de-coupled.
2013-01-17 10:17:07 +00:00

98 lines
3.7 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2004 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
// $Id$
#ifndef SERVER_CONNECTION_H
#define SERVER_CONNECTION_H
#include "common/Link.h"
#include <sigc++/trackable.h>
class Account;
class Character;
class CommSocket;
class LocatedEntity;
class ServerRouting;
typedef std::map<long, Router *> RouterMap;
/// \brief Class representing connections from a client at the Atlas level.
///
/// This is the first point of dispatch for any operation from the client.
/// It maintains a dictionary of entities which are associated with this
/// connection, such as Account objects that the client has logged into,
/// and any other entities that that are associated with those accounts,
/// like in-game characters. Clients specify which entity should handle
/// an operation using the from attribute.
class Connection : public Link, virtual public sigc::trackable {
protected:
RouterMap m_objects;
/// \brief Flag to indicate if this connection has already been
/// disconnected from the entities associated with it.
///
/// This ensures that entities that get destroyed are removed as
/// they are destroyed, but when this connection is destroyed,
/// it can destroy certain types of entity connected to itself,
/// without them trying to remove themselves from the connection.
bool m_obsolete;
Account * addNewAccount(const std::string & account,
const std::string & username,
const std::string & password);
void disconnectObject(RouterMap::iterator,
const std::string & event);
void disconnectAccount(Account *,
RouterMap::iterator,
const std::string & event);
virtual Account * newAccount(const std::string & type,
const std::string & username,
const std::string & passwd,
const std::string & id, long intId);
virtual int verifyCredentials(const Account &,
const Atlas::Objects::Root &) const;
public:
ServerRouting & m_server;
Connection(CommSocket &, ServerRouting & svr,
const std::string & addr, const std::string & id, long iid);
virtual ~Connection();
RouterMap & objects() { return m_objects; }
void addEntity(LocatedEntity * ent);
void addObject(Router * obj);
void removeObject(long id);
void objectDeleted(long id);
virtual void externalOperation(const Operation & op, Link &);
virtual void operation(const Operation &, OpVector &);
virtual void LoginOperation(const Operation &, OpVector &);
virtual void LogoutOperation(const Operation &, OpVector &);
virtual void CreateOperation(const Operation &, OpVector &);
virtual void GetOperation(const Operation &, OpVector &);
friend class Connectiontest;
friend class ConnectionShakerintegration;
friend class AccountConnectionCharacterintegration;
};
#endif // SERVER_CONNECTION_H