mirror of
https://github.com/worldforge/cyphesis
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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.
86 lines
2.9 KiB
C++
86 lines
2.9 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2004 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id$
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#ifndef SERVER_PEER_H
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#define SERVER_PEER_H
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#include "common/Link.h"
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#include <sigc++/signal.h>
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class CommSocket;
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class LocatedEntity;
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class ServerRouting;
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class TeleportState;
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enum PeerAuthState {
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PEER_INIT, /// \brief Peer has just been connected to
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PEER_AUTHENTICATING, /// \brief Peer is currently authenticating us
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PEER_AUTHENTICATED, /// \brief We are authenticated and ready on the peer
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PEER_FAILED, /// \brief We have failed to authenticate
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};
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typedef std::map<long, TeleportState *> TeleportMap;
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/// \brief Class represening connections from another server that is peered to
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/// to this one
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///
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/// This is the main point of dispatch for any operation from the peer.
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/// It also handles the state relating to a specific connection, including
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/// whether it is authenticated.
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class Peer : public Link {
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protected:
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/// \brief Name of host we are connected to
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std::string m_host;
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/// \brief Port number we are connected to
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int m_port;
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/// \brief Account identifier returned after successful login
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std::string m_accountId;
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/// \brief Account type returned after login
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std::string m_accountType;
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/// The authentication state of the peer object
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PeerAuthState m_state;
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/// The states of the various active teleports
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TeleportMap m_teleports;
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public:
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/// The server routing object of this server.
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ServerRouting & m_server;
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Peer(CommSocket & client, ServerRouting & svr,
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const std::string & addr, int port, const std::string & id, long iid);
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virtual ~Peer();
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void setAuthState(PeerAuthState state);
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PeerAuthState getAuthState();
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virtual void externalOperation(const Operation & op, Link &);
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virtual void operation(const Operation &, OpVector &);
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int teleportEntity(const LocatedEntity *);
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TeleportState *getTeleportState(const std::string & id);
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void peerTeleportResponse(const Operation &op, OpVector &res);
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void cleanTeleports();
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sigc::signal<void> destroyed;
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sigc::signal<void, const Operation &> replied;
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};
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#endif // SERVER_PEER_H
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