cyphesis/server/Account.h
2018-10-30 19:35:57 +01:00

144 lines
5 KiB
C++

// 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 "modules/Ref.h"
#include <vector>
namespace Atlas {
namespace Message {
class Element;
typedef std::vector<Element> ListType;
}
}
class Connection;
class LocatedEntity;
class ExternalMind;
/// \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 The network connection currently subscribed to this object
Connection * m_connection;
/// \brief A store of Character entities belonging to this account
std::map<long, Ref<LocatedEntity>> m_charactersDict;
/// \brief The username of this account
std::string m_username;
/// \brief The password used to authenticate this account
std::string m_password;
/**
* A map of external characters->minds.
*/
std::map<long, ExternalMind*> m_minds;
Ref<LocatedEntity> addNewCharacter(const Atlas::Objects::Entity::RootEntity &,
const Atlas::Objects::Root &, OpVector& res);
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 Atlas::Objects::Root &,
const Operation &,
OpVector &);
/// \brief Creates a new entity for a character.
virtual Ref<LocatedEntity> createCharacterEntity(const Atlas::Objects::Entity::RootEntity &,
const Atlas::Objects::Root &);
void processExternalOperation(const Operation & op, OpVector& res);
virtual ExternalMind* createMind(const Ref<LocatedEntity>& entity) const;
public:
/// \brief Connect and add a character to this account
int connectCharacter(const Ref<LocatedEntity>& entity, OpVector& res);
Account(Connection * conn, const std::string & username,
const std::string & passwd,
const std::string & id, long intId);
~Account() override;
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 &);
virtual void PossessOperation(const Operation &, OpVector &);
void addCharacter(const Ref<LocatedEntity>&);
void setConnection(Connection* connection) override;
Connection* getConnection() const override;
friend class Accounttest;
friend class Accountintegration;
};
#endif // SERVER_ACCOUNT_H