mirror of
https://github.com/worldforge/cyphesis
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90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 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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#ifndef SERVER_PERSISTENCE_H
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#define SERVER_PERSISTENCE_H
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#include "common/Singleton.h"
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#include "modules/Ref.h"
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#include <Atlas/Objects/ObjectsFwd.h>
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#include <sigc++/signal.h>
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#include <string>
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#include <map>
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class Account;
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class Database;
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class LocatedEntity;
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typedef std::map<long, Ref<LocatedEntity>> EntityRefDict;
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/// \brief Class for managing the required database tables for persisting
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/// in-game entities and server accounts
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class Persistence : public Singleton<Persistence> {
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private:
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std::string m_characterRelation;
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public:
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explicit Persistence(Database& database);
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/// \brief Data about a character being tied to an account.
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///
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/// This is used when signaling that an entity has been tied to an account.
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/// Since this operation is dependent on the entity having been persisted to the database
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/// we can't do it here; instead we rely on the StorageManager to do it.
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/// However, the interface between these two components isn't the smoothest, so we'll
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/// have to do it through signals.
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struct AddCharacterData {
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/// \brief The id of the character entity.
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std::string entity_id;
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/// \brief The id of the account.
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std::string account_id;
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};
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Database & m_db;
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int init();
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bool findAccount(const std::string &);
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Account * getAccount(const std::string &);
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void putAccount(const Account &);
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void registerCharacters(Account &, const EntityRefDict & worldObjects);
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void addCharacter(const Account &, const LocatedEntity &);
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void delCharacter(const std::string &);
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/// \brief Gets the name of the DB relation tying Accounts to Entities.
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const std::string& getCharacterAccountRelationName() const;
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/// \brief Emitted when a character has been tied to an account.
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///
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/// It's expected that the StorageManager should handle this.
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/// Any listener should return "true" if the action was properly handled.
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sigc::signal<bool, const AddCharacterData&> characterAdded;
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/// \brief Emitted when a character has been deleted, and the
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/// tie to any account should be removed.
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///
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/// It's expected that the StorageManager should handle this.
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/// Any listener should return "true" if the action was properly handled.
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sigc::signal<bool, const std::string&> characterDeleted;
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};
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#endif // SERVER_PERSISTENCE_H
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