cyphesis/client/CharacterClient.cpp
Al Riddoch e7c7e232ac 2006-12-26 Al Riddoch <alriddoch@zepler.org>
* client/CharacterClient.cpp, client/ClientConnection.h,
	  rulesets/Character.cpp, rulesets/Character.h, tools/cyaddrules.cpp,
	  tools/cyconfig.cpp, tools/cyconvertrules.cpp, tools/cyctrl.cpp,
	  tools/cydumprules.cpp, tools/cyloadrules.cpp, tools/cypasswd.cpp:
	  Add inline documentation.

	* client/CharacterClient.h, client/CharacterClient.cpp: Remove
	  overriden sight operation handlers, as they are no longer
	  present in the base class, and will never be called.

	* client/ClientConnection.h: Remove obsolete unimplemented template
	  declaration.

	* rulesets/Entity.cpp: Remove documentation for an argument that was
	  never there.

	* tools/cyctrl.cpp: Mark as removed from the build.

	* Add a FIXME about removing hard coded gender property
2006-12-26 18:24:24 +00:00

95 lines
3.3 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 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
// $Id: CharacterClient.cpp,v 1.29 2006-12-26 18:24:25 alriddoch Exp $
#include "CharacterClient.h"
#include "ClientConnection.h"
#include "common/debug.h"
#include <Atlas/Objects/RootOperation.h>
static const bool debug_flag = false;
/// \brief CharacterClient constructor
///
/// @param id String identifier
/// @param intId Integer identifier
/// @param name The name of the avatar used by this remote agent
/// @param c The network connection to the server used for communication
CharacterClient::CharacterClient(const std::string & id, long intId,
const std::string & name,
ClientConnection & c) :
BaseMind(id, intId, name), m_connection(c)
{
}
/// \brief Send an operation to the server from this avatar
///
/// @param op Operation to be sent
void CharacterClient::send(const Operation & op)
{
op->setFrom(getId());
m_connection.send(op);
}
/// \brief Send an operation to the server, and wait for a reply
///
/// Reply is identified as it should have its refno attribute set to
/// the serialno of the operation sent.
/// @param op Operation to be sent
/// @param res Result with correct refno is returned here
int CharacterClient::sendAndWaitReply(const Operation & op, OpVector & res)
{
send(op);
debug(std::cout << "Waiting for reply to " << op->getParents().front()
<< std::endl << std::flush;);
long no = op->getSerialno();
while (true) {
if (m_connection.pending()) {
Operation input = m_connection.pop();
assert(input.isValid());
if (input.isValid()) {
// FIXME What the hell is this!
#if 0
// Should we really do this here?
OpVector result;
operation(*input, result);
OpVector::const_iterator I = result.begin();
OpVector::const_iterator Iend = result.end();
for (; I != Iend; ++I) {
send(*(*I));
}
#endif
if (input->getRefno() == no) {
debug(std::cout << "Got reply" << std::endl << std::flush;);
res.push_back(input);
return 0;
} else {
debug(std::cout << "Not reply" << std::endl << std::flush;);
}
} else {
debug(std::cout << "Not op" << std::endl << std::flush;);
}
} else if (m_connection.wait() != 0) {
return -1;
}
}
}