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https://github.com/worldforge/cyphesis
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* server/Connection.h, server/Connection.cpp: Change disconnectObject to removePlayer to make it clearer what the return value means, and return a pointer to the removed object if it is a player account. * server/Connection.cpp: When removing an account which has been logged out, remove all its characters which are not currently in use from the connections list.
77 lines
2.9 KiB
C++
77 lines
2.9 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2004 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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#ifndef SERVER_CONNECTION_H
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#define SERVER_CONNECTION_H
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#include "common/OOGThing.h"
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#include <sigc++/connection.h>
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class ServerRouting;
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class CommClient;
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class Account;
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/// \brief Class representing connections from a client at the Atlas level.
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///
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/// This is the first point of dispatch for any operation from the client.
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/// It maintains a dictionary of entities which are associated with this
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/// connection, such as Account objects that the client has logged into,
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/// and any other entities that that are associated with those accounts,
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/// like in-game characters. Clients specify which entity should handle
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/// an operation using the from attribute.
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class Connection : public OOGThing {
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BaseDict m_objects;
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/// \brief Flag to indicate if this connection has already been
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/// disconnected from the entities associated with it.
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///
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/// This ensures that entities that get destroyed are removed as
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/// they are destroyed, but when this connection is destroyed,
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/// it can destroy certain types of entity connected to itself,
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/// without them trying to remove themselves from the connection.
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bool m_obsolete;
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Account * addPlayer(const std::string &, const std::string &);
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Account * removePlayer(BaseEntity *, const std::string & event);
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protected:
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virtual int verifyCredentials(const Account &,
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const Atlas::Objects::Root &) const;
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public:
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CommClient & m_commClient;
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ServerRouting & m_server;
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Connection(CommClient &, ServerRouting & svr,
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const std::string & addr, const std::string & id);
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virtual ~Connection();
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void addObject(BaseEntity * obj);
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void removeObject(long id);
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void objectDeleted(long id);
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void disconnect();
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void send(const Operation & op) const;
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virtual void operation(const Operation &, OpVector &);
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virtual void LoginOperation(const Operation &, OpVector &);
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virtual void LogoutOperation(const Operation &, OpVector &);
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virtual void CreateOperation(const Operation &, OpVector &);
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virtual void GetOperation(const Operation &, OpVector &);
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};
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#endif // SERVER_CONNECTION_H
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