cyphesis/client/CharacterClient.cpp
Al Riddoch ccf8bebcb0 2008-01-26 Al Riddoch <alriddoch@googlemail.com>
* common/BaseEntity.cpp, common/BaseEntity.h: Remove the code that
	  handle ID, and just inherit from Identified.

	* client/CharacterClient.cpp, client/CreatorClient.cpp,
	  common/OOGThing.cpp, rulesets/BaseMind.cpp, rulesets/Character.cpp,
	  rulesets/Creator.cpp, rulesets/Entity.cpp,
	  rulesets/LocatedEntity.cpp, rulesets/MemEntity.cpp,
	  rulesets/Plant.cpp, rulesets/Stackable.cpp, rulesets/Structure.cpp,
	  rulesets/Thing.cpp, rulesets/World.cpp, server/Account.cpp,
	  server/Admin.cpp, server/ExternalMind.cpp, server/Lobby.cpp,
	  server/Peer.cpp, server/Player.cpp, server/ServerRouting.cpp,
	  server/SlaveClientConnection.cpp: Add calls to the virtually
	  inherited Identified constructor as required.
2008-01-26 17:43:20 +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 1.31 2008-01-26 17:43:21 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,
ClientConnection & c) :
Identified(id, intId),
BaseMind(id, intId), 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;
}
}
}