115 lines
3.7 KiB
C++
115 lines
3.7 KiB
C++
/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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#ifndef __LOBBY_2_PLUGIN_H
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#define __LOBBY_2_PLUGIN_H
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#include "Lobby2Message.h"
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#include "slikenet/PluginInterface2.h"
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#include "slikenet/PacketPriority.h"
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#include "slikenet/peerinterface.h"
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/// \defgroup LOBBY_2_GROUP Lobby2Plugin
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/// \brief SQL based lobby system, with support for users, friends, clans, emails, ranking, and a message board
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/// \details
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/// \ingroup PLUGINS_GROUP
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/// \defgroup LOBBY_2_COMMANDS Lobby2Commands
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/// \brief Commands that can be sent to Lobby2Server from Lobby2Client
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/// \details
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/// \ingroup LOBBY_2_GROUP
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/// \defgroup LOBBY_2_NOTIFICATIONS Lobby2Notifications
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/// \brief Callbacks that the Lobby2System will send to you
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/// \details
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/// \ingroup LOBBY_2_GROUP
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/// \defgroup LOBBY_2_SERVER Lobby2Server
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/// \brief Runs the server modules that asynchronously processes Lobby2Message
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/// \details
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/// \ingroup LOBBY_2_GROUP
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/// \defgroup LOBBY_2_CLIENT Lobby2Client
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/// \brief Sends commands to Lobby2Server
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/// \details
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/// \ingroup LOBBY_2_GROUP
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namespace SLNet
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{
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/// \ingroup LOBBY_2_GROUP
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enum ServerErrors
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{
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// Class factory could not create a message of the given type
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// Followed by 4 bytes, with the message number
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L2SE_UNKNOWN_MESSAGE_ID,
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// Client is trying to run a function that requires admin access. Use Lobby2Server::AddAdminAddress() to add this client.
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L2SE_REQUIRES_ADMIN,
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};
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struct Lobby2MessageFactory;
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/// \brief Both Lobby2Server and Lobby2Client derive from this class
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/// \details
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/// \ingroup LOBBY_2_GROUP
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class RAK_DLL_EXPORT Lobby2Plugin : public PluginInterface2
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{
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public:
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Lobby2Plugin();
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virtual ~Lobby2Plugin();
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/// \brief Ordering channel to send messages on
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/// \param[in] oc The ordering channel
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void SetOrderingChannel(char oc);
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/// \brief Send priority to send messages on
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/// \param[in] pp The packet priority
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void SetSendPriority(PacketPriority pp);
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/// \brief Creates messages from message IDs
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/// \details Server should get a factory that creates messages with database functionality.<BR>
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/// Client can use the base class
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/// \param[in] f Class factory instance, which should remain valid for the scope of the plugin
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void SetMessageFactory(Lobby2MessageFactory *f);
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/// \brief Returns whatever was passed to SetMessageFactory()
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Lobby2MessageFactory* GetMessageFactory(void) const;
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/// \brief Set the callback to receive the results of operations via SendMsg()
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virtual void SetCallbackInterface(Lobby2Callbacks *cb);
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/// \brief You can have more than one callback to get called from the results of operations via SendMsg()
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virtual void AddCallbackInterface(Lobby2Callbacks *cb);
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/// \brief Removes a callback added with AddCallbackInterface();
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virtual void RemoveCallbackInterface(Lobby2Callbacks *cb);
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/// \brief Removes all callbacks added with AddCallbackInterface();
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virtual void ClearCallbackInterfaces();
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protected:
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char orderingChannel;
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PacketPriority packetPriority;
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Lobby2MessageFactory *msgFactory;
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DataStructures::List<Lobby2Callbacks*> callbacks;
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};
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}; // namespace SLNet
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#endif
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