// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 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: BaseClient.h,v 1.22 2007-09-04 10:51:27 alriddoch Exp $ #ifndef CLIENT_BASE_CLIENT_H #define CLIENT_BASE_CLIENT_H #include "ClientConnection.h" class CreatorClient; /// \brief Base class for classes that implement clients used to connect to a /// cyphesis server class BaseClient { protected: /// \brief Low level connection to the server ClientConnection m_connection; /// \brief Client object that manages the creator avatar CreatorClient * m_character; /// \brief Store for details of the account after login Atlas::Message::MapType m_player; /// \brief Name used for the username of the account and the name of avatars std::string m_playerName; /// \brief Identifier of the Account on the server after login std::string m_playerId; public: BaseClient(); virtual ~BaseClient(); Atlas::Message::MapType createPlayer(const std::string & name, const std::string & pword); CreatorClient * createCharacter(const std::string & name); void logout(); void handleNet(); /// \brief Function called when nothing else is going on virtual void idle() = 0; /// \brief Connect to a local server via a unix socket int connectLocal(const std::string & socket = "") { return m_connection.connectLocal(socket); } /// \brief Connect to a remote server using a network socket int connect(const std::string & server = "localhost") { return m_connection.connect(server); } /// \brief Send an operation to the server void send(const Atlas::Objects::Operation::RootOperation & op) { m_connection.send(op); } /// \brief Default client main loop void run(const bool loop = true) { while (loop) { handleNet(); idle(); }; } }; #endif // CLIENT_BASE_CLIENT_H