// 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: Creator.cpp,v 1.80 2007-11-26 15:06:33 alriddoch Exp $ #include "Creator.h" #include "BaseMind.h" #include "common/log.h" #include "common/debug.h" #include "common/serialno.h" #include "common/compose.hpp" #include "common/Setup.h" #include "common/Tick.h" #include "common/Unseen.h" #include #include using Atlas::Objects::Root; using Atlas::Objects::Operation::Delete; using Atlas::Objects::Operation::Unseen; using Atlas::Objects::Entity::Anonymous; static const bool debug_flag = false; Creator::Creator(const std::string & id, long intId) : Creator_parent(id, intId) { debug( std::cout << "Creator::Creator" << std::endl << std::flush;); } void Creator::sendExternalMind(const Operation & op, OpVector & res) { debug(std::cout << "Creator::sendExternalMind(" << op->getParents().front() << ")" << std::endl << std::flush;); // Simpified version of Character method sendMind() because local // mind of Creator is irrelevant if (0 != m_externalMind) { debug( std::cout << "Sending to external mind" << std::endl << std::flush;); m_externalMind->operation(op, res); } else { // If we do not have an external mind, and therefor a connection, // there is no purpose to our existance, so we should die. debug( std::cout << "NOTICE: Creator self destruct" << std::endl << std::flush;); Delete d; Anonymous del_arg; del_arg->setId(getId()); d->setArgs1(del_arg); d->setTo(getId()); res.push_back(d); } } void Creator::operation(const Operation & op, OpVector & res) { debug( std::cout << "Creator::operation" << std::endl << std::flush;); // FIXME Why not just call callOperation() to handle the type switch? // The only real reason is that we avoid passing the Delete op to the // mind, so we return early here. Could check for the Delete op in // sendExternalMind() when the mind is gone, thus getting rid of the // problem. // To switch to using callOperation(), some more op handlers would // need to be implemented, in particular SetupOperation() would need // need to be implemented as below. Some might need to be blocked // to prevent anyone from messing with us, like SetOperation(). OpNo op_no = op->getClassNo(); switch(op_no) { case OP_CREATE: CreateOperation(op, res); break; case OP_LOOK: LookOperation(op, res); break; case OP_MOVE: MoveOperation(op, res); break; case OP_DELETE: DeleteOperation(op, res); // Prevent Delete op from being sent to mind, so another delete // is not created in response. return; break; default: if (op_no == OP_SETUP) { BaseWorld::instance().addPerceptive(this); } else if (op_no == OP_TICK) { TickOperation(op, res); } break; } sendExternalMind(op, res); } void Creator::externalOperation(const Operation & op) { // If an admin connection specifies a TO on the op, we treat // it specially, and make sure it goes direct, otherwise // we handle it like a normal character. debug( std::cout << "Creator::externalOperation(" << op->getParents().front() << ")" << std::endl << std::flush;); if (op->isDefaultTo()) { debug( std::cout << "Creator handling op normally" << std::endl << std::flush;); Creator_parent::externalOperation(op); } else if (op->getTo() == getId() && op->isDefaultFutureSeconds()) { debug( std::cout << "Creator handling op " << std::endl << std::flush;); OpVector lres; callOperation(op, lres); OpVector::const_iterator Iend = lres.end(); for (OpVector::const_iterator I = lres.begin(); I != Iend; ++I) { if (!op->isDefaultSerialno()) { (*I)->setRefno(op->getSerialno()); } sendWorld(*I); // Don't delete lres as it has gone into World's queue // World will deal with it. } } else { Entity * to = BaseWorld::instance().getEntity(op->getTo()); if (to != 0) { // Make it appear like it came from target itself; to->sendWorld(op); } else { log(ERROR, String::compose("Creator operation from client " "is to unknown ID \"%1\"", op->getTo())); Unseen u; Anonymous unseen_arg; unseen_arg->setId(op->getTo()); u->setArgs1(unseen_arg); u->setTo(getId()); if (!op->isDefaultSerialno()) { u->setRefno(op->getSerialno()); } OpVector res; sendExternalMind(u, res); // We are not interested in anything the external mind might return } } } void Creator::mindLookOperation(const Operation & op, OpVector & res) { // This overriden version allows the Creator to search the world for // entities by type or by name debug(std::cout << "Got look up from prived mind from [" << op->getFrom() << "] to [" << op->getTo() << "]" << std::endl << std::flush;); m_perceptive = true; const std::vector & args = op->getArgs(); if (args.empty()) { op->setTo(BaseWorld::instance().m_gameWorld.getId()); } else { const Root & arg = args.front(); if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { op->setTo(arg->getId()); } else if (arg->hasAttrFlag(Atlas::Objects::NAME_FLAG)) { // Search by name Entity * e = BaseWorld::instance().findByName(arg->getName()); if (e != NULL) { op->setTo(e->getId()); } else { Unseen u; u->setTo(getId()); u->setArgs1(arg); if (!op->isDefaultSerialno()) { u->setRefno(op->getSerialno()); } sendExternalMind(u, res); return; } } else if (arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG)) { // Search by name if (!arg->getParents().empty()) { Entity * e = BaseWorld::instance().findByType(arg->getParents().front()); if (e != NULL) { op->setTo(e->getId()); } else { Unseen u; u->setTo(getId()); u->setArgs1(arg); if (!op->isDefaultSerialno()) { u->setRefno(op->getSerialno()); } sendExternalMind(u, res); return; } } } // FIXME Need to ensure that a broadcast Look insn't sent, and // an Unseen is sent back, in once place if no match is found. // Probably most easlier done by checking TO on op by flag. } debug( std::cout <<" now to ["<getTo()<<"]"<