blender/source/gameengine/Network/NG_NetworkMessage.h
2002-12-27 13:11:01 +00:00

132 lines
3.1 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* NetworkGame_NetworkMessage generic Network Message class
*/
#ifndef NG_NETWORKMESSAGE_H
#define NG_NETWORKMESSAGE_H
#include "STR_HashedString.h"
class NG_NetworkMessage
{
static int s_nextID;
int m_uniqueMessageID; // intern counting MessageID
unsigned int m_ClientId;
int m_refcount;
STR_String m_to; // receiver
STR_String m_from; // sender
STR_String m_subject; // empty or propName
STR_String m_message; // message or propValue
protected:
~NG_NetworkMessage();
public:
NG_NetworkMessage(
const STR_String& to,
const STR_String& from,
const STR_String& subject,
const STR_String& body);
void AddRef() {
m_refcount++;
}
// This is not nice code you should'nt need to resort to
// delete this.
void Release()
{
if (! --m_refcount)
{
delete this;
}
}
/**
* set the content of this message
*/
void SetMessageText(const STR_String& msgtext) {
m_message = msgtext;
}
/**
* get the (read-only) To part of this message
*/
const STR_String& GetDestinationName() { return m_to;};
/**
* get the (read-only) From part of this message
*/
const STR_String& GetSenderName() { return m_from;};
/**
* get the (read-only) Subject part of this message
*/
const STR_String& GetSubject() { return m_subject;};
/**
* get the (read-only) Body part of this message
*/
const STR_String& GetMessageText() {
//cout << "GetMessageText " << m_message << "\n";
return m_message;
}
const STR_String& GetMessageText() const {
//cout << "GetMessageText " << m_message << "\n";
return m_message;
}
/**
* Set the NetworkMessage sender identifier
*/
void SetSender(unsigned int ClientId) {
m_ClientId = ClientId;
}
/**
* Get the NetworkMessage sender identifier
*/
unsigned int GetSender(void) {
return m_ClientId;
}
/**
* get the unique Network Message ID
*/
int GetMessageID() {
return m_uniqueMessageID;
}
};
#endif //NG_NETWORKMESSAGE_H