f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
132 lines
3.1 KiB
C++
132 lines
3.1 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* NetworkGame_NetworkMessage generic Network Message class
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*/
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#ifndef NG_NETWORKMESSAGE_H
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#define NG_NETWORKMESSAGE_H
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#include "STR_HashedString.h"
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class NG_NetworkMessage
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{
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static int s_nextID;
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int m_uniqueMessageID; // intern counting MessageID
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unsigned int m_ClientId;
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int m_refcount;
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STR_String m_to; // receiver
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STR_String m_from; // sender
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STR_String m_subject; // empty or propName
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STR_String m_message; // message or propValue
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protected:
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~NG_NetworkMessage();
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public:
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NG_NetworkMessage(
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const STR_String& to,
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const STR_String& from,
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const STR_String& subject,
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const STR_String& body);
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void AddRef() {
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m_refcount++;
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}
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// This is not nice code you should'nt need to resort to
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// delete this.
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void Release()
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{
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if (! --m_refcount)
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{
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delete this;
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}
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}
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/**
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* set the content of this message
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*/
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void SetMessageText(const STR_String& msgtext) {
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m_message = msgtext;
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}
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/**
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* get the (read-only) To part of this message
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*/
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const STR_String& GetDestinationName() { return m_to;};
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/**
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* get the (read-only) From part of this message
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*/
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const STR_String& GetSenderName() { return m_from;};
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/**
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* get the (read-only) Subject part of this message
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*/
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const STR_String& GetSubject() { return m_subject;};
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/**
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* get the (read-only) Body part of this message
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*/
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const STR_String& GetMessageText() {
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//cout << "GetMessageText " << m_message << "\n";
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return m_message;
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}
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const STR_String& GetMessageText() const {
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//cout << "GetMessageText " << m_message << "\n";
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return m_message;
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}
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/**
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* Set the NetworkMessage sender identifier
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*/
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void SetSender(unsigned int ClientId) {
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m_ClientId = ClientId;
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}
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/**
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* Get the NetworkMessage sender identifier
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*/
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unsigned int GetSender(void) {
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return m_ClientId;
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}
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/**
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* get the unique Network Message ID
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*/
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int GetMessageID() {
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return m_uniqueMessageID;
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}
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};
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#endif //NG_NETWORKMESSAGE_H
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