DarkflameServer/dGame/UserManager.h

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#ifndef USERMANAGER_H
#define USERMANAGER_H
#define _VARIADIC_MAX 10
#include <string>
#include <vector>
#include "RakNetTypes.h"
#include <map>
class User;
class UserManager {
public:
static UserManager* Instance() {
if (!m_Address) {
m_Address = new UserManager();
}
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return m_Address;
}
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void Initialize();
~UserManager();
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User* CreateUser(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey);
User* GetUser(const SystemAddress& sysAddr);
User* GetUser(const std::string& username);
bool DeleteUser(const SystemAddress& sysAddr); //Returns true on succesful deletion
void DeletePendingRemovals();
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bool IsNameAvailable(const std::string& requestedName);
std::string GetPredefinedName(uint32_t firstNameIndex, uint32_t middleNameIndex, uint32_t lastNameIndex);
bool IsNamePreapproved(const std::string& requestedName);
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void RequestCharacterList(const SystemAddress& sysAddr);
void CreateCharacter(const SystemAddress& sysAddr, Packet* packet);
void DeleteCharacter(const SystemAddress& sysAddr, Packet* packet);
void RenameCharacter(const SystemAddress& sysAddr, Packet* packet);
void LoginCharacter(const SystemAddress& sysAddr, uint32_t playerID);
void SaveAllActiveCharacters();
size_t GetUserCount() const { return m_Users.size(); }
private:
static UserManager* m_Address; //Singleton
std::map<SystemAddress, User*> m_Users;
std::vector<User*> m_UsersToDelete;
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std::vector<std::string> m_FirstNames;
std::vector<std::string> m_MiddleNames;
std::vector<std::string> m_LastNames;
std::vector<std::string> m_PreapprovedNames;
};
#endif // USERMANAGER_H