/// \file /// \brief Contains LogCommandParser , Used to send logs to connected consoles /// /// This file is part of RakNet Copyright 2003 Kevin Jenkins. /// /// Usage of RakNet is subject to the appropriate license agreement. /// Creative Commons Licensees are subject to the /// license found at /// http://creativecommons.org/licenses/by-nc/2.5/ /// Single application licensees are subject to the license found at /// http://www.jenkinssoftware.com/SingleApplicationLicense.html /// Custom license users are subject to the terms therein. /// GPL license users are subject to 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. #ifndef __LOG_COMMAND_PARSER #define __LOG_COMMAND_PARSER class RakPeerInterface; #include "CommandParserInterface.h" #include "Export.h" /// \brief Adds the ability to send logging output to a remote console class RAK_DLL_EXPORT LogCommandParser : public CommandParserInterface { public: LogCommandParser(); ~LogCommandParser(); /// Given \a command with parameters \a parameterList , do whatever processing you wish. /// \param[in] command The command to process /// \param[in] numParameters How many parameters were passed along with the command /// \param[in] parameterList The list of parameters. parameterList[0] is the first parameter and so on. /// \param[in] transport The transport interface we can use to write to /// \param[in] systemAddress The player that sent this command. /// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, SystemAddress systemAddress, const char *originalString); /// You are responsible for overriding this function and returning a static string, which will identifier your parser. /// This should return a static string /// \return The name that you return. const char *GetName(void) const; /// A callback for when you are expected to send a brief description of your parser to \a systemAddress /// \param[in] transport The transport interface we can use to write to /// \param[in] systemAddress The player that requested help. void SendHelp(TransportInterface *transport, SystemAddress systemAddress); /// All logs must be associated with a channel. This is a filter so that remote clients only get logs for a system they care about. // If you call Log with a channel that is unknown, that channel will automatically be added /// \param[in] channelName A persistent string naming the channel. Don't deallocate this string. void AddChannel(const char *channelName); /// Write a log to a channel. /// Logs are not buffered, so only remote consoles connected and subscribing at the time you write will get the output. /// \param[in] format Same as printf() /// \param[in] ... Same as printf() void WriteLog(const char *channelName, const char *format, ...); /// A callback for when \a systemAddress has connected to us. /// \param[in] systemAddress The player that has connected. /// \param[in] transport The transport interface that sent us this information. Can be used to send messages to this or other players. void OnNewIncomingConnection(SystemAddress systemAddress, TransportInterface *transport); /// A callback for when \a systemAddress has disconnected, either gracefully or forcefully /// \param[in] systemAddress The player that has disconnected. /// \param[in] transport The transport interface that sent us this information. void OnConnectionLost(SystemAddress systemAddress, TransportInterface *transport); /// This is called every time transport interface is registered. If you want to save a copy of the TransportInterface pointer /// This is the place to do it /// \param[in] transport The new TransportInterface void OnTransportChange(TransportInterface *transport); protected: /// Sends the currently active channels to the user /// \param[in] systemAddress The player to send to /// \param[in] transport The transport interface to use to send the channels void PrintChannels(SystemAddress systemAddress, TransportInterface *transport) const; /// Unsubscribe a user from a channel (or from all channels) /// \param[in] systemAddress The player to unsubscribe to /// \param[in] channelName If 0, then unsubscribe from all channels. Otherwise unsubscribe from the named channel unsigned Unsubscribe(SystemAddress systemAddress, const char *channelName); /// Subscribe a user to a channel (or to all channels) /// \param[in] systemAddress The player to subscribe to /// \param[in] channelName If 0, then subscribe from all channels. Otherwise subscribe to the named channel unsigned Subscribe(SystemAddress systemAddress, const char *channelName); /// Given the name of a channel, return the index into channelNames where it is located /// \param[in] channelName The name of the channel unsigned GetChannelIndexFromName(const char *channelName); /// One of these structures is created per player struct SystemAddressAndChannel { /// The ID of the player SystemAddress systemAddress; /// Bitwise representations of the channels subscribed to. If bit 0 is set, then we subscribe to channelNames[0] and so on. unsigned channels; }; /// The list of remote users. Added to when users subscribe, removed when they disconnect or unsubscribe DataStructures::List remoteUsers; /// Names of the channels at each bit, or 0 for an unused channel const char *channelNames[32]; /// This is so I can save the current transport provider, solely so I can use it without having the user pass it to Log TransportInterface *trans; }; #endif