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0545adfac3
Have fun!
118 lines
5.7 KiB
C++
118 lines
5.7 KiB
C++
/// \file
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/// \brief Contains LogCommandParser , Used to send logs to connected consoles
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __LOG_COMMAND_PARSER
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#define __LOG_COMMAND_PARSER
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class RakPeerInterface;
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#include "CommandParserInterface.h"
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#include "Export.h"
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/// \brief Adds the ability to send logging output to a remote console
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class RAK_DLL_EXPORT LogCommandParser : public CommandParserInterface
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{
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public:
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LogCommandParser();
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~LogCommandParser();
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/// Given \a command with parameters \a parameterList , do whatever processing you wish.
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/// \param[in] command The command to process
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/// \param[in] numParameters How many parameters were passed along with the command
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/// \param[in] parameterList The list of parameters. parameterList[0] is the first parameter and so on.
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/// \param[in] transport The transport interface we can use to write to
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/// \param[in] systemAddress The player that sent this command.
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/// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing
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bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, SystemAddress systemAddress, const char *originalString);
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/// You are responsible for overriding this function and returning a static string, which will identifier your parser.
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/// This should return a static string
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/// \return The name that you return.
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const char *GetName(void) const;
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/// A callback for when you are expected to send a brief description of your parser to \a systemAddress
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/// \param[in] transport The transport interface we can use to write to
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/// \param[in] systemAddress The player that requested help.
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void SendHelp(TransportInterface *transport, SystemAddress systemAddress);
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/// 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.
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// If you call Log with a channel that is unknown, that channel will automatically be added
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/// \param[in] channelName A persistent string naming the channel. Don't deallocate this string.
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void AddChannel(const char *channelName);
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/// Write a log to a channel.
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/// Logs are not buffered, so only remote consoles connected and subscribing at the time you write will get the output.
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/// \param[in] format Same as printf()
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/// \param[in] ... Same as printf()
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void WriteLog(const char *channelName, const char *format, ...);
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/// A callback for when \a systemAddress has connected to us.
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/// \param[in] systemAddress The player that has connected.
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/// \param[in] transport The transport interface that sent us this information. Can be used to send messages to this or other players.
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void OnNewIncomingConnection(SystemAddress systemAddress, TransportInterface *transport);
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/// A callback for when \a systemAddress has disconnected, either gracefully or forcefully
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/// \param[in] systemAddress The player that has disconnected.
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/// \param[in] transport The transport interface that sent us this information.
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void OnConnectionLost(SystemAddress systemAddress, TransportInterface *transport);
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/// This is called every time transport interface is registered. If you want to save a copy of the TransportInterface pointer
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/// This is the place to do it
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/// \param[in] transport The new TransportInterface
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void OnTransportChange(TransportInterface *transport);
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protected:
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/// Sends the currently active channels to the user
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/// \param[in] systemAddress The player to send to
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/// \param[in] transport The transport interface to use to send the channels
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void PrintChannels(SystemAddress systemAddress, TransportInterface *transport) const;
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/// Unsubscribe a user from a channel (or from all channels)
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/// \param[in] systemAddress The player to unsubscribe to
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/// \param[in] channelName If 0, then unsubscribe from all channels. Otherwise unsubscribe from the named channel
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unsigned Unsubscribe(SystemAddress systemAddress, const char *channelName);
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/// Subscribe a user to a channel (or to all channels)
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/// \param[in] systemAddress The player to subscribe to
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/// \param[in] channelName If 0, then subscribe from all channels. Otherwise subscribe to the named channel
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unsigned Subscribe(SystemAddress systemAddress, const char *channelName);
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/// Given the name of a channel, return the index into channelNames where it is located
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/// \param[in] channelName The name of the channel
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unsigned GetChannelIndexFromName(const char *channelName);
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/// One of these structures is created per player
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struct SystemAddressAndChannel
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{
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/// The ID of the player
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SystemAddress systemAddress;
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/// Bitwise representations of the channels subscribed to. If bit 0 is set, then we subscribe to channelNames[0] and so on.
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unsigned channels;
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};
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/// The list of remote users. Added to when users subscribe, removed when they disconnect or unsubscribe
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DataStructures::List<SystemAddressAndChannel> remoteUsers;
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/// Names of the channels at each bit, or 0 for an unused channel
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const char *channelNames[32];
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/// This is so I can save the current transport provider, solely so I can use it without having the user pass it to Log
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TransportInterface *trans;
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};
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#endif
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