2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef R2_SCENARIO_H
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#define R2_SCENARIO_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/md5.h"
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#include "nel/misc/sheet_id.h"
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#include "nel/misc/sheet_id.h"
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#include "nel/misc/entity_id.h"
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#include "nel/misc/smart_ptr.h"
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#include <list>
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#include <string>
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#include <map>
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#include <vector>
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#include <memory>
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#include "game_share/r2_types.h"
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#include "r2_share_itf.h"
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//#include "game_share/far_position.h"
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namespace R2
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{
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class CObject;
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class CInstanceMap;
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class CInstanceMap;
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class CIdMaker;
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/*! Access Time optimised container Object Tree.
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* Transforms an object tree into a map for time access optimization to the different nodes.
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* The key used to find an element is set in the ctor
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*/
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class CInstanceMap
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{
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public:
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/// Set the id Name (b.e. if "InstanceId" is used then look at the "InstanceId" attribute to Identify a node)
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CInstanceMap(const std::string& idName):_IdName(idName){}
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/// Sets the initial tree (clear the container and add)
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void set(CObject* root);
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/// Add a new tree (register all its node)
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void add(CObject* root);
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/// Remove a tree (unregister all its node)
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void remove(CObject* root);
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/// Find a element by its id
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CObject* find (const std::string& instanceId);
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//:XXX: Global functionality and specific must be in two different class
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/// Returns the maximum of id used by a character .
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sint32 getMaxId(const std::string& eid);
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void setMaxId(const std::string &eid, sint32 maxId);
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private:
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/// Id to Object
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std::map<std::string, CObject*> _Map;
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//:XXX: Must not be here
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/// UserId -> maximum id used
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std::map<std::string, sint32> _MapEids;
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// The Name of the attribute used to identify a node.
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const std::string _IdName;
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};
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/*! Hold a scenario
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* Contain a scenario
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* - Edition data / Animation data
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* - Palette used to create elements
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* - InstanceMap to give quick access to tree Node
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* - List of Current characters connect to this scenario
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*/
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//:XXX: _CurrentUsers will still be useful after session manager?
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class CScenario : public NLMISC::CRefCount
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{
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public:
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/*! ctor
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* /param property the CObject node of the edition data.
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*/
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explicit CScenario(CObject* property, TScenarioSessionType sessionType = st_edit);
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///dtor
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virtual ~CScenario();
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/*! Reset the Edition data.
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* /param /highLevle the edition data
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*/
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void setHighLevel(CObject* highLevel);
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/*! Reset the Animation data.
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* /param /highLevle the edition data
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*/
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void setRtData(CObject* rtScenario);
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/*!
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Add, set, erase, move node of a scenario
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/see CObject definition
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*/
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///@{
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bool setNode( const std::string& instanceId, const std::string& attrName, CObject* value);
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bool insertNode(const std::string& instanceId, const std::string & attrName, sint32 position,
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const std::string& key, CObject* value);
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bool eraseNode(const std::string& instanceId, const std::string & attrName, sint32 position);
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bool moveNode( const std::string& instanceId1, const std::string& attrName1, int position1,
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const std::string& instanceId2, const std::string& attrName2, int position2);
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///@}
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/// Find a node from the scenario tree by its InstanceId.
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CObject *find(const std::string& instanceId, const std::string& attrName = "", sint32 position = -1, const std::string &key ="");
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/// Get the Edition Data tree
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CObject* getHighLevel() const;
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/// Get the Animation Data tree
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CObject* getRtData() const;
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/*! return the maxId used by a specific user
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* /param eid the id of the pioneer
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* /return The max InstanceId used by this user
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*/
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sint32 getMaxId(const std::string& eid);
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void setMaxId(const std::string& eid, sint32 range);
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uint32 getMode() const { return _Mode; }
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void setMode(uint32 mode) { _Mode = mode; }
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bool isEditing() const;
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bool isRunning() const;
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bool isWaiting() const;
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void setSessionType(const TScenarioSessionType& sessionType ) { _SessionType = sessionType; }
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void registerUserComponent(const NLMISC::CHashKeyMD5& md5) { _CUserComponent.insert(md5); }
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void unregisterUserComponent(const NLMISC::CHashKeyMD5& md5) { _CUserComponent.erase(md5); }
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uint32 getInitialActIndex() const { return _InitialActIndex;}
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void setInitialActIndex(uint32 initialActIndex) { _InitialActIndex = initialActIndex; }
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void serial( NLMISC::IStream &f);
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void setClean(bool clean){ _Clean = clean; }
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bool getClean() const { return _Clean; }
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private:
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//time stamp?
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/// Palette used
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// :XXX: useful?
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CObject* _Palette;
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/// list of chars
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/// :XXX: useful?
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uint32 _Mode;
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// Runtime Data
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CObject* _BasicBricks;
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CObject* _HighLevel;
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CInstanceMap* _InstanceMap;
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TScenarioSessionType _SessionType;
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uint32 _InitialActIndex;
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bool _Clean;
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struct CHashKeyMD5Less : public std::binary_function<NLMISC::CHashKeyMD5, NLMISC::CHashKeyMD5, bool>
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{
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bool operator()(const NLMISC::CHashKeyMD5& x, const NLMISC::CHashKeyMD5& y) const { return x.operator<(y); }
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};
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std::set<NLMISC::CHashKeyMD5, CHashKeyMD5Less> _CUserComponent;
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};
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class CUserComponent
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{
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public: //public type
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enum TComponentType {Compressed, Dev} ;
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public://public functions
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CUserComponent();
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CUserComponent(const std::string &filename,
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uint8* uncompressedData, uint32 uncompressedDataLength,
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uint8* compressedData = 0, uint32 compressedDataLength = 0
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);
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~CUserComponent();
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void computeMd5();
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void serial(NLMISC::IStream &f);
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uint8* getUncompressedData() const;
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uint32 getUncompressedDataLength() const;
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void setType(TComponentType type) { ComponentType = type; }
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TComponentType GetComponentType() const { return ComponentType; }
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std::string getFilename() const { return Filename; }
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public: //public value
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NLMISC::CHashKeyMD5 Md5;
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NLMISC::CHashKeyMD5 Md5Id;
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uint32 TimeStamp;
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TComponentType ComponentType;
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std::string Filename;
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std::string Name;
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std::string Description;
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uint8* UncompressedData; //uncompressed
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uint32 UncompressedDataLength;
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uint8* CompressedData;
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uint32 CompressedDataLength;
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};
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class CEmoteBehavior
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{
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public:
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CEmoteBehavior();
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std::string get(const std::string& emoteId) const;
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private:
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void load() const;
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private:
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mutable std::map<std::string, std::string> _EmotesMap;
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};
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class CScenarioValidatorLoadSuccededCallback;
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class CScenarioValidator
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{
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public:
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typedef std::vector< std::pair<std::string, std::string> > TValues;
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public:
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static std::string AutoSaveSignature;
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public:
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TValues _Values;
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CScenarioValidator(CScenarioValidatorLoadSuccededCallback* loadCb = 0 );
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~CScenarioValidator();
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bool setScenarioToSave(const std::string& filename, CObject* scenario, const CScenarioValidator::TValues& value, std::string& md5);
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bool setScenarioToLoad(const std::string& filename, CScenarioValidator::TValues& values, std::string& md5, std::string& signature, bool checkMD5);
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bool applySave(const std::string& signature);
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void applyLoad(std::string& filename, std::string& body, CScenarioValidator::TValues& values);
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std::string getBodyMd5() const { return _BodyMd5; }
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private:
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std::string _HeaderBody;
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std::string _ScenarioBody;
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std::string _HeaderMd5;
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std::string _Filename;
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std::string _BodyMd5;
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CScenarioValidatorLoadSuccededCallback* _LoadCb;
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};
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// Verify that a scenario is not alterated by user
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class CScenarioValidatorLoadSuccededCallback
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{
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public:
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virtual ~CScenarioValidatorLoadSuccededCallback(){}
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virtual void doOperation(const std::string& filename, const std::string& body, const CScenarioValidator::TValues& values) = 0;
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};
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class CUserComponentValidatorLoadSuccededCallback;
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class CUserComponentValidator
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{
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public:
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typedef std::vector< std::pair<std::string, std::string> > TValues;
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public:
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static std::string AutoSaveSignature;
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public:
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TValues _Values;
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CUserComponentValidator(CUserComponentValidatorLoadSuccededCallback* loadCb = 0 );
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~CUserComponentValidator();
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bool setUserComponentToSave(const std::string& filename, const CUserComponentValidator::TValues& value, std::string& md5, const std::string &body);
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bool setUserComponentToLoad(const std::string& filename, CUserComponentValidator::TValues& values, std::string& md5, std::string& signature, bool checkMD5);
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bool applySave(const std::string& signature);
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void applyLoad(std::string& filename, std::string& body, CScenarioValidator::TValues& values);
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std::string getBodyMd5() const { return _BodyMd5; }
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std::string getFilename() const{ return _Filename;}
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private:
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std::string _HeaderBody;
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std::string _UserComponentBody;
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std::string _HeaderMd5;
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std::string _Filename;
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std::string _BodyMd5;
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CUserComponentValidatorLoadSuccededCallback* _LoadCb;
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};
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class CUserComponentValidatorLoadSuccededCallback
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{
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public:
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virtual ~CUserComponentValidatorLoadSuccededCallback(){}
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virtual void doOperation(const std::string& filename, const std::string& body, const CUserComponentValidator::TValues& values) = 0;
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};
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} // namespace R2
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#endif //R2_SCENARIO_H
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