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120 lines
4.3 KiB
C++
120 lines
4.3 KiB
C++
// 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 SHARD_NAMES_H
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#define SHARD_NAMES_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/config_file.h"
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#include "nel/misc/singleton.h"
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#include "game_share/r2_basic_types.h"
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/** This class provide a standard way to deal with shard names.
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* It allow to convert from shardID to shard name and vice versa
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* as well as to build or parse full character name (ie. character names
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* that include the shard name).
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*/
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class CShardNames : public NLMISC::CSingleton<CShardNames>
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{
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public:
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struct TSessionName
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{
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/// The home mainland session Id for this shard
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TSessionId SessionId;
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/// Display name, as displayed in user interface and appended to player character names
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std::string DisplayName;
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/// pre mapped name (in string mapper)
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NLMISC::TStringId DisplayNameId;
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/// short name used in user commands like "/tell [<shortName>.]<userName>"
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std::string ShortName;
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};
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// This container is just a vector because it is very small and brute force parsing will be faster
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typedef std::vector<TSessionName> TSessionNames;
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private:
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/// Table of home session names
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TSessionNames _SessionNames;
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/// Typically For Shard when no SU, do not append () in makeFullName() if the session is not found
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bool _AppendParenthesisWhenSessionNotFound;
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public:
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/** ctor */
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CShardNames()
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{
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_AppendParenthesisWhenSessionNotFound= true;
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}
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/** init the shard names by reading the content of "HomeMainlandNames" var
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*/
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void init(NLMISC::CConfigFile &configFile);
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/** Build as a vector of string, for serial or message of the shardname configuration
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*/
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void saveShardNames(std::vector<std::string> &outData) const;
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/** Load as a vector of string, for serial or message of the shardname configuration
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*/
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void loadShardNames(const std::vector<std::string> &inData);
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/** Return the vector of names session */
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const TSessionNames &getSessionNames() const
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{
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return _SessionNames;
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}
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/** Return the name of the shard, empty string if no match is found */
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const std::string &getShardName(TSessionId shardId);
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/** Return the index in the shard names table of the shard. Return 0xffffffff if shard is not found */
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uint32 getShardIndex(TSessionId shardId);
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/** Return the shard/session id from i the shard name. Return 0 if no match is found*/
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TSessionId getShardId(const std::string &shardName);
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/** Parse the submitted character name using the submitted context and
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* return the deduced character short name and character home session Id
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* Input name can be :
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* - a short name, session id is deduced to be the same as context session id
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* - a located name (<shortShardName>.<characterName> : the session is
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* is deduced from the short shard name
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* - a full name (<characterName>(<shardName>) : the session is deduced
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* from the shard name.
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*/
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void parseRelativeName(TSessionId contextSessionId, const std::string &inputCharName, std::string &outCharName, TSessionId &outSessionId);
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/** Build a full player name according to it's name and home session id
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* The returned name as the following format :
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* <characterName>'('<sessionName>')'
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* If no shard name is found for the given session id, then
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* an empty parenthesys pair is returned (e.g. "toto()" )
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*/
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std::string makeFullName(const std::string &charName, TSessionId homeSessionId);
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/** Build a full name by parsing a relative name (a helper that make
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* use of parseRelativeName() and makeFullName() to build
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* a full name from a relative name in only 1 call.
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*/
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std::string makeFullNameFromRelative(TSessionId contextSessionId, const std::string &inputcharName);
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};
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#endif // SHARD_NAMES_H
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