#ifndef ERIS_PLAYER_H #define ERIS_PLAYER_H #include #include #include #include #include #include namespace Eris { class Connection; class Avatar; class AccountRouter; /** Type used to return available characters */ typedef std::map CharacterMap; typedef std::map ActiveCharacterMap; /// Encapsulates all the state of an Atlas Account, and methods that operation on that state /** An Account object represents the encapsulation of a server account, and it's binding to a character in the game world. Future versions of Eris will support multiple Account objects per Connection, allowing various configurations of interface, proxies and so forth.
Account is also the mechanism by which Lobby and Avatars objects are made available to the client, in response to login / create operations */ class Account : virtual public sigc::trackable { public: /// Create a new Account associated with a Connection object /** Create a new Account object : currently only one is assumed, but multiple Accounts might be supported in the future @param con A valid (but not necessarily connected) Connection instance */ Account(Connection *con); ~Account(); /// Login to the server using user-supplied account information /** This is the basic way of logging into an existing account. Server-side failures during the login process, such as the account being unknown or an incorrect password being supplied, will result in the 'LoginFailure' signal being emitted with some vaugely helpful error message, and an error code. The LoginSuccess signal will be emitted upon sucessful completion of the login process. @param uname The username of the account @param pwd The correct password for the account */ Result login(const std::string &uname, const std::string &pwd); /// Attempt to create a new account on the server and log into it. /* Create a new account on the server, if possible. Server-side failures, such as an account already existing with the specified username, will cause the 'LoginFailure' signal to be emitted with an error message and a code. As for 'login', LoginSuccess wil be emitted if everything goes as plan. @param uname The desired username of the account (eg 'ajr') @param fullName The real name of the user (e.g 'Al Riddoch') @param pwd The plaintext password for the new account */ Result createAccount(const std::string &uname, const std::string &fullName, const std::string &pwd); /// Request logout from the server. /** Initiate a clean disconnection from the server. The LogoutComplete signal will be emitted when the process completes. Calling this on an Account which is not logged in will produce an error. */ Result logout(); /// Check if the account is logged in. /** Many operations will produce errors if the account is not logged in. */ bool isLoggedIn() const; /// Returns a container of character types that the client is allowed to create. const std::vector< std::string > & getCharacterTypes(void) const; /// Get the characters owned by this account. /** Note you should call refreshCharacterInfo, and wait for the GotAllCharacters signal, prior to the initial call : otherwise, it will return an empty or incomplete list. */ const CharacterMap& getCharacters(); /** Update the charcter list (based on changes to play). The intention here is that clients will call this method for some kind of'choose character' interface or menu, and wait for the GotAllCharacters signal before displaying the list. Alternatively, you can display the UI immediatley, and add character entries based on the GotCharacterInfo signal, which will be emitted once for each character. */ Result refreshCharacterInfo(); /// Enter the game using an existing character /** @param id The id of the game entity to activate; this must be owned by the account. @result The Avatar that represents the character. Note ownership of this passes to the caller. */ Result takeCharacter(const std::string &id); /// enter the game using a new character Result createCharacter(const Atlas::Objects::Entity::RootEntity &character); /// pop up the game's character creation dialog, if present //void createCharacter(); /// returns true if the game has defined a character creation dialog bool canCreateCharacter() {return false;} const ActiveCharacterMap& getActiveCharacters() const { return m_activeCharacters; } /** Request de-activation of a character. The 'AvatarDeactivated' signal will be emitted when the deactivation completes. */ Result deactivateCharacter(Avatar* av); /// returns the account ID if logged in const std::string& getId() const { return m_accountId; } /** Return the username of this account. */ const std::string& getUsername() const { return m_username; } /// Access the underlying Connection for this account Connection* getConnection() const { return m_con; } // signals /// emitted when a character has been retrived from the server sigc::signal GotCharacterInfo; /// emitted when the entire character list had been updated sigc::signal GotAllCharacters; /// Emitted when a server-side error occurs during account creation / login. /** The argument is an error message from the server - hopefully this will become something more useful such as an enum code, in the future. */ sigc::signal LoginFailure; /** Emitted when login or character creation is successful. */ sigc::signal LoginSuccess; /// Emitted when a logout completes /** Depending on whether the logout completed with a positive server acknowledgement or just timedout, the argument will be either true (success, clean logout) or false (failure, timeout or other problem) */ sigc::signal LogoutComplete; /** Emitted when creating a character or taking an existing one succeeds. */ sigc::signal AvatarSuccess; /** Emitted when creating or taking a character fails for some reason. String argument is the error messgae from the server. */ sigc::signal AvatarFailure; /** Emitted when an active avatar is deactivated. Clients must not refer to the Avatar or View objects after this signal is emitted (it is safe to access them in a slot connected to this signal) */ sigc::signal AvatarDeactivated; protected: friend class AccountRouter; friend class Avatar; // so avatar can call deactivateCharacter void sightCharacter(const Atlas::Objects::Operation::RootOperation& op); void loginComplete(const Atlas::Objects::Entity::Account &p); void loginError(const Atlas::Objects::Operation::Error& err); Result internalLogin(const std::string &unm, const std::string &pwd); void internalLogout(bool clean); /// Callback for network re-establishment void netConnected(); /// help! the plug is being pulled! bool netDisconnecting(); void netFailure(const std::string& msg); void loginResponse(const Atlas::Objects::Operation::RootOperation& op); void logoutResponse(const Atlas::Objects::Operation::RootOperation& op); void avatarResponse(const Atlas::Objects::Operation::RootOperation& op); void avatarLogoutResponse(const Atlas::Objects::Operation::RootOperation& op); void handleLogoutTimeout(); // void recvRemoteLogout(const Atlas::Objects::Operation::Logout &lo); void handleLoginTimeout(); typedef enum { DISCONNECTED = 0, ///< Default state, no server account active LOGGING_IN, ///< Login sent, waiting for initial INFO response LOGGED_IN, ///< Fully logged into a server-side account LOGGING_OUT, ///< Sent a logout op, waiting for the INFO response TAKING_CHAR, ///< sent a LOOK op for a character, awaiting INFO response CREATING_CHAR ///< send a character CREATE op, awaiting INFO response } Status; void internalDeactivateCharacter(Avatar* av); void updateFromObject(const Atlas::Objects::Entity::Account &p); private: Connection* m_con; ///< underlying connection instance Status m_status; ///< what the Player is currently doing AccountRouter* m_router; std::string m_accountId; ///< the account ID std::string m_username; ///< The player's username ( != account object's ID) std::string m_pass; std::vector< std::string > m_characterTypes; CharacterMap _characters; ///< characters belonging to this player StringSet m_characterIds; bool m_doingCharacterRefresh; ///< set if we're refreshing character data ActiveCharacterMap m_activeCharacters; std::auto_ptr m_timeout; }; } // of namespace Eris #endif