/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
#ifndef __LOBBY_2_CLIENT_H
#define __LOBBY_2_CLIENT_H
#include "Lobby2Plugin.h"
#include "slikenet/DS_OrderedList.h"
namespace SLNet
{
struct Lobby2Message;
/// \brief Class used to send commands to Lobby2Server
/// \details The lobby system works by sending implementations of Lobby2Message from Lobby2Client to Lobby2Server, and getting the results via Lobby2Client::SetCallbackInterface()
/// The client itself is a thin shell that does little more than call Serialize on the messages.
/// To use:
///
/// - Call Lobby2Client::SetServerAddress() after connecting to the system running Lobby2Server.
///
- Instantiate an instance of SLNet::Lobby2MessageFactory and register it with SLNet::Lobby2Plugin::SetMessageFactory() (the base class of Lobby2Client)
///
- Call messageFactory.Alloc(command); where command is one of the Lobby2MessageID enumerations.
///
- Instantiate a (probably derived) instance of Lobby2Callbacks and register it with Lobby2Client::SetCallbackInterface()
///
- Cast the returned structure, fill in the input parameters, and call Lobby2Client::SendMsg() to send this command to the server.
///
- Wait for the result of the operation to be sent to your callback. The message will contain the original input parameters, possibly output parameters, and Lobby2Message::resultCode will be filled in.
///
/// \ingroup LOBBY_2_CLIENT
class RAK_DLL_EXPORT Lobby2Client : public SLNet::Lobby2Plugin
{
public:
Lobby2Client();
virtual ~Lobby2Client();
/// \brief Set the address of the server. When you call SendMsg() the packet will be sent to this address.
void SetServerAddress(SystemAddress addr);
// \brief Return whatever was passed to SetServerAddress()
SystemAddress GetServerAddress(void) const;
/// \brief Send a command to the server
/// \param[in] msg The message that represents the command
/// \param[in] callbackId Which callback, registered with SetCallbackInterface() or AddCallbackInterface(), should process the result. -1 for all
virtual void SendMsg(Lobby2Message *msg);
/// \brief Same as SendMsg()
/// Also calls Dealloc on the message factory
virtual void SendMsgAndDealloc(Lobby2Message *msg);
// Let the user do this if they want. Not all users may want ignore lists
/*
/// For convenience, the list of ignored users is populated when Client_GetIgnoreList, Client_StopIgnore, and Client_StartIgnore complete.
/// Client_GetIgnoreList is sent to us from the server automatically on login.
/// The main reason this is here is so if you use RoomsPlugin as a client, you can check this list to filter out chat messages from ignored users.
/// This is just a list of strings for you to read - it does NOT actually perform the ignore operation.
virtual void AddToIgnoreList(SLNet::RakString user);
virtual void RemoveFromIgnoreList(SLNet::RakString user);
virtual void SetIgnoreList(DataStructures::List users);
virtual bool IsInIgnoreList(SLNet::RakString user) const;
void ClearIgnoreList(void);
const DataStructures::OrderedList* GetIgnoreList(void) const;
DataStructures::OrderedList ignoreList;
*/
protected:
PluginReceiveResult OnReceive(Packet *packet);
void OnClosedConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason );
void OnShutdown(void);
void OnMessage(Packet *packet);
SystemAddress serverAddress;
Lobby2Callbacks *callback;
};
}
#endif