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authorPhilipp Sehmisch <mana@crushnet.org>2011-03-04 18:35:17 +0100
committerPhilipp Sehmisch <mana@crushnet.org>2011-03-04 18:36:17 +0100
commit54d5f7e577db0639e42b18beae4b5c87af6d6843 (patch)
tree2a667f208be4191a54d08131d7c3984cdfd74132 /src/game-server/accountconnection.h
parentbc5a0495ba7fbf992a1733850cbbe1cfb14c7c8d (diff)
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Implemented persistent world and map variables
The gameserver now receive a copy of all world state variables when they are accepted by the accountserver and receive a copy of all map state variables of a map when they register it successfully. Implemented LUA script bindings for getting and setting these variables. When such a variable is set, the accountserver is notified about this change. Changes to world state variables are then propagated to all gameservers by the accountserver. Be aware that when a gameserver is updating a map, there is no check if it is actually responsible for said map. But I consider this not a security flaw, because authenticated game servers are considered to be trustworthy in a lot of other situations, too. Also renamed "quest" to "character variable" in the sourcecode. Reviewed-by: Bertram
Diffstat (limited to 'src/game-server/accountconnection.h')
-rw-r--r--src/game-server/accountconnection.h21
1 files changed, 17 insertions, 4 deletions
diff --git a/src/game-server/accountconnection.h b/src/game-server/accountconnection.h
index c0bbc5cd..37033389 100644
--- a/src/game-server/accountconnection.h
+++ b/src/game-server/accountconnection.h
@@ -25,6 +25,7 @@
#include "net/connection.h"
class Character;
+class MapComposite;
/** \fn void AccountConnection::syncChanges(bool force = false)
*
@@ -75,14 +76,26 @@ class AccountConnection : public Connection
void playerReconnectAccount(int id, const std::string &magic_token);
/**
- * Requests the value of a quest variable from the database.
+ * Requests the value of a character-bound variable from the database.
*/
- void requestQuestVar(Character *, const std::string &);
+ void requestCharacterVar(Character *, const std::string &);
/**
- * Pushes a new quest value to the database.
+ * Pushes a new character-bound value to the database.
*/
- void updateQuestVar(Character *, const std::string &name,
+ void updateCharacterVar(Character *, const std::string &name,
+ const std::string &value);
+
+ /**
+ * Pushes a new value of a map variable to the account server.
+ */
+ void updateMapVar(MapComposite *, const std::string &name,
+ const std::string &value);
+
+ /**
+ * Pushes a new value of a world variable to the account server.
+ */
+ void updateWorldVar(const std::string &name,
const std::string &value);
/**