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authorKiyoshi Kyokai <kiyoshi.kyokai@gmail.com>2005-03-23 03:52:06 +0000
committerKiyoshi Kyokai <kiyoshi.kyokai@gmail.com>2005-03-23 03:52:06 +0000
commit97024b3b51a3d9e2daf2832fe8598b38b6670cab (patch)
treea1760106930633b195a95f700306c14b0d04ef77 /src/messagehandler.cpp
parent4a20e71c66c0b7bbdd73ab26b3ca8c0d7f4c8b64 (diff)
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added the account handler and a definition file to keep track of structures and such. I need some more information about how exactly the message handler interfaces are intended to work with the connection handler, as well as what things users will each have to themselves, and which things they will all share as far as message processing goes.
Diffstat (limited to 'src/messagehandler.cpp')
-rw-r--r--src/messagehandler.cpp21
1 files changed, 1 insertions, 20 deletions
diff --git a/src/messagehandler.cpp b/src/messagehandler.cpp
index 52187076..0b496a7e 100644
--- a/src/messagehandler.cpp
+++ b/src/messagehandler.cpp
@@ -25,7 +25,7 @@
#include "debug.h"
/*
-void AccountHandler::receiveMessage(NetComputer *computer, MessageIn &message)
+void MessageHandler::receiveMessage(NetComputer &computer, MessageIn &message)
{
int result = 0;
@@ -40,22 +40,3 @@ void AccountHandler::receiveMessage(NetComputer *computer, MessageIn &message)
debugCatch(result);
}
*/
-
-int MessageHandler::loginMessage(NetComputer *computer, MessageIn &message)
-{
- // Get the handle (account) the player is requesting
- // RETURN TMW_ACCOUNTERROR_NOEXIST if: requested does not handle exist
- // RETURN TMW_ACCOUNTERROR_BANNED if: the handle status is
- // HANDLE_STATUS_BANNED
- // RETURN TMW_ACCOUNTERROR_ALREADYASSIGNED if: the handle is already
- // assigned
-
- // Get the character within that handle that the player is requesting
- // RETURN TMW_ACCOUNTERROR_CHARNOTFOUND if: character not found
-
- // Assign the player to that character
- // RETURN TMW_ACCOUNTERROR_ASSIGNFAILED if: assignment not successful
-
- // return TMW_SUCCESS -- successful exit
- return TMW_SUCCESS;
-}