/* * The Mana Server * Copyright (C) 2004-2010 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * The Mana Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana Server. If not, see . */ #ifndef CHATHANDLER_H #define CHATHANDLER_H #include #include #include #include "net/connectionhandler.h" #include "utils/tokencollector.h" class ChatChannel; class ChatClient; /** * Manages chat related things like private messaging, chat channel handling * as well as guild chat. The only form of chat not handled by this server is * local chat, which is handled by the game server. * * @todo b_lindeijer: Extend this class with handling of team chat once * teams are implemented. */ class ChatHandler : public ConnectionHandler { private: /** * Data needed for initializing a ChatClient. */ struct Pending { std::string character; unsigned char level; }; struct PartyInvite { PartyInvite(std::string inviterName, std::string inviteeName) : mInviter(inviterName) , mInvitee(inviteeName) { const int validTimeframe = 60; mExpireTime = time(NULL) + validTimeframe; } std::string mInviter; std::string mInvitee; time_t mExpireTime; }; std::map mPlayerMap; std::deque mInvitations; std::map mNumInvites; public: ChatHandler(); /** * Start the handler. */ bool startListen(enet_uint16 port, const std::string &host); /** * Tell a list of users about an event in a chatchannel. * * @param channel the channel to send the message in, must not be NULL * @param info information pertaining to the event */ void warnUsersAboutPlayerEventInChat(ChatChannel *channel, const std::string &info, char eventId); /** * Called by TokenCollector when a client wrongly connected. */ void deletePendingClient(ChatClient *); /** * Called by TokenCollector when a client failed to connect. */ void deletePendingConnect(Pending *); /** * Called by TokenCollector when a client succesfully connected. */ void tokenMatched(ChatClient *, Pending *); /** * Send information about a change in the guild list to guild members. */ void sendGuildListUpdate(const std::string &guildName, const std::string &characterName, char eventId); void handlePartyInvite(MessageIn &msg); /** * Sends an announce to all connected clients. */ void handleAnnounce(const std::string &message, int senderId, const std::string &senderName); /** * Returns ChatClient from the Player Map * @param The name of the character * @return The Chat Client */ ChatClient *getClient(const std::string &name) const; protected: /** * Process chat related messages. */ void processMessage(NetComputer *computer, MessageIn &message); /** * Returns a ChatClient instance. */ NetComputer *computerConnected(ENetPeer *); /** * Cleans up after the disconnected client. */ void computerDisconnected(NetComputer *); /** * Send messages for each guild the character belongs to. */ void sendGuildRejoin(ChatClient &computer); /** * Send chat and guild info to chat client, so that they can join the * correct channels. */ void sendGuildEnterChannel(const MessageOut &msg, const std::string &name); void sendGuildInvite(const std::string &invitedName, const std::string &inviterName, const std::string &guildName); private: // TODO: Unused void handleCommand(ChatClient &client, const std::string &command); void handleChatMessage(ChatClient &client, MessageIn &msg); void handlePrivMsgMessage(ChatClient &client, MessageIn &msg); void handleWhoMessage(ChatClient &client); void handleEnterChannelMessage(ChatClient &client, MessageIn &msg); void handleModeChangeMessage(ChatClient &client, MessageIn &msg); void handleKickUserMessage(ChatClient &client, MessageIn &msg); void handleQuitChannelMessage(ChatClient &client, MessageIn &msg); void handleListChannelsMessage(ChatClient &client, MessageIn &msg); void handleListChannelUsersMessage(ChatClient &client, MessageIn &msg); void handleTopicChange(ChatClient &client, MessageIn &msg); void handleDisconnectMessage(ChatClient &client, MessageIn &msg); void handleGuildCreate(ChatClient &client, MessageIn &msg); void handleGuildInvite(ChatClient &client, MessageIn &msg); void handleGuildAcceptInvite(ChatClient &client, MessageIn &msg); void handleGuildGetMembers(ChatClient &client, MessageIn &msg); void handleGuildMemberLevelChange(ChatClient &client, MessageIn &msg); void handleGuildKickMember(ChatClient &client, MessageIn &msg); void handleGuildQuit(ChatClient &client, MessageIn &msg); void handlePartyInviteAnswer(ChatClient &client, MessageIn &msg); void handlePartyQuit(ChatClient &client); void removeExpiredPartyInvites(); void removeUserFromParty(ChatClient &client); /** * Tell all the party members a member has left */ void informPartyMemberQuit(ChatClient &client); /** * Tell the player to be more polite. */ void warnPlayerAboutBadWords(ChatClient &computer); /** * Say something private to a player. */ void sayToPlayer(ChatClient &computer, const std::string &playerName, const std::string &text); /** * Sends a message to every client in a registered channel. * * @param channel the channel to send the message in, must not be NULL * @param msg the message to be sent */ void sendInChannel(ChatChannel *channel, MessageOut &msg); /** * Retrieves the guild channel or creates one automatically * Automatically makes client join it * @param The name of the guild (and therefore the channel) * @param The client to join the channel * @return Returns the channel joined */ ChatChannel *joinGuildChannel(const std::string &name, ChatClient &client); /** * Set the topic of a guild channel */ void guildChannelTopicChange(ChatChannel *channel, int playerId, const std::string &topic); /** * Container for pending clients and pending connections. */ TokenCollector mTokenCollector; friend void registerChatClient(const std::string &, const std::string &, int); }; /** * Register future client attempt. Temporary until physical server split. */ void registerChatClient(const std::string &, const std::string &, int); extern ChatHandler *chatHandler; #endif