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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef CHATHANDLER_H
#define CHATHANDLER_H
#include <map>
#include <string>
#include <vector>
#include "net/connectionhandler.hpp"
#include "utils/tokencollector.hpp"
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>b_lindeijer:</b> 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
{
std::string mInviter;
std::string mInvited;
int mPartyId;
};
std::map<std::string, ChatClient*> mPlayerMap;
std::vector<PartyInvite> mPartyInvitedUsers;
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);
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);
/**
* Send guild invite.
*/
void sendGuildInvite(const std::string &invitedName,
const std::string &inviterName,
const std::string &guildName);
private:
/**
* Deal with command messages.
*/
void handleCommand(ChatClient &client, const std::string &command);
/**
* Deal with Chat messages.
*/
void handleChatMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with Announcement messages.
*/
void handleAnnounceMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with Private messages.
*/
void handlePrivMsgMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with Who messages.
*/
void handleWhoMessage(ChatClient &client);
/**
* Deal with player entering channel.
*/
void handleEnterChannelMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with player changing mode.
*/
void handleModeChangeMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with player kicking other player from channel.
*/
void handleKickUserMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with player leaving channel.
*/
void handleQuitChannelMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with listing all accessible channels.
*/
void handleListChannelsMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with listing all channel users in a channel.
*/
void handleListChannelUsersMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with changing a channel's topic
*/
void handleTopicChange(ChatClient &client, MessageIn &msg);
/**
* Deal with disconnection.
*/
void handleDisconnectMessage(ChatClient &client, MessageIn &msg);
/**
* Deal with creating a guild.
*/
void handleGuildCreation(ChatClient &client, MessageIn &msg);
/**
* Deal with inviting a player to a guild.
*/
void handleGuildInvitation(ChatClient &client, MessageIn &msg);
/**
* Deal with accepting an invite to join a guild.
*/
void handleGuildAcceptInvite(ChatClient &client, MessageIn &msg);
/**
* Deal with returning all the guild members of a guild.
*/
void handleGuildRetrieveMembers(ChatClient &client, MessageIn &msg);
/**
* Deal with level change of member
*/
void handleGuildMemberLevelChange(ChatClient &client, MessageIn &msg);
/**
* Deal with kicking a member
*/
void handleGuildMemberKick(ChatClient &client, MessageIn &msg);
/**
* Deal with leaving a guild.
*/
void handleGuildQuit(ChatClient &client, MessageIn &msg);
/**
* Deal with a player joining a party.
* @return Returns whether player successfully joined the party
*/
bool handlePartyJoin(const std::string &invited,
const std::string &inviter);
/**
* Deal with inviting player to a party
*/
void handlePartyInvite(ChatClient &client, MessageIn &msg);
/**
* Deal with accepting an invite to join a party
*/
void handlePartyAcceptInvite(ChatClient &client, MessageIn &msg);
/**
* Deal with leaving a party.
*/
void handlePartyQuit(ChatClient &client);
/**
* Tell user the invite was rejected
*/
void handlePartyRejection(ChatClient &client, MessageIn &msg);
/**
* Remove user from party
*/
void removeUserFromParty(ChatClient &client);
/**
* Send new member info to party members.
*/
void sendPartyMemberInfo(ChatClient &client, MessageIn &msg);
/**
* Tell all the party members a member has left
*/
void informPartyMemberQuit(ChatClient &client);
/**
* Tell all the party members a member has joined
*/
void informPartyMemberJoined(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);
/**
* Returns ChatClient from the Player Map
* @param The name of the character
* @return The Chat Client
*/
ChatClient *getClient(const std::string &name) const;
/**
* 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<ChatHandler, ChatClient *, Pending *> 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
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