1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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 World 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 World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "messagehandler.h"
#include "debug.h"
/* recieveMessage
* This function recieves a message, then sends it to the appropriate handler
* sub-routine for processing.
* Preconditions: valid parameters, queue initialized, etc.
* Postconditions: message successfully processed.
*/
void MessageHandler::receiveMessage(NetComputer *computer, MessageIn &message)
{
int result = 0;
// determine message type
/* switch(message.type)
* {
* case: TYPE_LOGIN
* result = loginMessage(computer, message);
* break;
* }
*/
debugCatch(result);
}
/* loginMessage
* Accepts a login message and interprets it, assigning the proper login
* Preconditions: The requested handle is not logged in already.
* The requested handle exists.
* The requested handle is not banned or restricted.
* The character profile is valid
* Postconditions: the player recieves access through a character in the world.
* Return Value: SUCCESS if the player was successfully assigned the requested char
* ERROR on early termination of the routine.
*/
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
}
|