khanat-opennel-code/code/ryzom/server/src/shard_unifier_service/name_manager.h
2014-06-12 19:27:09 +02:00

308 lines
8.6 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RYZOM_NAME_MANAGER_H
#define RYZOM_NAME_MANAGER_H
// Misc
#include "nel/misc/common.h"
#include "nel/misc/ucstring.h"
#include "game_share/character_sync_itf.h"
#include "server_share/mysql_wrapper.h"
namespace CHARSYNC
{
class CCharacterSync;
}
/**
* CNameManager
* Manage unique name for character, forbidden names and reserved name
* \author Alain Saffray
* \author Nevrax France
* \date 2004
*
* Update 2005/2006 by Boris Boucher
* Added support for unifier guild names
*
*/
class CNameManager : public NLMISC::ICommandsHandler
{
friend class CHARSYNC::CCharacterSync;
public:
typedef uint32 TCharId;
typedef uint32 TGuildId;
typedef uint32 TUserId;
typedef std::string TName;
CNameManager()
: _Database(NULL)
{}
// assign a name to owner, return true if name is accepted
bool assignName(uint32 charId, const ucstring & ucName, uint32 homeSessionId, bool skipTest = false);
// liberate a name
void liberateName(uint32 charId, const ucstring & ucName);
// liberate any name associated to a character
void liberateName(uint32 charId);
// check character slot, remove duplicated entries if needed
// void checkCharacterSlot(uint32 charId, const ucstring & ucName);
// return true if name is free or usable
CHARSYNC::TCharacterNameResult isNameUsable(const ucstring & ucName, uint32 userId, uint8 charIndex, uint32 homeSessionId);
// return true if name is free or usable
CHARSYNC::TCharacterNameResult isGuildNameUsable(const ucstring & ucName, uint32 guildId);
// register a list of loaded guild, update the name table accordingly and fill an output
// vector with renamed guild (because of name conflict).
void registerLoadedGuildNames(uint32 shardId, const std::map<uint32, ucstring> &guilds, std::vector<uint32> &renamedGuildIds);
// A new guild has been created, return true if the name is valid, false if
// the guild has been renamed
bool assignGuildName(uint32 shardId, uint32 guildId, const ucstring &guildName);
// A guild as been deleted, release the name
void releaseGuildName(uint32 shardId, uint32 guildId);
// save names of characters
// void saveCharacterNames();
// save the guild names
void saveGuildNames();
// load names of characters, reserved and forbidden names
void loadAllNames();
// rename a character with a default name
ucstring renameCharacter(uint32 charId, uint32 homeSessionId);
// regular update (used to clean up the temporary reserved name)
void update();
// return the name associated to a guild
const TName &getGuildName(uint32 guildId) const;
/// Try to find a shard id from a name and session id. Return 0 if not found
uint32 findCharId(const std::string &charName, uint32 homeSessionId);
/// Try to find a shard id from a name without session id, return 0 if 0 or more than one match.
uint32 findCharId(const std::string &charName);
private:
bool loadAccountNamesFromTxt();
bool loadAccountNamesFromDatabase();
// bool loadAccountNamesFromXML();
// bool loadAccountNamesFromEIDTranslator();
bool loadCharacterNamesFromTxt();
bool loadCharacterNamesFromDatabase();
// bool loadCharacterNamesFromXML();
bool loadGuildsNamesFromTxt();
bool loadForbiddenNames();
bool loadReservedNames(const char * fileNameWithoutPath);
// generate a valid default name
ucstring generateDefaultName(uint32 charId, uint32 homeSessionId);
// generate a valid default guild name
ucstring generateDefaultGuildName(uint32 guildId);
/** This methods implemented by CCommandHandler is used by the
* command registry to retrieve the name of the object instance.
*/
virtual const std::string &getCommandHandlerName() const;
public:
struct TCharSlot
{
uint32 UserId;
uint8 CharIndex;
TCharSlot()
{
UserId = 0xffff;
CharIndex = 0xff;
}
TCharSlot(uint32 userId, uint8 charIndex)
{
UserId = userId;
CharIndex = charIndex;
}
TCharSlot(uint32 charId)
{
UserId = charId >> 4;
CharIndex = uint8( charId & 0xf );
}
uint32 getCharId() const
{
return (UserId << 4) + CharIndex;
}
bool operator == (const TCharSlot & charSlot) const
{
return (UserId == charSlot.UserId && CharIndex == charSlot.CharIndex);
}
bool operator != (const TCharSlot & charSlot) const
{
return (UserId != charSlot.UserId || CharIndex != charSlot.CharIndex);
}
bool operator < (const TCharSlot & charSlot) const
{
return ((UserId < charSlot.UserId) || (UserId == charSlot.UserId && CharIndex < charSlot.CharIndex));
}
void serial(NLMISC::IStream & f) throw(NLMISC::EStream)
{
f.serial( UserId );
f.serial( CharIndex );
}
};
private:
struct TGuildSlot
{
uint32 ShardId;
uint32 GuildId;
TGuildSlot()
: ShardId(0), GuildId(0)
{
}
TGuildSlot(uint32 shardId, uint32 guildId)
: ShardId(shardId), GuildId(guildId)
{
}
bool operator < (const TGuildSlot &other)
{
if (ShardId == other.ShardId)
return GuildId < other.GuildId;
return ShardId < other.ShardId;
}
void serial(NLMISC::IStream & f) throw(NLMISC::EStream)
{
f.serial( GuildId );
f.serial( ShardId );
}
};
struct TFullName
{
std::string Name;
TSessionId HomeSessionId;
TFullName()
: HomeSessionId(0)
{}
TFullName(const std::string &name, uint32 homeSessionId)
: Name(name),
HomeSessionId(homeSessionId)
{}
bool operator < (const TFullName &other) const
{
// use the old C style cmp that give in one operation the <, == and > relation
int cmp = NLMISC::nlstricmp(Name, other.Name);
if (cmp < 0)
return true;
else if (cmp > 0)
return false;
else
return HomeSessionId < other.HomeSessionId;
}
};
struct TTemporaryReservedNameInfo
{
uint32 UserId;
uint32 ReserveDate;
uint32 HomeSessionId;
};
enum
{
// reserve names for 5 mn
TEMPORARY_RESERVED_NAME_EXPIRATION = 60*5,
};
// typedef std::map<TName,TCharSlot> TNames;
typedef NLMISC::CTwinMap<TFullName,TCharSlot> TNamesIndex;
typedef std::map<TName,TGuildSlot> TGuildNames;
typedef std::map<TGuildId,TName> TGuildIndex;
typedef std::map<TUserId,TName> TAccountNames;
typedef std::map<TName,TUserId> TReservedNames;
typedef std::vector<TName> TForbiddenNames;
typedef std::map<TCharSlot,std::set<TName> > TDuplicatedSlots;
typedef std::map<TName, TTemporaryReservedNameInfo> TTempReservedNames;
TNamesIndex _Names;
TAccountNames _AccountNames;
TGuildNames _GuildNames;
TGuildIndex _GuildIndex;
TReservedNames _ReservedNames;
TForbiddenNames _ForbiddenNames;
TDuplicatedSlots _DuplicatedSlots;
/** Temporary reserved names. When a client create a character, it must first validate
* the character name.
* Then, later, the player send the character creation request.
* The temporary reservation guarantee that a validated name will not be validated
* or used by another client for the next 5 minutes, giving the time to the
* first client to send the character creation request.
* After the expiration period, the name is removed from the temporary reservation.
*/
TTempReservedNames _TemporaryReservedNames;
/// the list of changed character to broadcast to clients at next update (cleared each tick loop)
std::set<TCharId> _ChangedNames;
/// The list of released names to broadcast at next update (cleared each tick loop)
std::set<TCharId> _ReleasedNames;
/// the database connection to load data from database
MSW::CConnection *_Database;
// commands handler table
NLMISC_COMMAND_HANDLER_TABLE_BEGIN(CNameManager)
NLMISC_COMMAND_HANDLER_ADD(CNameManager, dump, "display internal data about the name manager", "[all]")
NLMISC_COMMAND_HANDLER_ADD(CNameManager, releaseGuildNamesForShard, "Release all the guild name that belong to the specified shard", "<shardId>")
NLMISC_COMMAND_HANDLER_TABLE_END
NLMISC_CLASS_COMMAND_DECL(dump);
NLMISC_CLASS_COMMAND_DECL(releaseGuildNamesForShard);
};
#endif // RYZOM_NAME_MANAGER_H
/* name_manager.h */