/* -*-c++-*- * testEchoServer - This source file (.h & .cpp) - Using 'The MIT License' * Copyright (C) 2007, MOVES Institute * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * @author Pjotr van Amerongen */ #include "echomessageprocessor.h" EchoMessageProcessor::EchoMessageProcessor() : dtGame::DefaultMessageProcessor("EchoMessageProcessor") { } EchoMessageProcessor::~EchoMessageProcessor() { } void EchoMessageProcessor::ProcessMessage(const dtGame::Message& msg) { if (GetGameManager() == NULL) { LOG_ERROR("This component is not assigned to a GameManager, but received a message. It will be ignored."); return; } if (msg.GetDestination() != NULL && GetGameManager()->GetMachineInfo() != *msg.GetDestination()) { if (dtUtil::Log::GetInstance().IsLevelEnabled(dtUtil::Log::LOG_DEBUG)) { LOG_DEBUG("Received message has a destination set to a different GameManager than this one. It will be ignored."); return; } } // Handle Network messages.... // Otherwise echo message if (msg.GetSource() != GetGameManager()->GetMachineInfo()) { // Network messages will be handled by NetworkComponent, so only forward other messages to DefauttMessageProcessor if (msg.GetMessageType() != dtGame::MessageType::NETCLIENT_REQUEST_CONNECTION || msg.GetMessageType() != dtGame::MessageType::NETSERVER_ACCEPT_CONNECTION || msg.GetMessageType() != dtGame::MessageType::NETSERVER_REJECT_CONNECTION || msg.GetMessageType() != dtGame::MessageType::INFO_CLIENT_CONNECTED || msg.GetMessageType() != dtGame::MessageType::NETCLIENT_NOTIFY_DISCONNECT || msg.GetMessageType() != dtGame::MessageType::SERVER_REQUEST_REJECTED) { DefaultMessageProcessor::ProcessMessage(msg); } // Echo GameEvent messages from Clients if (msg.GetMessageType() == dtGame::MessageType::INFO_GAME_EVENT) { EchoMessage(msg); } } } void EchoMessageProcessor::EchoMessage(const dtGame::Message& msg) { dtCore::RefPtr netMessage = GetGameManager()->GetMessageFactory().CreateMessage(msg.GetMessageType()); netMessage->SetDestination(&msg.GetSource()); LOG_INFO("Echoing host: " + msg.GetSource().GetName()); GetGameManager()->SendNetworkMessage(*netMessage); }