topical media & game development
lib-game-delta3d-sdk-examples-testEchoServer-echomessageprocessor.cpp / cpp
/* -*-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<dtGame::Message> netMessage = GetGameManager()->GetMessageFactory().CreateMessage(msg.GetMessageType());
netMessage->SetDestination(&msg.GetSource());
LOG_INFO("Echoing host: " + msg.GetSource().GetName());
GetGameManager()->SendNetworkMessage(*netMessage);
}
(C) Æliens
04/09/2009
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