SA-MP/raknet/LogCommandParser.h
RD42 bcdbedc0be Revert RakNet source files back to the original v2.518 state
* Add RakNet source files to the VS project
2024-08-16 23:33:48 +08:00

118 lines
5.5 KiB
C++

/// \file
/// \brief Contains LogCommandParser , Used to send logs to connected consoles
///
/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
///
/// Usage of RakNet is subject to the appropriate license agreement.
/// Creative Commons Licensees are subject to the
/// license found at
/// http://creativecommons.org/licenses/by-nc/2.5/
/// Single application licensees are subject to the license found at
/// http://www.rakkarsoft.com/SingleApplicationLicense.html
/// Custom license users are subject to the terms therein.
/// GPL license users are subject to the GNU General Public
/// License as published by the Free
/// Software Foundation; either version 2 of the License, or (at your
/// option) any later version.
#ifndef __LOG_COMMAND_PARSER
#define __LOG_COMMAND_PARSER
class RakPeerInterface;
#include "CommandParserInterface.h"
#include "Export.h"
/// \brief Adds the ability to send logging output to a remote console
class RAK_DLL_EXPORT LogCommandParser : public CommandParserInterface
{
public:
LogCommandParser();
~LogCommandParser();
/// Given \a command with parameters \a parameterList , do whatever processing you wish.
/// \param[in] command The command to process
/// \param[in] numParameters How many parameters were passed along with the command
/// \param[in] parameterList The list of parameters. parameterList[0] is the first parameter and so on.
/// \param[in] transport The transport interface we can use to write to
/// \param[in] playerId The player that sent this command.
/// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing
bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, PlayerID playerId, const char *originalString);
/// You are responsible for overriding this function and returning a static string, which will identifier your parser.
/// This should return a static string
/// \return The name that you return.
char *GetName(void) const;
/// A callback for when you are expected to send a brief description of your parser to \a playerId
/// \param[in] transport The transport interface we can use to write to
/// \param[in] playerId The player that requested help.
void SendHelp(TransportInterface *transport, PlayerID playerId);
/// All logs must be associated with a channel. This is a filter so that remote clients only get logs for a system they care about.
// If you call Log with a channel that is unknown, that channel will automatically be added
/// \param[in] channelName A persistent string naming the channel. Don't deallocate this string.
void AddChannel(const char *channelName);
/// Write a log to a channel.
/// Logs are not buffered, so only remote consoles connected and subscribing at the time you write will get the output.
/// \param[in] format Same as printf()
/// \param[in] ... Same as printf()
void WriteLog(const char *channelName, const char *format, ...);
/// A callback for when \a playerId has connected to us.
/// \param[in] playerId The player that has connected.
/// \param[in] transport The transport interface that sent us this information. Can be used to send messages to this or other players.
void OnNewIncomingConnection(PlayerID playerId, TransportInterface *transport);
/// A callback for when \a playerId has disconnected, either gracefully or forcefully
/// \param[in] playerId The player that has disconnected.
/// \param[in] transport The transport interface that sent us this information.
void OnConnectionLost(PlayerID playerId, TransportInterface *transport);
/// This is called every time transport interface is registered. If you want to save a copy of the TransportInterface pointer
/// This is the place to do it
/// \param[in] transport The new TransportInterface
void OnTransportChange(TransportInterface *transport);
protected:
/// Sends the currently active channels to the user
/// \param[in] playerId The player to send to
/// \param[in] transport The transport interface to use to send the channels
void PrintChannels(PlayerID playerId, TransportInterface *transport) const;
/// Unsubscribe a user from a channel (or from all channels)
/// \param[in] playerId The player to unsubscribe to
/// \param[in] channelName If 0, then unsubscribe from all channels. Otherwise unsubscribe from the named channel
unsigned Unsubscribe(PlayerID playerId, const char *channelName);
/// Subscribe a user to a channel (or to all channels)
/// \param[in] playerId The player to subscribe to
/// \param[in] channelName If 0, then subscribe from all channels. Otherwise subscribe to the named channel
unsigned Subscribe(PlayerID playerId, const char *channelName);
/// Given the name of a channel, return the index into channelNames where it is located
/// \param[in] channelName The name of the channel
unsigned GetChannelIndexFromName(const char *channelName);
/// One of these structures is created per player
struct PlayerIDAndChannel
{
/// The ID of the player
PlayerID playerId;
/// Bitwise representations of the channels subscribed to. If bit 0 is set, then we subscribe to channelNames[0] and so on.
unsigned channels;
};
/// The list of remote users. Added to when users subscribe, removed when they disconnect or unsubscribe
DataStructures::List<PlayerIDAndChannel> remoteUsers;
/// Names of the channels at each bit, or 0 for an unused channel
const char *channelNames[32];
/// This is so I can save the current transport provider, solely so I can use it without having the user pass it to Log
TransportInterface *trans;
};
#endif