Planeshift
Public Member Functions | Public Attributes

psAuthApprovedMessage Class Reference

Message sent from server to client if login was valid. More...

#include <messages.h>

List of all members.

Public Member Functions

void AddCharacter (const char *fullname, const char *race, const char *mesh, const char *traits, const char *equipment)
 Add another character definition to the buffer.
void ConstructMsg ()
 Build the message.
void GetCharacter (MsgEntry *message, csString &fullname, csString &race, csString &mesh, csString &traits, csString &equipment)
 Get the next character definition from the MsgEntry buffer.
 psAuthApprovedMessage (MsgEntry *message)
 Crack incoming psMessageBytes struct for inbound use.
 psAuthApprovedMessage (uint32_t clientnum, PID playerID, uint8_t numCharacters)
 Stores initial data, but does not construct the outbound message.
 PSF_DECLARE_MSG_FACTORY ()
virtual csString ToString (NetBase::AccessPointers *accessPointers)
 Converts the message into human readable string.

Public Attributes

uint32_t msgClientValidToken
 This must be returned by the client in all future messages to validate sender.
uint8_t msgNumOfChars
 The number of characters for this account.
PID msgPlayerID
 This is the ID which must be requested to instantiate the client player.

Detailed Description

Message sent from server to client if login was valid.

Definition at line 697 of file messages.h.


Constructor & Destructor Documentation

psAuthApprovedMessage::psAuthApprovedMessage ( uint32_t  clientnum,
PID  playerID,
uint8_t  numCharacters 
)

Stores initial data, but does not construct the outbound message.

This allows a varying number of characters to be added via AddCharacter. Call ConstructMsg to create the actual message.

psAuthApprovedMessage::psAuthApprovedMessage ( MsgEntry message)

Crack incoming psMessageBytes struct for inbound use.


Member Function Documentation

void psAuthApprovedMessage::AddCharacter ( const char *  fullname,
const char *  race,
const char *  mesh,
const char *  traits,
const char *  equipment 
)

Add another character definition to the buffer.

void psAuthApprovedMessage::ConstructMsg ( )

Build the message.

void psAuthApprovedMessage::GetCharacter ( MsgEntry message,
csString &  fullname,
csString &  race,
csString &  mesh,
csString &  traits,
csString &  equipment 
)

Get the next character definition from the MsgEntry buffer.

psAuthApprovedMessage::PSF_DECLARE_MSG_FACTORY ( )
virtual csString psAuthApprovedMessage::ToString ( NetBase::AccessPointers accessPointers) [virtual]

Converts the message into human readable string.

Parameters:
accessPointersA struct to a number of access pointers.
Returns:
Return a human readable string for the message.

Implements psMessageCracker.


Member Data Documentation

This must be returned by the client in all future messages to validate sender.

Definition at line 703 of file messages.h.

The number of characters for this account.

Definition at line 710 of file messages.h.

This is the ID which must be requested to instantiate the client player.

Definition at line 707 of file messages.h.


The documentation for this class was generated from the following file: