Fix for excessive inlining of npc chat serialization, issue #97
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "nel/misc/types_nl.h"
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#include "send_chat.h"
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/**
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* Send a chat line from system to a player that will be displayed as a normal chat sentence
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* Sentence will be formated using "<ServiceName:ServiceId>" as prefix of chat string
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*/
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void chatToPlayer(const NLMISC::CEntityId &id, const std::string &chatString)
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{
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NLNET::CMessage msgout("CHAT");
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bool talkToPlayer = true;
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msgout.serial(talkToPlayer, const_cast<NLMISC::CEntityId&>(id), const_cast<std::string&>(chatString));
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Send a chat line from system to a group of player that will be displayed as a normal chat sentence
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* Sentence will be formated using "<ServiceName:ServiceId>" as prefix of chat string
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*/
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void chatToGroup(const NLMISC::CEntityId &id, const std::string &chatString)
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{
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NLNET::CMessage msgout("CHAT");
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bool talkToPlayer = false;
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msgout.serial(talkToPlayer, const_cast<NLMISC::CEntityId&>(id), const_cast<std::string&>(chatString));
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Send a chat line from a bot (mainly NPC) in a chat channel (know as chat group).
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* Chat group can be constructed from CChatGroup class.
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* phraseId is a phrase identifier in the phrase translation file.
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* param are the parameter of the phrase
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*/
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void npcChatParamToChannel(const TDataSetRow &senderId, CChatGroup::TGroupType groupType, const std::string &phraseId, const std::vector<STRING_MANAGER::TParam> ¶ms)
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{
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NLNET::CMessage msgout("NPC_CHAT_PARAM");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serialEnum(groupType);
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msgout.serial(const_cast<std::string&>(phraseId));
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uint32 size = (uint32)params.size();
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msgout.serial(size);
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// params.resize(size);
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for ( uint i = 0; i < size; i++ )
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{
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uint8 type8 = params[i].Type;
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msgout.serial( type8 );
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const_cast<STRING_MANAGER::TParam&>(params[i]).serialParam( false, msgout, (STRING_MANAGER::TParamType) type8 );
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}
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Send a chat line from a bot (mainly NPC) in a chat channel (know as chat group).
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* Chat group can be constructed from CChatGroup class.
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* phraseId is a phrase identifier in the phrase translation file.
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*/
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void npcChatToChannel(const TDataSetRow &senderId, CChatGroup::TGroupType groupType, const std::string &phraseId)
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{
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NLNET::CMessage msgout("NPC_CHAT");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serialEnum(groupType);
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msgout.serial(const_cast<std::string&>(phraseId));
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Send a chat line from a bot (mainly NPC) in a chat channel (know as chat group).
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* Chat group can be constructed from CChatGroup class.
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* phraseId is a phrase identifier in the phrase translation file.
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*/
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void npcChatToChannelEx(const TDataSetRow &senderId, CChatGroup::TGroupType groupType, uint32 phraseId)
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{
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NLNET::CMessage msgout("NPC_CHAT_EX");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serialEnum(groupType);
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msgout.serial(phraseId);
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Send a chat line from a bot (mainly NPC) in a chat channel (know as chat group).
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* Chat group can be constructed from CChatGroup class.
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* sentence is the sentence to be sent.
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*/
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void npcChatToChannelSentence(const TDataSetRow &senderId, CChatGroup::TGroupType groupType, ucstring& sentence)
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{
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NLNET::CMessage msgout("NPC_CHAT_SENTENCE");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serialEnum(groupType);
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msgout.serial(sentence);
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Request to the DSS to send a chat line from a bot in a chat channel
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* Chat group can be constructed from CChatGroup class.
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* sentenceId is the id of the sentence that must be sent by the DSS
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*/
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void forwardToDss(const TDataSetRow &senderId, CChatGroup::TGroupType groupType, std::string& sentenceId,uint32 scenarioId)
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{
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nlinfo( ("forwarding to DSS : id: "+sentenceId).c_str());
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NLNET::CMessage msgout("translateAndForward");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serialEnum(groupType);
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msgout.serial(sentenceId);
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msgout.serial(scenarioId);
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NLNET::CUnifiedNetwork::getInstance()->send("DSS",msgout);
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}
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/**
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* Request to the DSS to send a chat line from a bot in a chat channel
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* Chat group can be constructed from CChatGroup class.
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* sentenceId is the id of the sentence that must be sent by the DSS
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*/
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void forwardToDssArg(const TDataSetRow &senderId, CChatGroup::TGroupType groupType, std::string& sentenceId,uint32 scenarioId,std::vector<float>& argValues)
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{
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nlinfo( ("forwarding to DSS : id: "+sentenceId).c_str());
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NLNET::CMessage msgout("translateAndForwardArg");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serialEnum(groupType);
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msgout.serial(sentenceId);
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msgout.serial(scenarioId);
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uint32 size=(uint32)argValues.size(),i=0;
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msgout.serial(size);
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for(;i<size;++i)
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{
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msgout.serial(argValues[i]);
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}
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NLNET::CUnifiedNetwork::getInstance()->send("DSS",msgout);
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}
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/**
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* Send a tell line from a bot (mainly NPC) to a player
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* phraseId is a phrase identifier in the phrase translation file.
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*/
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void npcTellToPlayer(const TDataSetRow &senderId, const TDataSetRow &receiverId, const std::string &phraseId, bool needSenderNpc)
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{
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NLNET::CMessage msgout;
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if ( needSenderNpc )
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{
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msgout.setType("NPC_TELL");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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}
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else
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{
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msgout.setType("GHOST_TELL");
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}
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msgout.serial(const_cast<TDataSetRow&>(receiverId));
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msgout.serial(const_cast<std::string&>(phraseId));
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sendMessageViaMirror("IOS", msgout);
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}
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/**
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* Send a tell line from a bot (mainly NPC) to a player. Accept parametered strings
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* phraseId is a phrase id obtained through the string manager
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*/
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void npcTellToPlayerEx(const TDataSetRow &senderId, const TDataSetRow &receiverId, uint32 phraseId)
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{
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NLNET::CMessage msgout("NPC_TELL_EX");
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msgout.serial(const_cast<TDataSetRow&>(senderId));
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msgout.serial(const_cast<TDataSetRow&>(receiverId));
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msgout.serial(phraseId);
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sendMessageViaMirror("IOS", msgout);
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}
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/* End of send_chat.cpp */
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