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[ryzomcore.git] / ryzom / server / src / shard_unifier_service / name_manager.h
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1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef RYZOM_NAME_MANAGER_H
19 #define RYZOM_NAME_MANAGER_H
21 // Misc
22 #include "nel/misc/common.h"
23 #include "nel/misc/ucstring.h"
25 #include "game_share/character_sync_itf.h"
27 #include "server_share/mysql_wrapper.h"
29 namespace CHARSYNC
31 class CCharacterSync;
34 /**
35 * CNameManager
36 * Manage unique name for character, forbidden names and reserved name
37 * \author Alain Saffray
38 * \author Nevrax France
39 * \date 2004
41 * Update 2005/2006 by Boris Boucher
42 * Added support for unifier guild names
45 class CNameManager : public NLMISC::ICommandsHandler
47 friend class CHARSYNC::CCharacterSync;
48 public:
50 typedef uint32 TCharId;
51 typedef uint32 TGuildId;
52 typedef uint32 TUserId;
53 typedef std::string TName;
55 CNameManager()
56 : _Database(NULL)
59 // assign a name to owner, return true if name is accepted
60 bool assignName(uint32 charId, const ucstring & ucName, uint32 homeSessionId, bool skipTest = false);
62 // liberate a name
63 void liberateName(uint32 charId, const ucstring & ucName);
65 // liberate any name associated to a character
66 void liberateName(uint32 charId);
68 // check character slot, remove duplicated entries if needed
69 // void checkCharacterSlot(uint32 charId, const ucstring & ucName);
71 // return true if name is free or usable
72 CHARSYNC::TCharacterNameResult isNameUsable(const ucstring & ucName, uint32 userId, uint8 charIndex, uint32 homeSessionId);
74 // return true if name is free or usable
75 CHARSYNC::TCharacterNameResult isGuildNameUsable(const ucstring & ucName, uint32 guildId);
77 // register a list of loaded guild, update the name table accordingly and fill an output
78 // vector with renamed guild (because of name conflict).
79 void registerLoadedGuildNames(uint32 shardId, const std::map<uint32, ucstring> &guilds, std::vector<uint32> &renamedGuildIds);
81 // A new guild has been created, return true if the name is valid, false if
82 // the guild has been renamed
83 bool assignGuildName(uint32 shardId, uint32 guildId, const ucstring &guildName);
85 // A guild as been deleted, release the name
86 void releaseGuildName(uint32 shardId, uint32 guildId);
88 // save names of characters
89 // void saveCharacterNames();
91 // save the guild names
92 void saveGuildNames();
94 // load names of characters, reserved and forbidden names
95 void loadAllNames();
97 // rename a character with a default name
98 ucstring renameCharacter(uint32 charId, uint32 homeSessionId);
100 // regular update (used to clean up the temporary reserved name)
101 void update();
104 // return the name associated to a guild
105 const TName &getGuildName(uint32 guildId) const;
107 /// Try to find a shard id from a name and session id. Return 0 if not found
108 uint32 findCharId(const std::string &charName, uint32 homeSessionId);
109 /// Try to find a shard id from a name without session id, return 0 if 0 or more than one match.
110 uint32 findCharId(const std::string &charName);
113 private:
114 bool loadAccountNamesFromTxt();
115 bool loadAccountNamesFromDatabase();
116 // bool loadAccountNamesFromXML();
117 // bool loadAccountNamesFromEIDTranslator();
118 bool loadCharacterNamesFromTxt();
119 bool loadCharacterNamesFromDatabase();
120 // bool loadCharacterNamesFromXML();
121 bool loadGuildsNamesFromTxt();
122 bool loadForbiddenNames();
123 bool loadReservedNames(const char * fileNameWithoutPath);
125 // generate a valid default name
126 ucstring generateDefaultName(uint32 charId, uint32 homeSessionId);
127 // generate a valid default guild name
128 ucstring generateDefaultGuildName(uint32 guildId);
131 /** This methods implemented by CCommandHandler is used by the
132 * command registry to retrieve the name of the object instance.
134 virtual const std::string &getCommandHandlerName() const;
136 public:
137 struct TCharSlot
139 uint32 UserId;
140 uint8 CharIndex;
142 TCharSlot()
144 UserId = 0xffff;
145 CharIndex = 0xff;
148 TCharSlot(uint32 userId, uint8 charIndex)
150 UserId = userId;
151 CharIndex = charIndex;
154 TCharSlot(uint32 charId)
156 UserId = charId >> 4;
157 CharIndex = uint8( charId & 0xf );
160 uint32 getCharId() const
162 return (UserId << 4) + CharIndex;
165 bool operator == (const TCharSlot & charSlot) const
167 return (UserId == charSlot.UserId && CharIndex == charSlot.CharIndex);
170 bool operator != (const TCharSlot & charSlot) const
172 return (UserId != charSlot.UserId || CharIndex != charSlot.CharIndex);
175 bool operator < (const TCharSlot & charSlot) const
177 return ((UserId < charSlot.UserId) || (UserId == charSlot.UserId && CharIndex < charSlot.CharIndex));
180 void serial(NLMISC::IStream & f)
182 f.serial( UserId );
183 f.serial( CharIndex );
187 private:
189 struct TGuildSlot
191 uint32 ShardId;
192 uint32 GuildId;
194 TGuildSlot()
195 : ShardId(0), GuildId(0)
199 TGuildSlot(uint32 shardId, uint32 guildId)
200 : ShardId(shardId), GuildId(guildId)
204 bool operator < (const TGuildSlot &other)
206 if (ShardId == other.ShardId)
207 return GuildId < other.GuildId;
209 return ShardId < other.ShardId;
212 void serial(NLMISC::IStream & f)
214 f.serial( GuildId );
215 f.serial( ShardId );
219 struct TFullName
221 std::string Name;
222 TSessionId HomeSessionId;
224 TFullName()
225 : HomeSessionId(0)
228 TFullName(const std::string &name, uint32 homeSessionId)
229 : Name(name),
230 HomeSessionId(homeSessionId)
233 bool operator < (const TFullName &other) const
235 // use the old C style cmp that give in one operation the <, == and > relation
236 int cmp = NLMISC::nlstricmp(Name, other.Name);
237 if (cmp < 0)
238 return true;
239 else if (cmp > 0)
240 return false;
241 else
242 return HomeSessionId < other.HomeSessionId;
246 struct TTemporaryReservedNameInfo
248 uint32 UserId;
249 uint32 ReserveDate;
250 uint32 HomeSessionId;
253 enum
255 // reserve names for 5 mn
256 TEMPORARY_RESERVED_NAME_EXPIRATION = 60*5,
259 // typedef std::map<TName,TCharSlot> TNames;
260 typedef NLMISC::CTwinMap<TFullName,TCharSlot> TNamesIndex;
261 typedef std::map<TName,TGuildSlot> TGuildNames;
262 typedef std::map<TGuildId,TName> TGuildIndex;
263 typedef std::map<TUserId,TName> TAccountNames;
264 typedef std::map<TName,TUserId> TReservedNames;
265 typedef std::vector<TName> TForbiddenNames;
266 typedef std::map<TCharSlot,std::set<TName> > TDuplicatedSlots;
267 typedef std::map<TName, TTemporaryReservedNameInfo> TTempReservedNames;
269 TNamesIndex _Names;
270 TAccountNames _AccountNames;
271 TGuildNames _GuildNames;
272 TGuildIndex _GuildIndex;
273 TReservedNames _ReservedNames;
274 TForbiddenNames _ForbiddenNames;
275 TDuplicatedSlots _DuplicatedSlots;
276 /** Temporary reserved names. When a client create a character, it must first validate
277 * the character name.
278 * Then, later, the player send the character creation request.
279 * The temporary reservation guarantee that a validated name will not be validated
280 * or used by another client for the next 5 minutes, giving the time to the
281 * first client to send the character creation request.
282 * After the expiration period, the name is removed from the temporary reservation.
284 TTempReservedNames _TemporaryReservedNames;
286 /// the list of changed character to broadcast to clients at next update (cleared each tick loop)
287 std::set<TCharId> _ChangedNames;
288 /// The list of released names to broadcast at next update (cleared each tick loop)
289 std::set<TCharId> _ReleasedNames;
291 /// the database connection to load data from database
292 MSW::CConnection *_Database;
294 // commands handler table
295 NLMISC_COMMAND_HANDLER_TABLE_BEGIN(CNameManager)
296 NLMISC_COMMAND_HANDLER_ADD(CNameManager, dump, "display internal data about the name manager", "[all]")
297 NLMISC_COMMAND_HANDLER_ADD(CNameManager, releaseGuildNamesForShard, "Release all the guild name that belong to the specified shard", "<shardId>")
298 NLMISC_COMMAND_HANDLER_TABLE_END
300 NLMISC_CLASS_COMMAND_DECL(dump);
301 NLMISC_CLASS_COMMAND_DECL(releaseGuildNamesForShard);
305 #endif // RYZOM_NAME_MANAGER_H
307 /* name_manager.h */