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author | Philipp Sehmisch <mana@crushnet.org> | 2011-03-04 18:35:17 +0100 |
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committer | Philipp Sehmisch <mana@crushnet.org> | 2011-03-04 18:36:17 +0100 |
commit | 54d5f7e577db0639e42b18beae4b5c87af6d6843 (patch) | |
tree | 2a667f208be4191a54d08131d7c3984cdfd74132 /src/game-server/state.cpp | |
parent | bc5a0495ba7fbf992a1733850cbbe1cfb14c7c8d (diff) | |
download | manaserv-54d5f7e577db0639e42b18beae4b5c87af6d6843.tar.gz manaserv-54d5f7e577db0639e42b18beae4b5c87af6d6843.tar.xz manaserv-54d5f7e577db0639e42b18beae4b5c87af6d6843.zip |
Implemented persistent world and map variables
The gameserver now receive a copy of all world state variables when
they are accepted by the accountserver and receive a copy of all
map state variables of a map when they register it successfully.
Implemented LUA script bindings for getting and setting these variables.
When such a variable is set, the accountserver is notified about this
change. Changes to world state variables are then propagated to all
gameservers by the accountserver.
Be aware that when a gameserver is updating a map, there is no check if
it is actually responsible for said map. But I consider this not a
security flaw, because authenticated game servers are considered to be
trustworthy in a lot of other situations, too.
Also renamed "quest" to "character variable" in the sourcecode.
Reviewed-by: Bertram
Diffstat (limited to 'src/game-server/state.cpp')
-rw-r--r-- | src/game-server/state.cpp | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/src/game-server/state.cpp b/src/game-server/state.cpp index abfa234..642d5db 100644 --- a/src/game-server/state.cpp +++ b/src/game-server/state.cpp @@ -65,6 +65,12 @@ typedef std::map< Actor *, DelayedEvent > DelayedEvents; static DelayedEvents delayedEvents; /** + * Cached persistent script variables + */ +static std::map< std::string, std::string > mScriptVariables; + + +/** * Updates object states on the map. */ static void updateMap(MapComposite *map) @@ -809,3 +815,26 @@ void GameState::sayToAll(const std::string &text) // Sends it to everyone connected to the game server gameHandler->sendToEveryone(msg); } + + +std::string GameState::getVariable(const std::string &key) +{ + std::map<std::string, std::string>::iterator iValue = mScriptVariables.find(key); + if (iValue != mScriptVariables.end()) + { + return iValue->second; + } else { + return std::string(); + } +} + +void GameState::setVariable(const std::string &key, const std::string &value) +{ + mScriptVariables[key] = value; + accountHandler->updateWorldVar(key, value); +} + +void GameState::setVariableFromDbserver(const std::string &key, const std::string &value) +{ + mScriptVariables[key] = value ; +} |