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309 lines
8.9 KiB
C
309 lines
8.9 KiB
C
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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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#ifndef RYZOM_NAME_MANAGER_H
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#define RYZOM_NAME_MANAGER_H
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// Misc
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#include "nel/misc/common.h"
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#include "nel/misc/ucstring.h"
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#include "game_share/character_sync_itf.h"
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#include "server_share/mysql_wrapper.h"
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namespace CHARSYNC
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{
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class CCharacterSync;
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}
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/**
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* CNameManager
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* Manage unique name for character, forbidden names and reserved name
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* \author Alain Saffray
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* \author Nevrax France
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* \date 2004
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*
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* Update 2005/2006 by Boris Boucher
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* Added support for unifier guild names
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*
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*/
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class CNameManager : public NLMISC::ICommandsHandler
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{
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friend class CHARSYNC::CCharacterSync;
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public:
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typedef uint32 TCharId;
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typedef uint32 TGuildId;
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typedef uint32 TUserId;
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typedef std::string TName;
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CNameManager()
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: _Database(NULL)
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{}
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// assign a name to owner, return true if name is accepted
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bool assignName(uint32 charId, const ucstring & ucName, uint32 homeSessionId, bool skipTest = false);
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// liberate a name
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void liberateName(uint32 charId, const ucstring & ucName);
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// liberate any name associated to a character
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void liberateName(uint32 charId);
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// check character slot, remove duplicated entries if needed
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// void checkCharacterSlot(uint32 charId, const ucstring & ucName);
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// return true if name is free or usable
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CHARSYNC::TCharacterNameResult isNameUsable(const ucstring & ucName, uint32 userId, uint8 charIndex, uint32 homeSessionId);
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// return true if name is free or usable
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CHARSYNC::TCharacterNameResult isGuildNameUsable(const ucstring & ucName, uint32 guildId);
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// register a list of loaded guild, update the name table accordingly and fill an output
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// vector with renamed guild (because of name conflict).
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void registerLoadedGuildNames(uint32 shardId, const std::map<uint32, ucstring> &guilds, std::vector<uint32> &renamedGuildIds);
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// A new guild has been created, return true if the name is valid, false if
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// the guild has been renamed
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bool assignGuildName(uint32 shardId, uint32 guildId, const ucstring &guildName);
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// A guild as been deleted, release the name
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void releaseGuildName(uint32 shardId, uint32 guildId);
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// save names of characters
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// void saveCharacterNames();
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// save the guild names
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void saveGuildNames();
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// load names of characters, reserved and forbidden names
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void loadAllNames();
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// rename a character with a default name
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ucstring renameCharacter(uint32 charId, uint32 homeSessionId);
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// regular update (used to clean up the temporary reserved name)
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void update();
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// return the name associated to a guild
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const TName &getGuildName(uint32 guildId) const;
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/// Try to find a shard id from a name and session id. Return 0 if not found
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uint32 findCharId(const std::string &charName, uint32 homeSessionId);
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/// Try to find a shard id from a name without session id, return 0 if 0 or more than one match.
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uint32 findCharId(const std::string &charName);
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private:
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bool loadAccountNamesFromTxt();
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bool loadAccountNamesFromDatabase();
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// bool loadAccountNamesFromXML();
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// bool loadAccountNamesFromEIDTranslator();
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bool loadCharacterNamesFromTxt();
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bool loadCharacterNamesFromDatabase();
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// bool loadCharacterNamesFromXML();
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bool loadGuildsNamesFromTxt();
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bool loadForbiddenNames();
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bool loadReservedNames(const char * fileNameWithoutPath);
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// generate a valid default name
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ucstring generateDefaultName(uint32 charId, uint32 homeSessionId);
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// generate a valid default guild name
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ucstring generateDefaultGuildName(uint32 guildId);
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/** This methods implemented by CCommandHandler is used by the
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* command registry to retrieve the name of the object instance.
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*/
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virtual const std::string &getCommandHandlerName() const;
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public:
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struct TCharSlot
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{
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uint32 UserId;
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uint8 CharIndex;
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TCharSlot()
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{
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UserId = 0xffff;
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CharIndex = 0xff;
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}
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TCharSlot(uint32 userId, uint8 charIndex)
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{
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UserId = userId;
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CharIndex = charIndex;
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}
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TCharSlot(uint32 charId)
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{
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UserId = charId >> 4;
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CharIndex = uint8( charId & 0xf );
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}
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uint32 getCharId() const
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{
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return (UserId << 4) + CharIndex;
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}
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bool operator == (const TCharSlot & charSlot) const
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{
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return (UserId == charSlot.UserId && CharIndex == charSlot.CharIndex);
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}
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bool operator != (const TCharSlot & charSlot) const
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{
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return (UserId != charSlot.UserId || CharIndex != charSlot.CharIndex);
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}
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bool operator < (const TCharSlot & charSlot) const
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{
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return ((UserId < charSlot.UserId) || (UserId == charSlot.UserId && CharIndex < charSlot.CharIndex));
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}
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void serial(NLMISC::IStream & f) throw(NLMISC::EStream)
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{
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f.serial( UserId );
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f.serial( CharIndex );
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}
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};
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private:
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struct TGuildSlot
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{
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uint32 ShardId;
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uint32 GuildId;
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TGuildSlot()
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: ShardId(0), GuildId(0)
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{
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}
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TGuildSlot(uint32 shardId, uint32 guildId)
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: ShardId(shardId), GuildId(guildId)
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{
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}
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bool operator < (const TGuildSlot &other)
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{
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if (ShardId == other.ShardId)
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return GuildId < other.GuildId;
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return ShardId < other.ShardId;
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}
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void serial(NLMISC::IStream & f) throw(NLMISC::EStream)
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{
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f.serial( GuildId );
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f.serial( ShardId );
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}
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};
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struct TFullName
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{
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std::string Name;
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TSessionId HomeSessionId;
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TFullName()
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: HomeSessionId(0)
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{}
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TFullName(const std::string &name, uint32 homeSessionId)
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: Name(name),
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HomeSessionId(homeSessionId)
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{}
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bool operator < (const TFullName &other) const
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{
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// use the old C style cmp that give in one operation the <, == and > relation
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int cmp = NLMISC::nlstricmp(Name, other.Name);
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if (cmp < 0)
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return true;
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else if (cmp > 0)
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return false;
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else
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return HomeSessionId < other.HomeSessionId;
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}
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};
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struct TTemporaryReservedNameInfo
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{
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uint32 UserId;
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uint32 ReserveDate;
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uint32 HomeSessionId;
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};
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enum
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{
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// reserve names for 5 mn
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TEMPORARY_RESERVED_NAME_EXPIRATION = 60*5,
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};
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// typedef std::map<TName,TCharSlot> TNames;
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typedef NLMISC::CTwinMap<TFullName,TCharSlot> TNamesIndex;
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typedef std::map<TName,TGuildSlot> TGuildNames;
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typedef std::map<TGuildId,TName> TGuildIndex;
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typedef std::map<TUserId,TName> TAccountNames;
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typedef std::map<TName,TUserId> TReservedNames;
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typedef std::vector<TName> TForbiddenNames;
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typedef std::map<TCharSlot,std::set<TName> > TDuplicatedSlots;
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typedef std::map<TName, TTemporaryReservedNameInfo> TTempReservedNames;
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TNamesIndex _Names;
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TAccountNames _AccountNames;
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TGuildNames _GuildNames;
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TGuildIndex _GuildIndex;
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TReservedNames _ReservedNames;
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TForbiddenNames _ForbiddenNames;
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TDuplicatedSlots _DuplicatedSlots;
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/** Temporary reserved names. When a client create a character, it must first validate
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* the character name.
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* Then, later, the player send the character creation request.
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* The temporary reservation guarantee that a validated name will not be validated
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* or used by another client for the next 5 minutes, giving the time to the
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* first client to send the character creation request.
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* After the expiration period, the name is removed from the temporary reservation.
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*/
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TTempReservedNames _TemporaryReservedNames;
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/// the list of changed character to broadcast to clients at next update (cleared each tick loop)
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std::set<TCharId> _ChangedNames;
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/// The list of released names to broadcast at next update (cleared each tick loop)
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std::set<TCharId> _ReleasedNames;
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/// the database connection to load data from database
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MSW::CConnection *_Database;
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// commands handler table
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NLMISC_COMMAND_HANDLER_TABLE_BEGIN(CNameManager)
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NLMISC_COMMAND_HANDLER_ADD(CNameManager, dump, "display internal data about the name manager", "[all]")
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NLMISC_COMMAND_HANDLER_ADD(CNameManager, releaseGuildNamesForShard, "Release all the guild name that belong to the specified shard", "<shardId>")
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NLMISC_COMMAND_HANDLER_TABLE_END
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NLMISC_CLASS_COMMAND_DECL(dump);
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NLMISC_CLASS_COMMAND_DECL(releaseGuildNamesForShard);
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};
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#endif // RYZOM_NAME_MANAGER_H
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/* name_manager.h */
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