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sapphire/src/servers/Server_Zone/Session.cpp

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#include <time.h>
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#include <src/servers/Server_Common/Util/Util.h>
#include <src/servers/Server_Common/Network/PacketContainer.h>
#include "src/servers/Server_Zone/Network/GameConnection.h"
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#include "Session.h"
#include "src/servers/Server_Zone/Actor/Player.h"
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Core::Session::Session( uint32_t sessionId )
: m_sessionId( sessionId )
, m_lastDataTime( static_cast< uint32_t >( time( nullptr ) ) )
{
// boost::posix_time::ptime now = boost::date_time::not_a_date_time;
// now = boost::posix_time::microsec_clock::universal_time();
}
Core::Session::~Session()
{
}
void Core::Session::setZoneConnection( Core::Network::GameConnectionPtr pZoneCon )
{
pZoneCon->m_conType = Network::ConnectionType::Zone;
m_pZoneConnection = pZoneCon;
}
void Core::Session::setChatConnection( Core::Network::GameConnectionPtr pChatCon )
{
pChatCon->m_conType = Network::ConnectionType::Chat;
m_pChatConnection = pChatCon;
}
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Core::Network::GameConnectionPtr Core::Session::getZoneConnection() const
{
return m_pZoneConnection;
}
Core::Network::GameConnectionPtr Core::Session::getChatConnection() const
{
return m_pChatConnection;
}
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bool Core::Session::loadPlayer()
{
m_pPlayer = Entity::PlayerPtr( new Entity::Player() );
if( !m_pPlayer->load( m_sessionId, shared_from_this() ) )
return false;
return true;
}
void Core::Session::close()
{
if( m_pZoneConnection )
m_pZoneConnection->Disconnect();
// remove the session from the player
if( m_pPlayer )
// reset the zone, so the zone handler knows to remove the actor
m_pPlayer->setCurrentZone( nullptr );
}
uint32_t Core::Session::getId() const
{
return m_sessionId;
}
uint32_t Core::Session::getLastDataTime() const
{
return m_lastDataTime;
}
void Core::Session::updateLastDataTime()
{
m_lastDataTime = static_cast< uint32_t >( time( nullptr ) );
}
void Core::Session::update()
{
if( m_pZoneConnection )
{
m_pZoneConnection->processInQueue();
// SESSION LOGIC
m_pPlayer->update( Util::getTimeMs() );
m_pPlayer->createUpdateSql();
m_pZoneConnection->processOutQueue();
}
if( m_pZoneConnection )
{
m_pChatConnection->processInQueue();
m_pChatConnection->processOutQueue();
}
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}
Core::Entity::PlayerPtr Core::Session::getPlayer() const
{
return m_pPlayer;
}