#ifndef _GAMECOMMANDHANDLER_H_ #define _GAMECOMMANDHANDLER_H_ #include #include "DebugCommand.h" #include #include "src/servers/Server_Zone/Forwards.h" namespace Core { // handler for in game commands class DebugCommandHandler { private: // container mapping command string to command object std::map > m_commandMap; public: DebugCommandHandler(); ~DebugCommandHandler(); // register command to command map void registerCommand( const std::string& n, DebugCommand::pFunc, const std::string& hText, Common::UserLevel uLevel ); // execute command if registered void execCommand( char * data, Entity::PlayerPtr pPlayer ); // command handler callbacks void set( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void get( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void add( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); //void debug( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void scriptReload( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void injectPacket( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void injectChatPacket( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void nudge( char* data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); void serverInfo( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr command ); }; } #endif