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sapphire/src/servers/Server_Zone/DebugCommand/DebugCommandHandler.h

51 lines
1.9 KiB
C++

#ifndef _GAMECOMMANDHANDLER_H_
#define _GAMECOMMANDHANDLER_H_
#include <map>
#include "DebugCommand.h"
#include <Server_Common/Common.h>
#include "Forwards.h"
namespace Core {
// handler for in game commands
class DebugCommandHandler
{
private:
// container mapping command string to command object
std::map< std::string, boost::shared_ptr< DebugCommand > > m_commandMap;
public:
DebugCommandHandler();
~DebugCommandHandler();
// register command to command map
void registerCommand( const std::string& n, DebugCommand::pFunc, const std::string& hText, uint8_t uLevel );
// execute command if registered
void execCommand( char * data, Entity::Player& player );
// help command
void help( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
// command handler callbacks
void set( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void get( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void add( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
//void debug( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void scriptReload( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void injectPacket( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void injectChatPacket( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void nudge( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void serverInfo( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void unlockCharacter( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
void targetInfo( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command );
};
}
#endif