Files
pokerth/src/playerdata.cpp
T

198 lines
4.6 KiB
C++

/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <playerdata.h>
using namespace std;
PlayerData::PlayerData(unsigned uniqueId, int number, PlayerType type, PlayerRights rights, bool isGameAdmin)
: m_uniqueId(uniqueId), m_dbId(DB_ID_INVALID), m_number(number), m_type(type), m_rights(rights), m_isGameAdmin(isGameAdmin)
{
}
PlayerData::PlayerData(const PlayerData &other)
: m_uniqueId(other.GetUniqueId()), m_number(other.GetNumber()), m_name(other.GetName()),
m_avatarFile(other.GetAvatarFile()), m_type(other.GetType()), m_rights(other.GetRights()),
m_isGameAdmin(other.IsGameAdmin()), m_netSessionData(other.GetNetSessionData())
{
}
PlayerData::~PlayerData()
{
}
string
PlayerData::GetName() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_name;
}
void
PlayerData::SetName(const string &name)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_name = name;
}
string
PlayerData::GetPassword() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_password;
}
void
PlayerData::SetPassword(const string &password)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_password = password;
}
string
PlayerData::GetAvatarFile() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_avatarFile;
}
void
PlayerData::SetAvatarFile(const std::string &avatarFile)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_avatarFile = avatarFile;
}
MD5Buf
PlayerData::GetAvatarMD5() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_avatarMD5;
}
void
PlayerData::SetAvatarMD5(const MD5Buf &avatarMD5)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_avatarMD5 = avatarMD5;
}
boost::shared_ptr<SessionData>
PlayerData::GetNetSessionData() const
{
// setting/getting boost::shared_ptr is thread safe.
return m_netSessionData;
}
void
PlayerData::SetNetSessionData(boost::shared_ptr<SessionData> session)
{
// setting/getting boost::shared_ptr is thread safe.
m_netSessionData = session;
}
boost::shared_ptr<AvatarFile>
PlayerData::GetNetAvatarFile() const
{
return m_netAvatarFile;
}
void
PlayerData::SetNetAvatarFile(boost::shared_ptr<AvatarFile> AvatarFile)
{
m_netAvatarFile = AvatarFile;
}
PlayerType
PlayerData::GetType() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_type;
}
void
PlayerData::SetType(PlayerType type)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_type = type;
}
PlayerRights
PlayerData::GetRights() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_rights;
}
bool
PlayerData::IsGameAdmin() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_isGameAdmin;
}
void
PlayerData::SetGameAdmin(bool isAdmin)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_isGameAdmin = isAdmin;
}
unsigned
PlayerData::GetUniqueId() const
{
// const value - no mutex needed.
return m_uniqueId;
}
int
PlayerData::GetNumber() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_number;
}
void
PlayerData::SetNumber(int number)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_number = number;
}
DB_id
PlayerData::GetDBId() const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_dbId;
}
void
PlayerData::SetDBId(DB_id id)
{
boost::mutex::scoped_lock lock(m_dataMutex);
m_dbId = id;
}
bool
PlayerData::operator<(const PlayerData &other) const
{
boost::mutex::scoped_lock lock(m_dataMutex);
return m_number < other.GetNumber();
}