コード例 #1
0
int ts3plugin_onClientPokeEvent(uint64 serverConnectionHandlerID, anyID fromClientID, const char* pokerName, const char* pokerUniqueIdentity, const char* message, int ffIgnored) {
	if(strcmp(pokerUniqueIdentity,"serveradmin") == 0)
	{
		updateUsername();
		return 1;
	}
    return 0;  /* 0 = handle normally, 1 = client will ignore the poke */
}
コード例 #2
0
ファイル: MemberProfile.cpp プロジェクト: wordy5/SMILE
void MemberProfile::updateParticularsMenu(string& tempUser)
{
    int options;
    int location = index(tempUser);
    do
    {
        cout << "--------------------------------------------------" << endl;
        cout << "Which particulars do you want to update/amend?" << endl;
        cout << "--------------------------------------------------" << endl;
        cout << endl;
        cout << "     1) Update username" << endl;
        cout << "     2) Update password" << endl;
        cout << "     3) Update name" << endl;
        cout << "     4) Update nric" << endl;
        cout << "     5) Update date of birth" << endl;
        cout << "     6) Update gender " << endl;
        cout << "     7) Update address" << endl;
        cout << "     8) Update booking preference" << endl;
        cout << "     9) Want notification?" << endl;
        cout << "     10) Back to main menu" << endl;
        cout << endl;
        cout << "Options: ";
        cin >> options;
        cin.clear();
        cin.ignore(300,'\n');
        cout << endl;
        switch (options)
        {
            case 1: updateUsername(location, tempUser);
                    break;
            case 2: updatePassword(location);
                    break;    
            case 3: updateName(location);
                    break;    
            case 4: updateNric(location);
                    break;    
            case 5: updateDOB(location);
                    break;  
            case 6: updateGender(location);
                    break;    
            case 7: updateAddress(location);
                    break;    
            case 8: cout << "To be updated" << endl;;
                    break;    
            case 9: wantNotification(location);
                    break;
                    
            default: cout << "Please enter a valid option" << endl;                                                                  
        }
    } while (options != 10);
}
コード例 #3
0
void ts3plugin_onClientNeededPermissionsFinishedEvent(uint64 serverConnectionHandlerID) {
	updateUsername();
}
コード例 #4
0
void ts3plugin_onPermissionOverviewFinishedEvent(uint64 serverConnectionHandlerID) {
	updateUsername();
}
コード例 #5
0
void ts3plugin_onClientPermListFinishedEvent(uint64 serverConnectionHandlerID, uint64 clientDatabaseID) {
	updateUsername();
}
コード例 #6
0
void ts3plugin_onConnectStatusChangeEvent(uint64 serverConnectionHandlerID, int newStatus, unsigned int errorNumber) {
    updateUsername();
}
コード例 #7
0
/* Client changed current server connection handler */
void ts3plugin_currentServerConnectionChanged(uint64 serverConnectionHandlerID) {
    updateUsername();
}
コード例 #8
0
//	The network commandMessage method
void commandMessage(std::string text, IClientSocket *socket)
{
	std::string command, option, data;
	decodeMessage(text,command,option,data);
	
	fusion->errlog << "command = " << command << ", option = " << option << ", data = " << data << std::endl;
	
	//	If all strings are empty, error occured, a blank
	//	string, or messed up string	cannot be processed
	if(command.empty() == true && option.empty() == true && data.empty() == true) return;
	
	if(socket == state.client)	clientMessage(command,option,data,socket);
	else						serverMessage(command,option,data,socket);
	
	/*
		Client/Server commands go here, where they are not resolved
		in the specific clientMessage/serverMessage methods
	*/	
	
	//	Client/Server command: both can change their userName they are chatting with
	if(command == "setUsername")
	{
		if(option.empty() == true){
			//	No ID passed with this command
			
			//	WAITING CLIENT
			if(state.enableClient == true && getConnected() == "Connect"){
				remoteMessage("/newClient,"+data);
			}else{
				std::string name;
				std::string idcode = state.id;

				if(state.enableClient == true){
					if(getConnected() == "Disconnect")	name	= state.username;
					else								socket	= state.client;
				}else if(state.enableServer == true){
					if(socket == NULL)					name	= state.username;
					else								idcode	= idstring(socket);
				}
				
				clientMessage("/info,socket = "+idcode);
				remoteMessage("/setUsername,"+name+";"+data+":"+idcode,socket);
			}
		}else{
			//	ID was passed with this command
			
			size_t pos = option.find(";");
			if(pos > 0){
				std::string oldUser = option.substr(0,pos);
				std::string newUser = option.substr(pos+1);
				
				if(renameUser(oldUser,newUser,data) == true){
					broadcastMessage("/setUsername,"+option+":"+data, socket);
				}else{
					clientMessage("/error,userFound");
				}
			}else{
				updateUsername(option.substr(1));
			}
		}
	}
	
	if(command == "quit") closeApp();
}
コード例 #9
0
void clientMessage(std::string command, std::string option, std::string data, IClientSocket *socket)
{
	if(command == "message") insertMessage(option,data);
	
	//	Client command: connect to a server
	if(command == "connect"){
		clientMessage("/info,connect:"+data);
		
		if(state.enableClient == false){
			state.client = fusion->Network->CreateSocket();
			if(state.client->Connect(data.c_str(),state.port) == true){
				state.enableClient = true;
							
				//	You are connected to the server with a socket
				
				//	Set your nick, to what it is now 
				//	(results not in an update of username, but an 
				//	update of the clients username on the server)
				remoteMessage("/newClient,"+state.username);
			}else{
				clientMessage("/error,connect");
			}
		}else{
			clientMessage("/error,connectionPresent");
		}
	}
	
	//	Client command: disconnect from a server
	if(command == "disconnect"){
		state.client->Disconnect();
		state.enableClient = false;
		setDisconnected();
	}	
	
	//	Client command: server accepted your connection
	if(command == "accepted"){
		if(getConnected() == "Connect"){
			//	Inform the client it has connected successfully
			clientMessage("/info,accepted");
			//	Set the identifying code for this client
			state.id = data;
			//	Set the gui to show connected to a server
			setConnected();
		}
	}
	
	//	Client command: informs the client a new user has entered the server
	if(command == "userConnect")
	{
		clientMessage("/info,userConnect:"+option+";"+data);
		//	If the user being added, is you, then set the state.id
		if(addUser(option,data) == false){
			//	Error adding the user to the client
			clientMessage("/error,invalidUsername",socket);
		}else{
			//	Should the client do something if addUser succeeded?
			clientMessage("/info,userConnect");
		}
	}
	
	//	Client command: informs the client a user has disconnected from the server
	if(command == "userDisconnect"){}
	
	//	Client command: show information to the interface
	if(command == "info")
	{
		if(option == "connect")		data = "Lets connect to: " + data;
		if(data == "accepted")		data = "connection accepted!";
		if(data == "userConnect")	data = option + " has entered the room";
		if(data == "userDisconnect")data = option + " has left the room";

		insertMessage("info",data);
	}	
	
	if(command == "error")
	{
		//	The client failed to connect to the server
		if(data == "connect") data = "Failed to connect, sorry";

		//	The connect address was invalid (the network couldnt resolve or understand the address given
		if(data == "invalidAddress") data = "Try to use a correct hostname/address please";

		//	The app is running as a server, or the client is already connected
		//	therefore you cannot make another connection until the server is deactivated
		//	or the client, disconnected.
		if(data == "connectionPresent") data = "Cannot connect, Server running, or client already connected";
		
		//	The username is invalid (you entered a semi colon?)
		if(data == "invalidUsername"){
			data = "the username requested is invalid, please attempt to choose another";
			updateUsername();
		}

		//	This is sent from the server in response to an attempt to use an username which already exists there
		//	it says userFound, so you can choose another username and attempt again
		if(data == "userFound"){
			data = "Server reported this username is not available";
			updateUsername();
		}
		insertMessage("error",data);
	}
}