Eris::Lobby Class Reference

Lobby is the Out-of-Game session object, valid from connection to the server until disconnection. More...

#include <Lobby.h>

Inheritance diagram for Eris::Lobby:

Eris::Room Eris::Router List of all members.

Public Member Functions

 Lobby (Account *acc)
 Create a Lobby for the specified account, and retrive the initial OOG structure if the Account is logged in and connected.
virtual ~Lobby ()
 Delete the Lobby, including all it's Rooms and Persons.
Roomjoin (const std::string &roomID)
 Join the specified room, or return NULL if an error occurs.
PersongetPerson (const std::string &acc)
 obtain a person's info, given their account ID; may return NULL
RoomgetRoom (const std::string &id)
 Obtain a Room object, given the rooms' id.
AccountgetAccount () const
 Retrive the Account which this lobbby is bound to.
ConnectiongetConnection () const
 Helper method to access the underlying Connection from the Account.

Public Attributes

sigc::signal< void, Person * > SightPerson
 Emitted when sight of a person is received.
sigc::signal< void, Person *,
const std::string & > 
PrivateTalk
 Emitted when some person sends a private (one-to-one) chat message to the client's account.

Protected Member Functions

void look (const std::string &id)
void sightPerson (const Atlas::Objects::Entity::Account &ac)
Router::RouterResult recvTalk (const Atlas::Objects::Operation::Talk &tk)
void recvInitialSight (const Atlas::Objects::Entity::RootEntity &ent)
void recvAppearance (const Atlas::Objects::Root &obj)
void recvDisappearance (const Atlas::Objects::Root &obj)
Router::RouterResult recvImaginary (const Atlas::Objects::Operation::Imaginary &im)

Friends

class Room
class OOGRouter

Detailed Description

Lobby is the Out-of-Game session object, valid from connection to the server until disconnection.

It manages the entire OOG structure, which consists of rooms and people. People can be in more than one room (this is the big difference to in-game). Note the entire OOG system remains live and valid even when an Avatar is active, it's up to the client to present some UI for accessing the OOG system if it wants.

Of course, nothing requries to create a Lobby at all, Account and the in-game structure will work perfectly well without one.


Member Function Documentation

Room * Eris::Lobby::getRoom ( const std::string &  id  ) 

Obtain a Room object, given the rooms' id.

This will return NULL if the id is invalid.

Room * Eris::Lobby::join ( const std::string &  roomID  ) 

Join the specified room, or return NULL if an error occurs.

Note the Room will not be valid until it emits the Entered signal.


Member Data Documentation

sigc::signal<void, Person*, const std::string&> Eris::Lobby::PrivateTalk

Emitted when some person sends a private (one-to-one) chat message to the client's account.

The first argument is the sender, which will always be a valid Person object, and the second is the message text.


The documentation for this class was generated from the following files:
Generated on Wed Jan 31 07:41:56 2007 for Eris by  doxygen 1.4.7