#include <SPMessageClass.h>
Public Member Functions | |
| SPMessageClass () | |
| ~SPMessageClass () | |
| SPMessageClass (const SPMessageClass &mess) | |
| operator= (const SPMessageClass &mess) | |
| SPMessageClass (string INgameID, string INtransactionID, string INsenderID, vector< string > INreceiverIDlist, string INmessType, bool INsignedflag, SPUEPrivatePolicy INvirtualflag, bool INencryptedflag, vector< string > INmessagebody, vector< byte > INsignature, string INmessID, SPGameInterface *game) | |
| string | validateMessageLoad () |
| bool | verifyMessageSignature (SPGameInterface *game) |
| string | getGameID () |
| string | getTransactionID () |
| string | getSenderID () |
| string | getMessageType () |
| bool | getSignedFlag () |
| bool | getEncryptedFlag () |
| SPUEPrivatePolicy | getPrivateflag () |
| string | getMessageID () |
| string | getSignature () |
| vector< byte > | getBSignature () |
| vector< string > | getReceiverIDlist () |
| vector< string > | getMessageBody () |
| bool | encrypt (SPGameInterface *spc) |
| bool | decrypt (SPGameInterface *spc) |
Public Attributes | |
| const string | extendedversion |
| const string | releaseversion |
Private Member Functions | |
| void | buildmessage (string INgameID, string INtransactionID, string INsenderID, vector< string > INreceiverIDlist, string INmessType, bool INsignedflag, SPUEPrivatePolicy INprivateflag, bool INencryptedflag, vector< string > INmessagebody, vector< byte > INsignature, string INmessID, SPGameInterface *game) |
| string | prnewMessageID () |
| string | prhashableMessage () |
Private Attributes | |
| string | gameID |
| string | transactionID |
| string | senderID |
| vector< string > | receivers |
| string | messType |
| bool | signedflag |
| bool | encryptedflag |
| SPUEPrivatePolicy | privateflag |
| vector< string > | message |
| vector< byte > | signature |
| string | messageID |
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Default Constructor. |
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Default Destructor |
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Copy constructor. |
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Constructs an overloaded SPAbstractMessageClass()
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This method builds this class.
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This method safely decrypts the message string* and loads the results into the message body array using the global SPdecrypt function.
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This method safely encrypts the message body string* using the global SPencrypt function.
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Gets the signature of the message.
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Gets the enrypted flag of the message.
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Gets the id of the game associated with the message.
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Gets the message body.
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Gets the message id.
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Gets the message type.
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Gets the virtual policy of the message.
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Gets the reciever id list of the message.
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Gets the senderID property of the class.
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Gets the signature of the message.
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Gets the signed flag of the message.
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Gets the id of the transaction associated with the message.
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= operator for copying this class. |
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Creates a string to be used by the hash function. This string includes the portions of the message instance that are to be included in the hash function.
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This method generates a messageID for messages that need an ID generated.
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This method validates a SPMessageClass instance to check that it is well-formed - that all of the parameters are set from a SPMessageClass perspective. NOTE: it does not validate that the content of a message is valid.
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This method verifies the signature associated with a message. Note, if the signedflag is set to TRUE, a real digital signature is used as specified by the game configuration (see SPGame). If the signedflag is set to FALSE, then the message is checked against the hash function.
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The "encryptedflag" determines whether the message has been encrypted so that it can be handled appropriately. Typically, locally generated messages are not stored in the message log in encrypted form nor are remotely generated. Encryption occurs after signing so that signatures will not be affected if the encryption has been removed. The encrypted flag can have two values: true (for encrypted) and false (for not). |
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Developer extended version. |
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The gameID is a unique ID associated with the game. It is generated externally to the SecurePlay library. |
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This string* array holds the message body. Message body elements should consists solely of string*s of alphanumeric characters 0..9A..Za..z. |
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The message ID is a unique message identifer at the game instance level. Thus, messageIDs should be unique within a specific game. |
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This is the most important element of a message - it tells the receiving SecurePlay library instance where to hand the message off to for further processing. |
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This flag describes whether the message is a virtual message (i.e., that it will be routed only to a specific set of recipients) denoted by "P", or virtual (that is will be routed to all players) denoted by "A" or an alternate message sent to the other game recipients not part of the virtual transaction denoted by "Q". |
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This is the list of receivers of a message. |
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IT GlobalSecure release version. |
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The senderID is the unique identifier of the sender Player (instance of SPPlayerClass) of a game message. |
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The signature is the either the hash of the "prhashableMessage()" portions of the message or a digital signature function applied to the message hash. |
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This provides a flag to determine if the message has been digitally signed. NOTE: as a default, the SecurePlay library does attach a hash of the message that is used in this attribute. |
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This is the unique identifier of the transaction associated with the message. It is used to key the message processor to route the incoming message to the proper transaction object. |