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ce4e8c42 1#ifndef __GS__DATALAYEREXCEPTIONS_H__\r
2#define __GS__DATALAYEREXCEPTIONS_H__\r
3\r
4#include <GameServ/GameServException.h>\r
5using GameServ::Exceptions::GameServException;\r
6\r
7namespace GameServ { namespace DataLayer \r
8{\r
9 //! Generic and defined exceptions thrown concerning Game Layer errors\r
10 /*!\r
11 All Game Layer exceptions derive from GameLayerException to \r
12 provide more concrete error descriptions that allow the client to \r
13 pinpoint situations that may occur.\r
14 */\r
15 namespace Exceptions\r
16 {\r
17 //! Generic base data layer exception\r
18 /*!\r
19 Derive all data layer specific exceptions from this base class\r
20 to clasify them as a data layer exception.\r
21 */\r
22 class DataLayerException : public GameServException\r
23 {\r
24 public:\r
25 DataLayerException(const string &ErrorMsg, const char *pFilename, int LineNumber);\r
26 DataLayerException(const string &ErrorMsg);\r
27 DataLayerException(void);\r
28 };\r
29\r
30 //! Occurs when there is a problem accessing a data resource\r
31 /*!\r
32 More concrete instantiations may actually exist when this occurs, like\r
33 if a particular SQL problem occurs, or an Edx file IO problem happens, but\r
34 this allows us to deal with those in a more generic way, whilest the \r
35 message stays somewhat more specific.\r
36 */\r
37 class ResourceException : public DataLayerException\r
38 {\r
39 public:\r
40 ResourceException(const string &ErrorMsg, const char *pFilename, int LineNumber);\r
41 ResourceException(const string &ErrorMsg);\r
42 ResourceException(void);\r
43 };\r
44 } // Exceptions\r
45} } // GameServ.DataLayer\r
46\r
47#endif // __GS__DATALAYEREXCEPTIONS_H__\r