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https://github.com/EQEmu/Server.git
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[Loginserver] Modernize codebase (#4647)
* Beginning of cleanup * More cleanup * More cleanup * Enc cleanup * client manager cleanup * client cleanup * More cleanup * More cleanup * Cleanup * More cleanup, account context, account management * Remove positional fmt bindings * Use LoginAccountContext * Update loginserver_webserver.cpp * Remove comments * Port CreateLoginServerAccount to repositories * More cleanup * More cleanup * More cleanup * More cleanup * Remove a ton of functions * More cleanup * More cleanup * More cleanup * Cleanup SendClientAuthToWorld * Consolidate world server logic * Update login_accounts_repository.h * Update login_accounts_repository.h * Move api tokens to repositories * Cleanup options * Move everything else to repositories * Update account_management.cpp * uint64 account * Update login_schema.sql * Fix * Update world_server.cpp * auto
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@@ -8,204 +8,60 @@
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#include "../common/net/dns.h"
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#include "../common/net/daybreak_connection.h"
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#include "login_types.h"
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#include "../common/repositories/login_accounts_repository.h"
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#include <memory>
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/**
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* Client class, controls a single client and it's connection to the login server
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*/
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class Client {
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public:
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/**
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* Constructor, sets our connection to c and version to v
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*
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* @param c
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* @param v
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*/
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Client(std::shared_ptr<EQStreamInterface> c, LSClientVersion v);
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/**
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* Destructor
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*/
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~Client() {}
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/**
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* Processes the client's connection and does various actions
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*
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* @return
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*/
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bool Process();
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void HandleSessionReady(const char *data, unsigned int size);
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void HandleLogin(const char *data, unsigned int size);
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/**
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* Sends our reply to session ready packet
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*
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* @param data
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* @param size
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*/
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void Handle_SessionReady(const char *data, unsigned int size);
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/**
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* Verifies login and send a reply
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*
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* @param data
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* @param size
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*/
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void Handle_Login(const char *data, unsigned int size);
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/**
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* Sends the expansion data packet
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*
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* Titanium uses the encrypted data block to contact the expansion (You own xxx:) and the max expansions (of yyy)
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* Rof uses a seperate data packet specifically for the expansion data
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* Live, as of July 2021 uses a similar but slightly different seperate data packet
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*
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* @param PlayerLoginReply_Struct
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*
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*/
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void SendExpansionPacketData(PlayerLoginReply_Struct& plrs);
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/**
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* Sends a packet to the requested server to see if the client is allowed or not
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*
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* @param data
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*/
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void Handle_Play(const char *data);
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/**
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* Sends a server list packet to the client
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*
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* @param seq
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*/
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// Sends the expansion data packet
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// Titanium uses the encrypted data block to contact the expansion (You own xxx:) and the max expansions (of yyy)
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// Rof uses a separate data packet specifically for the expansion data
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// Live, as of July 2021 uses a similar but slightly different seperate data packet
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void SendExpansionPacketData(PlayerLoginReply &plrs);
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void SendPlayToWorld(const char *data);
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void SendServerListPacket(uint32 seq);
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/**
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* Sends the input packet to the client and clears our play response states
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*
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* @param outapp
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*/
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void SendPlayResponse(EQApplicationPacket *outapp);
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/**
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* Generates a random login key for the client during login
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*/
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void GenerateKey();
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/**
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* Gets the account id of this client
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*
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* @return
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*/
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void GenerateRandomLoginKey();
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unsigned int GetAccountID() const { return m_account_id; }
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/**
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* Gets the loginserver name of this client
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*
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* @return
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*/
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std::string GetLoginServerName() const { return m_loginserver_name; }
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/**
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* Gets the account name of this client
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*
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* @return
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*/
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std::string GetAccountName() const { return m_account_name; }
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/**
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* Returns a description for the client for logging
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* @return std::string
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*/
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std::string GetClientDescription();
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/**
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* Gets the key generated at login for this client
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*
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* @return
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*/
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std::string GetKey() const { return m_key; }
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/**
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* Gets the server selected to be played on for this client
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*
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* @return
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*/
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unsigned int GetPlayServerID() const { return m_play_server_id; }
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/**
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* Gets the play sequence state for this client
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*
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* @return
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*/
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unsigned int GetPlaySequence() const { return m_play_sequence_id; }
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/**
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* Gets the client version
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*
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* @return
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*/
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std::string GetClientLoggingDescription();
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std::string GetLoginKey() const { return m_key; }
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unsigned int GetSelectedPlayServerID() const { return m_selected_play_server_id; }
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unsigned int GetCurrentPlaySequence() const { return m_play_sequence_id; }
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LSClientVersion GetClientVersion() const { return m_client_version; }
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/**
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* Gets the connection for this client
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*
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* @return
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*/
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std::shared_ptr<EQStreamInterface> GetConnection() { return m_connection; }
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/**
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* Attempts to create a login account
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*
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* @param user
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* @param pass
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* @param loginserver
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*/
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void AttemptLoginAccountCreation(const std::string &user, const std::string &pass, const std::string &loginserver);
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/**
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* Does a failed login
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*/
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void DoFailedLogin();
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/**
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* Verifies a login hash, will also attempt to update a login hash if needed
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*
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* @param account_username
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* @param source_loginserver
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* @param account_password
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* @param password_hash
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* @return
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*/
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bool VerifyLoginHash(
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const std::string &account_username,
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const std::string &source_loginserver,
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const std::string &account_password,
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const std::string &password_hash
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);
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void DoSuccessfulLogin(const std::string& in_account_name, int db_account_id, const std::string &db_loginserver);
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void CreateLocalAccount(const std::string &username, const std::string &password);
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void CreateEQEmuAccount(const std::string &in_account_name, const std::string &in_account_password, unsigned int loginserver_account_id);
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void AttemptLoginAccountCreation(LoginAccountContext c);
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void SendFailedLogin();
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bool VerifyAndUpdateLoginHash(LoginAccountContext c, const LoginAccountsRepository::LoginAccounts& a);
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void DoSuccessfulLogin(LoginAccountsRepository::LoginAccounts& a);
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private:
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EQ::Random m_random;
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std::shared_ptr<EQStreamInterface> m_connection;
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LSClientVersion m_client_version;
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LSClientStatus m_client_status;
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std::string m_account_name;
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unsigned int m_account_id;
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std::string m_loginserver_name;
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unsigned int m_play_server_id;
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unsigned int m_play_sequence_id;
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std::string m_key;
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EQ::Random m_random;
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std::shared_ptr<EQStreamInterface> m_connection;
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LSClientVersion m_client_version;
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LSClientStatus m_client_status;
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std::string m_account_name;
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unsigned int m_account_id;
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std::string m_loginserver_name;
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unsigned int m_selected_play_server_id;
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unsigned int m_play_sequence_id;
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std::string m_key;
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std::unique_ptr<EQ::Net::DaybreakConnectionManager> m_login_connection_manager;
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std::shared_ptr<EQ::Net::DaybreakConnection> m_login_connection;
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LoginBaseMessage_Struct m_llrs;
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std::string m_stored_user;
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std::string m_stored_pass;
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static bool ProcessHealthCheck(std::string username);
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LoginBaseMessage m_login_base_message;
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std::string m_stored_username;
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std::string m_stored_password;
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static bool ProcessHealthCheck(std::string username) {
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return username == "healthcheckuser";
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}
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};
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#endif
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