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https://github.com/EQEmu/Server.git
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Tons of renames
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TCP_CONNECTION_H
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#define TCP_CONNECTION_H
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/*
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Parent classes for interserver TCP Communication.
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-Quagmire
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*/
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#ifdef _WINDOWS
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#define snprintf _snprintf
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#define strncasecmp _strnicmp
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#define strcasecmp _stricmp
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#include <process.h>
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#else
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#include <pthread.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <unistd.h>
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#include <errno.h>
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#include <fcntl.h>
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#define INVALID_SOCKET -1
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#define SOCKET_ERROR -1
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#include "unix.h"
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#endif
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#include "types.h"
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#include "Mutex.h"
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#include "queue.h"
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#include "misc_functions.h"
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class BaseTCPServer;
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class ServerPacket;
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#define TCPConnection_ErrorBufferSize 1024
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#define MaxTCPReceiveBuffferSize 524288
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#ifndef DEF_eConnectionType
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#define DEF_eConnectionType
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enum eConnectionType {Incomming, Outgoing};
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#endif
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class TCPConnection {
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protected:
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typedef enum {
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TCPS_Ready = 0,
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TCPS_Connecting = 1,
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TCPS_Connected = 100,
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TCPS_Disconnecting = 200, //I do not know the difference between Disconnecting and Closing
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TCPS_Disconnected = 201,
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TCPS_Closing = 250,
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TCPS_Error = 255
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} State_t;
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public:
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//socket created by a server (incoming)
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TCPConnection(uint32 ID, SOCKET iSock, uint32 irIP, uint16 irPort);
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//socket created to connect to a server (outgoing)
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TCPConnection(); // for outgoing connections
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virtual ~TCPConnection();
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// Functions for outgoing connections
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bool Connect(const char* irAddress, uint16 irPort, char* errbuf = 0);
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virtual bool ConnectIP(uint32 irIP, uint16 irPort, char* errbuf = 0);
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void AsyncConnect(const char* irAddress, uint16 irPort);
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void AsyncConnect(uint32 irIP, uint16 irPort);
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virtual void Disconnect();
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bool Send(const uchar* data, int32 size);
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char* PopLine(); //returns ownership of allocated byte array
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inline uint32 GetrIP() const { return rIP; }
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inline uint16 GetrPort() const { return rPort; }
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virtual State_t GetState() const;
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inline bool Connected() const { return (GetState() == TCPS_Connected); }
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bool ConnectReady() const;
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void Free(); // Inform TCPServer that this connection object is no longer referanced
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inline uint32 GetID() const { return id; }
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bool GetEcho();
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void SetEcho(bool iValue);
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bool GetSockName(char *host, uint16 *port);
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//should only be used by TCPServer<T>:
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bool CheckNetActive();
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inline bool IsFree() const { return pFree; }
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virtual bool Process();
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protected:
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friend class BaseTCPServer;
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void SetState(State_t iState);
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static ThreadReturnType TCPConnectionLoop(void* tmp);
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// SOCKET sock;
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bool RunLoop();
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Mutex MLoopRunning;
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Mutex MAsyncConnect;
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bool GetAsyncConnect();
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bool SetAsyncConnect(bool iValue);
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char* charAsyncConnect;
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bool pAsyncConnect; //this flag should really be turned into a state instead.
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virtual bool ProcessReceivedData(char* errbuf = 0);
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virtual bool SendData(bool &sent_something, char* errbuf = 0);
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virtual bool RecvData(char* errbuf = 0);
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virtual void ClearBuffers();
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bool m_previousLineEnd;
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eConnectionType ConnectionType;
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Mutex MRunLoop;
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bool pRunLoop;
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SOCKET connection_socket;
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uint32 id;
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uint32 rIP;
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uint16 rPort; // host byte order
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bool pFree;
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mutable Mutex MState;
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State_t pState;
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//text based line out queue.
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Mutex MLineOutQueue;
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virtual bool LineOutQueuePush(char* line); //this is really kinda a hack for the transition to packet mode. Returns true to stop processing the output.
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MyQueue<char> LineOutQueue;
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uchar* recvbuf;
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int32 recvbuf_size;
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int32 recvbuf_used;
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int32 recvbuf_echo;
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volatile bool pEcho;
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Mutex MSendQueue;
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uchar* sendbuf;
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int32 sendbuf_size;
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int32 sendbuf_used;
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bool ServerSendQueuePop(uchar** data, int32* size);
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bool ServerSendQueuePopForce(uchar** data, int32* size); //does a lock() instead of a trylock()
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void ServerSendQueuePushEnd(const uchar* data, int32 size);
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void ServerSendQueuePushEnd(uchar** data, int32 size);
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void ServerSendQueuePushFront(uchar* data, int32 size);
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private:
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void FinishDisconnect();
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};
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#endif
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