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https://github.com/EQEmu/Server.git
synced 2026-06-02 15:20:26 +00:00
Added headless connection stuff, fixing connecting with daybreakconnections
This commit is contained in:
+254
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#include "login.h"
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#include "../common/eqemu_logsys.h"
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#include <openssl/des.h>
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const char* eqcrypt_block(const char *buffer_in, size_t buffer_in_sz, char* buffer_out, bool enc) {
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DES_key_schedule k;
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DES_cblock v;
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memset(&k, 0, sizeof(DES_key_schedule));
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memset(&v, 0, sizeof(DES_cblock));
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if (!enc && buffer_in_sz && buffer_in_sz % 8 != 0) {
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return nullptr;
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}
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DES_ncbc_encrypt((const unsigned char*)buffer_in, (unsigned char*)buffer_out, (long)buffer_in_sz, &k, &v, enc);
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return buffer_out;
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}
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LoginConnection::LoginConnection(const std::string &username, const std::string &password, const std::string &host, int host_port, const std::string &server)
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{
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m_connecting = false;
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m_username = username;
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m_password = password;
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m_host = host;
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m_host_port = host_port;
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m_server = server;
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m_connection_manager.reset(new EQ::Net::DaybreakConnectionManager());
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m_connection_manager->OnNewConnection(std::bind(&LoginConnection::OnNewConnection, this, std::placeholders::_1));
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m_connection_manager->OnConnectionStateChange(std::bind(&LoginConnection::OnStatusChangeActive, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
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m_connection_manager->OnPacketRecv(std::bind(&LoginConnection::OnPacketRecv, this, std::placeholders::_1, std::placeholders::_2));
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m_connection_manager->Connect(host, host_port);
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}
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LoginConnection::~LoginConnection()
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{
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}
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void LoginConnection::OnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection)
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{
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m_connection = connection;
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Log.OutF(Logs::General, Logs::Headless_Client, "Connecting...");
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}
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void LoginConnection::OnStatusChangeActive(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to)
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{
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if (to == EQ::Net::StatusConnected) {
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Log.OutF(Logs::General, Logs::Headless_Client, "Login connected.");
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SendSessionReady();
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}
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if (to == EQ::Net::StatusDisconnected) {
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Log.OutF(Logs::General, Logs::Headless_Client, "Login connection lost, reconnecting.");
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m_key.clear();
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m_dbid = 0;
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m_connection.reset();
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m_connection_manager->Connect(m_host, m_host_port);
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}
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}
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void LoginConnection::OnStatusChangeInactive(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to)
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{
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if (to == EQ::Net::StatusDisconnected) {
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m_key.clear();
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m_dbid = 0;
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m_connection.reset();
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}
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}
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void LoginConnection::OnPacketRecv(std::shared_ptr<EQ::Net::DaybreakConnection> conn, const EQ::Net::Packet &p)
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{
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auto opcode = p.GetUInt16(0);
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switch (opcode) {
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case 0x0017: //OP_ChatMessage
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SendLogin();
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break;
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case 0x0018:
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ProcessLoginResponse(p);
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break;
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case 0x0019:
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ProcessServerPacketList(p);
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break;
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case 0x0022:
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ProcessServerPlayResponse(p);
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break;
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}
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}
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void LoginConnection::Kill()
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{
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m_connection_manager->OnConnectionStateChange(std::bind(&LoginConnection::OnStatusChangeInactive, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
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m_key.clear();
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m_dbid = 0;
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m_connection->Close();
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}
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void LoginConnection::Start()
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{
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m_connection_manager->OnConnectionStateChange(std::bind(&LoginConnection::OnStatusChangeActive, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
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m_connection_manager->Connect(m_host, m_host_port);
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}
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void LoginConnection::SendSessionReady()
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{
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EQ::Net::DynamicPacket p;
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p.PutUInt16(0, 1); //OP_SessionReady
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p.PutUInt32(2, 2);
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m_connection->QueuePacket(p);
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}
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void LoginConnection::SendLogin()
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{
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size_t buffer_len = m_username.length() + m_password.length() + 2;
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std::unique_ptr<char[]> buffer(new char[buffer_len]);
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strcpy(&buffer[0], m_username.c_str());
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strcpy(&buffer[m_username.length() + 1], m_password.c_str());
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size_t encrypted_len = buffer_len;
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if (encrypted_len % 8 > 0) {
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encrypted_len = ((encrypted_len / 8) + 1) * 8;
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}
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EQ::Net::DynamicPacket p;
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p.Resize(12 + encrypted_len);
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p.PutUInt16(0, 2); //OP_Login
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p.PutUInt32(2, 3);
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eqcrypt_block(&buffer[0], buffer_len, (char*)p.Data() + 12, true);
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m_connection->QueuePacket(p);
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}
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void LoginConnection::SendServerRequest()
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{
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EQ::Net::DynamicPacket p;
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p.PutUInt16(0, 4); //OP_ServerListRequest
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p.PutUInt32(2, 4);
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m_connection->QueuePacket(p);
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}
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void LoginConnection::SendPlayRequest(uint32_t id)
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{
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EQ::Net::DynamicPacket p;
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p.PutUInt16(0, 0x000d);
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p.PutUInt16(2, 5);
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p.PutUInt32(4, 0);
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p.PutUInt32(8, 0);
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p.PutUInt32(12, id);
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m_connection->QueuePacket(p);
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}
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void LoginConnection::ProcessLoginResponse(const EQ::Net::Packet &p)
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{
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auto encrypt_size = p.Length() - 12;
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if (encrypt_size % 8 > 0) {
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encrypt_size = (encrypt_size / 8) * 8;
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}
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std::unique_ptr<char[]> decrypted(new char[encrypt_size]);
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eqcrypt_block((char*)p.Data() + 12, encrypt_size, &decrypted[0], false);
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EQ::Net::StaticPacket sp(&decrypted[0], encrypt_size);
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auto response_error = sp.GetUInt16(1);
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if (response_error > 101) {
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Log.OutF(Logs::General, Logs::Headless_Client, "Error logging in response code: {0}", response_error);
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Kill();
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}
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else {
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m_key = sp.GetCString(12);
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m_dbid = sp.GetUInt32(8);
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Log.OutF(Logs::General, Logs::Headless_Client, "Logged in successfully with dbid {0} and key {1}", m_dbid, m_key);
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SendServerRequest();
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}
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}
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void LoginConnection::ProcessServerPacketList(const EQ::Net::Packet &p)
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{
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m_world_servers.clear();
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auto number_of_servers = p.GetUInt32(18);
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size_t idx = 22;
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for (auto i = 0U; i < number_of_servers; ++i) {
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WorldServer ws;
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ws.address = p.GetCString(idx);
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idx += (ws.address.length() + 1);
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ws.type = p.GetInt32(idx);
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idx += 4;
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auto id = p.GetUInt32(idx);
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idx += 4;
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ws.long_name = p.GetCString(idx);
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idx += (ws.long_name.length() + 1);
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ws.lang = p.GetCString(idx);
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idx += (ws.lang.length() + 1);
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ws.region = p.GetCString(idx);
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idx += (ws.region.length() + 1);
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ws.status = p.GetInt32(idx);
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idx += 4;
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ws.players = p.GetInt32(idx);
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idx += 4;
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m_world_servers[id] = ws;
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}
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for (auto server : m_world_servers) {
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if (server.second.long_name.compare(m_server) == 0) {
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Log.OutF(Logs::General, Logs::Headless_Client, "Found world server {0}, attempting to login.", m_server);
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SendPlayRequest(server.first);
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return;
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}
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}
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Log.OutF(Logs::General, Logs::Headless_Client, "Got response from login server but could not find world server {0} disconnecting.", m_server);
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Kill();
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}
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void LoginConnection::ProcessServerPlayResponse(const EQ::Net::Packet &p)
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{
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auto allowed = p.GetUInt8(12);
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if (allowed) {
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auto server = p.GetUInt32(18);
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auto ws = m_world_servers.find(server);
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if (ws != m_world_servers.end()) {
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if (m_on_can_login_world) {
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m_on_can_login_world(ws->second, m_key, m_dbid);
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}
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Kill();
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}
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}
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else {
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auto message = p.GetUInt16(13);
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Log.OutF(Logs::General, Logs::Headless_Client, "Failed to login to server with message {0}");
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Kill();
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}
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}
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