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Added headless connection stuff, fixing connecting with daybreakconnections
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@@ -0,0 +1,78 @@
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#include "world.h"
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#include "../common/eqemu_logsys.h"
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WorldConnection::WorldConnection(const std::string &key, uint32_t dbid, const std::string &host)
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{
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m_connecting = false;
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m_host = host;
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m_key = key;
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m_dbid = dbid;
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m_connection_manager.reset(new EQ::Net::DaybreakConnectionManager());
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m_connection_manager->OnNewConnection(std::bind(&WorldConnection::OnNewConnection, this, std::placeholders::_1));
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m_connection_manager->OnConnectionStateChange(std::bind(&WorldConnection::OnStatusChangeActive, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
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m_connection_manager->OnPacketRecv(std::bind(&WorldConnection::OnPacketRecv, this, std::placeholders::_1, std::placeholders::_2));
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m_connection_manager->Connect(host, 9000);
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}
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WorldConnection::~WorldConnection() {
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}
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void WorldConnection::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 to world...");
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}
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void WorldConnection::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, "World connected.");
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SendClientAuth();
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}
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if (to == EQ::Net::StatusDisconnected) {
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Log.OutF(Logs::General, Logs::Headless_Client, "World connection lost, reconnecting.");
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m_connection.reset();
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m_connection_manager->Connect(m_host, 9000);
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}
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}
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void WorldConnection::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_connection.reset();
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}
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}
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void WorldConnection::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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Log.OutF(Logs::General, Logs::Headless_Client, "Packet in:\n{0}", p.ToString());
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}
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void WorldConnection::Kill()
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{
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m_connection_manager->OnConnectionStateChange(std::bind(&WorldConnection::OnStatusChangeInactive, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
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m_connection->Close();
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}
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void WorldConnection::Start()
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{
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m_connection_manager->OnConnectionStateChange(std::bind(&WorldConnection::OnStatusChangeActive, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
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m_connection_manager->Connect(m_host, 9000);
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}
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void WorldConnection::SendClientAuth()
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{
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EQ::Net::DynamicPacket p;
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p.Resize(2 + 464);
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p.PutUInt16(0, 0x7a09U);
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std::string dbid_str = std::to_string(m_dbid);
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p.PutCString(2, dbid_str.c_str());
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p.PutCString(2 + dbid_str.length() + 1, m_key.c_str());
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m_connection->QueuePacket(p);
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}
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