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Added headless connection stuff, fixing connecting with daybreakconnections
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#pragma once
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#include "../common/net/daybreak_connection.h"
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#include "../common/event/timer.h"
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#include <map>
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class WorldConnection
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{
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public:
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WorldConnection(const std::string &key, uint32_t dbid, const std::string &host);
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~WorldConnection();
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private:
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void OnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection);
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void OnStatusChangeActive(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to);
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void OnStatusChangeInactive(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to);
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void OnPacketRecv(std::shared_ptr<EQ::Net::DaybreakConnection> conn, const EQ::Net::Packet &p);
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void Kill();
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void Start();
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void SendClientAuth();
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std::unique_ptr<EQ::Net::DaybreakConnectionManager> m_connection_manager;
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std::shared_ptr<EQ::Net::DaybreakConnection> m_connection;
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bool m_connecting;
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std::unique_ptr<EQ::Timer> m_connect_timer;
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std::string m_host;
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std::string m_key;
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uint32_t m_dbid;
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};
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