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Headless client work
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#pragma once
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#include "../common/eqemu_logsys.h"
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#include "../common/net/daybreak_connection.h"
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#include "../common/event/timer.h"
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#include <openssl/des.h>
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#include <string>
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#include <map>
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struct WorldServer
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{
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std::string long_name;
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std::string address;
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int type;
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std::string lang;
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std::string region;
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int status;
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int players;
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};
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class EverQuest
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{
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public:
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EverQuest(const std::string &host, int port, const std::string &user, const std::string &pass, const std::string &server, const std::string &character);
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~EverQuest();
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private:
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//Login
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void LoginOnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection);
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void LoginOnStatusChangeReconnectEnabled(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to);
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void LoginOnStatusChangeReconnectDisabled(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to);
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void LoginOnPacketRecv(std::shared_ptr<EQ::Net::DaybreakConnection> conn, const EQ::Net::Packet &p);
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void LoginSendSessionReady();
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void LoginSendLogin();
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void LoginSendServerRequest();
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void LoginSendPlayRequest(uint32_t id);
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void LoginProcessLoginResponse(const EQ::Net::Packet &p);
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void LoginProcessServerPacketList(const EQ::Net::Packet &p);
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void LoginProcessServerPlayResponse(const EQ::Net::Packet &p);
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void LoginDisableReconnect();
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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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std::map<uint32_t, WorldServer> m_world_servers;
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//World
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void ConnectToWorld();
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void WorldOnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection);
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void WorldOnStatusChangeReconnectEnabled(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to);
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void WorldOnStatusChangeReconnectDisabled(std::shared_ptr<EQ::Net::DaybreakConnection> conn, EQ::Net::DbProtocolStatus from, EQ::Net::DbProtocolStatus to);
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void WorldOnPacketRecv(std::shared_ptr<EQ::Net::DaybreakConnection> conn, const EQ::Net::Packet &p);
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void WorldSendClientAuth();
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std::unique_ptr<EQ::Net::DaybreakConnectionManager> m_world_connection_manager;
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std::shared_ptr<EQ::Net::DaybreakConnection> m_world_connection;
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//Variables
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std::string m_host;
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int m_port;
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std::string m_user;
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std::string m_pass;
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std::string m_server;
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std::string m_character;
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std::string m_key;
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uint32_t m_dbid;
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};
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