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[Loginserver] Code Cleanup and Tweaks (#1653)
* if for whatever reason the world server is not sending an address, use the local address it sends * Log when world is sending loginserver info * Force legacy mode when login host is login.eqemulator.net to avoid misconfigurations at least until things change * Add human IP translation to log messages * Sanitize world server name * Code cleanup and renaming member variables * More cleanup * Remove this-> * Validation constants * Key worldserver lookups by both longname and shortname both * Update allowed character list * Fix short_name API response field; add world_id to response * Shorten receiver verbosity * Remove unnecessary member variables from database and rename database to m_database * Adjust MAX_SERVER_VERSION_LENGTH * Fix indents
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@@ -1,23 +1,3 @@
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/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2019 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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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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*
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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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*
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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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*/
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#ifndef EQEMU_CLIENT_H
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#define EQEMU_CLIENT_H
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@@ -116,49 +96,49 @@ public:
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*
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* @return
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*/
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unsigned int GetAccountID() const { return account_id; }
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unsigned int GetAccountID() const { return m_account_id; }
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/**
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* Gets the loginserver name of this client
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*
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* @return
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*/
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std::string GetLoginServerName() const { return loginserver_name; }
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std::string GetLoginServerName() const { return m_loginserver_name; }
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/**
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* Gets the account name of this client
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*
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* @return
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*/
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std::string GetAccountName() const { return account_name; }
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std::string GetAccountName() const { return m_account_name; }
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/**
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* Gets the key generated at login for this client
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*
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* @return
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*/
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std::string GetKey() const { return key; }
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std::string GetKey() const { return m_key; }
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/**
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* Gets the server selected to be played on for this client
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*
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* @return
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*/
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unsigned int GetPlayServerID() const { return play_server_id; }
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unsigned int GetPlayServerID() const { return m_play_server_id; }
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/**
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* Gets the play sequence state for this client
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*
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* @return
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*/
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unsigned int GetPlaySequence() const { return play_sequence_id; }
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unsigned int GetPlaySequence() const { return m_play_sequence_id; }
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/**
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* Gets the connection for this client
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*
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* @return
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*/
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std::shared_ptr<EQStreamInterface> GetConnection() { return connection; }
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std::shared_ptr<EQStreamInterface> GetConnection() { return m_connection; }
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/**
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* Attempts to create a login account
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@@ -195,24 +175,24 @@ public:
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void CreateEQEmuAccount(const std::string &in_account_name, const std::string &in_account_password, unsigned int loginserver_account_id);
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private:
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EQ::Random random;
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std::shared_ptr<EQStreamInterface> connection;
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LSClientVersion version;
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LSClientStatus status;
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EQ::Random m_random;
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std::shared_ptr<EQStreamInterface> m_connection;
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LSClientVersion m_client_version;
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LSClientStatus m_client_status;
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std::string account_name;
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unsigned int account_id;
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std::string loginserver_name;
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unsigned int play_server_id;
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unsigned int play_sequence_id;
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std::string key;
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std::string m_account_name;
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unsigned int m_account_id;
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std::string m_loginserver_name;
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unsigned int m_play_server_id;
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unsigned int m_play_sequence_id;
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std::string m_key;
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std::unique_ptr<EQ::Net::DaybreakConnectionManager> login_connection_manager;
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std::shared_ptr<EQ::Net::DaybreakConnection> login_connection;
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LoginLoginRequest_Struct llrs;
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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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LoginLoginRequest_Struct m_llrs;
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std::string stored_user;
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std::string stored_pass;
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std::string m_stored_user;
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std::string m_stored_pass;
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void LoginOnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection);
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void LoginOnStatusChange(
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std::shared_ptr<EQ::Net::DaybreakConnection> conn,
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