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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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-53
@@ -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_WORLDSERVER_H
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#define EQEMU_WORLDSERVER_H
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@@ -50,44 +30,44 @@ public:
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/**
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* Accesses connection, it is intentional that this is not const (trust me).
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*/
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std::shared_ptr<EQ::Net::ServertalkServerConnection> GetConnection() { return connection; }
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void SetConnection(std::shared_ptr<EQ::Net::ServertalkServerConnection> c) { connection = c; }
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std::shared_ptr<EQ::Net::ServertalkServerConnection> GetConnection() { return m_connection; }
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void SetConnection(std::shared_ptr<EQ::Net::ServertalkServerConnection> c) { m_connection = c; }
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/**
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* @return
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*/
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unsigned int GetServerId() const { return server_id; }
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unsigned int GetServerId() const { return m_server_id; }
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WorldServer *SetServerId(unsigned int id)
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{
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server_id = id;
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m_server_id = id;
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return this;
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}
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/**
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* @return
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*/
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std::string GetServerLongName() const { return long_name; }
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std::string GetServerShortName() const { return short_name; }
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std::string GetServerLongName() const { return m_long_name; }
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std::string GetServerShortName() const { return m_short_name; }
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/**
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* Gets whether the server is authorized to show up on the server list or not
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* @return
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*/
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bool IsAuthorized() const { return is_server_authorized; }
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std::string GetLocalIP() const { return local_ip; }
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std::string GetRemoteIP() const { return remote_ip_address; }
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bool IsAuthorized() const { return m_is_server_authorized; }
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std::string GetLocalIP() const { return m_local_ip; }
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std::string GetRemoteIP() const { return m_remote_ip_address; }
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/**
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* Gets what kind of server this server is (legends, preferred, normal)
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*
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* @return
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*/
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unsigned int GetServerListID() const { return server_list_type_id; }
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unsigned int GetServerListID() const { return m_server_list_type_id; }
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WorldServer *SetServerListTypeId(unsigned int in_server_list_id);
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int GetStatus() const { return server_status; }
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unsigned int GetZonesBooted() const { return zones_booted; }
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unsigned int GetPlayersOnline() const { return players_online; }
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int GetStatus() const { return m_server_status; }
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unsigned int GetZonesBooted() const { return m_zones_booted; }
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unsigned int GetPlayersOnline() const { return m_players_online; }
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/**
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* Takes the info struct we received from world and processes it
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@@ -184,27 +164,26 @@ private:
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void ProcessUserToWorldResponse(uint16_t opcode, const EQ::Net::Packet &packet);
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void ProcessLSAccountUpdate(uint16_t opcode, const EQ::Net::Packet &packet);
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std::shared_ptr<EQ::Net::ServertalkServerConnection> connection;
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std::shared_ptr<EQ::Net::ServertalkServerConnection> m_connection;
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unsigned int zones_booted;
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unsigned int players_online;
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int server_status;
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unsigned int server_id;
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unsigned int server_list_type_id;
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unsigned int server_process_type;
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std::string server_description;
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std::string long_name;
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std::string short_name;
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std::string account_name;
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std::string account_password;
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std::string remote_ip_address;
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std::string local_ip;
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std::string protocol;
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std::string version;
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bool is_server_authorized;
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bool is_server_logged_in;
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bool is_server_trusted;
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unsigned int m_zones_booted;
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unsigned int m_players_online;
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int m_server_status;
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unsigned int m_server_id;
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unsigned int m_server_list_type_id;
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unsigned int m_server_process_type;
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std::string m_server_description;
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std::string m_long_name;
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std::string m_short_name;
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std::string m_account_name;
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std::string m_account_password;
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std::string m_remote_ip_address;
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std::string m_local_ip;
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std::string m_protocol;
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std::string m_version;
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bool m_is_server_authorized;
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bool m_is_server_logged_in;
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bool m_is_server_trusted;
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/**
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* Keepalive
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