/** * EQEmulator: Everquest Server Emulator * Copyright (C) 2001-2019 EQEmulator Development Team (https://github.com/EQEmu/Server) * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY except by those people which sell it, which * are required to give you total support for your newly bought product; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR * A PARTICULAR PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #include "world_server.h" #include "login_server.h" #include "login_structures.h" #include "config.h" #include "../common/eqemu_logsys.h" #include "../common/ip_util.h" extern LoginServer server; /** * @param worldserver_connection */ WorldServer::WorldServer(std::shared_ptr worldserver_connection) { connection = worldserver_connection; zones_booted = 0; players_online = 0; server_status = 0; server_id = 0; server_list_type_id = 0; server_process_type = 0; is_server_authorized = false; is_server_trusted = false; is_server_logged_in = false; worldserver_connection->OnMessage( ServerOP_NewLSInfo, std::bind(&WorldServer::ProcessNewLSInfo, this, std::placeholders::_1, std::placeholders::_2) ); worldserver_connection->OnMessage( ServerOP_LSStatus, std::bind(&WorldServer::ProcessLSStatus, this, std::placeholders::_1, std::placeholders::_2) ); worldserver_connection->OnMessage( ServerOP_UsertoWorldRespLeg, std::bind( &WorldServer::ProcessUserToWorldResponseLegacy, this, std::placeholders::_1, std::placeholders::_2 ) ); worldserver_connection->OnMessage( ServerOP_UsertoWorldResp, std::bind(&WorldServer::ProcessUserToWorldResponse, this, std::placeholders::_1, std::placeholders::_2) ); worldserver_connection->OnMessage( ServerOP_LSAccountUpdate, std::bind(&WorldServer::ProcessLSAccountUpdate, this, std::placeholders::_1, std::placeholders::_2) ); } WorldServer::~WorldServer() = default; void WorldServer::Reset() { server_id; zones_booted = 0; players_online = 0; server_status = 0; server_list_type_id = 0; server_process_type = 0; is_server_authorized = false; is_server_logged_in = false; } /** * @param opcode * @param packet */ void WorldServer::ProcessNewLSInfo(uint16_t opcode, const EQ::Net::Packet &packet) { if (server.options.IsWorldTraceOn()) { Log(Logs::General, Logs::Netcode, "Application packet received from server: 0x%.4X, (size %u)", opcode, packet.Length()); } if (server.options.IsDumpInPacketsOn()) { DumpPacket(opcode, packet); } if (packet.Length() < sizeof(ServerNewLSInfo_Struct)) { LogError( "Received application packet from server that had opcode ServerOP_NewLSInfo, " "but was too small. Discarded to avoid buffer overrun" ); return; } auto *info = (ServerNewLSInfo_Struct *) packet.Data(); LogInfo( "Received New Login Server Info \n" " - name [{0}]\n" " - shortname [{1}]\n" " - remote_address [{2}]\n" " - local_address [{3}]\n" " - account [{4}]\n" " - password [{5}]\n" " - protocolversion [{6}]\n" " - server_version [{7}]\n" " - server_type [{8}]", info->server_long_name, info->server_short_name, info->remote_ip_address, info->local_ip_address, info->account_name, info->account_password, info->protocol_version, info->server_version, info->server_process_type ); Handle_NewLSInfo(info); } /** * @param opcode * @param packet */ void WorldServer::ProcessLSStatus(uint16_t opcode, const EQ::Net::Packet &packet) { Log( Logs::Detail, Logs::Netcode, "Application packet received from server: 0x%.4X, (size %u)", opcode, packet.Length() ); if (server.options.IsDumpInPacketsOn()) { DumpPacket(opcode, packet); } if (packet.Length() < sizeof(ServerLSStatus_Struct)) { LogError( "Received application packet from server that had opcode ServerOP_LSStatus, but was too small. Discarded to avoid buffer overrun" ); return; } auto *ls_status = (ServerLSStatus_Struct *) packet.Data(); LogDebug( "World Server Status Update Received | Server [{0}] Status [{1}] Players [{2}] Zones [{3}]", this->GetServerLongName(), ls_status->status, ls_status->num_players, ls_status->num_zones ); Handle_LSStatus(ls_status); } /** * @param opcode * @param packet */ void WorldServer::ProcessUserToWorldResponseLegacy(uint16_t opcode, const EQ::Net::Packet &packet) { if (server.options.IsWorldTraceOn()) { Log(Logs::General, Logs::Netcode, "Application packet received from server: 0x%.4X, (size %u)", opcode, packet.Length()); } if (server.options.IsDumpInPacketsOn()) { DumpPacket(opcode, packet); } if (packet.Length() < sizeof(UsertoWorldResponseLegacy_Struct)) { LogError( "Received application packet from server that had opcode ServerOP_UsertoWorldResp, " "but was too small. Discarded to avoid buffer overrun" ); return; } //I don't use world trace for this and here is why: //Because this is a part of the client login procedure it makes tracking client errors //While keeping world server spam with multiple servers connected almost impossible. if (server.options.IsTraceOn()) { Log(Logs::General, Logs::Netcode, "User-To-World Response received"); } auto *user_to_world_response = (UsertoWorldResponseLegacy_Struct *) packet.Data(); LogDebug("Trying to find client with user id of [{0}]", user_to_world_response->lsaccountid); Client *client = server.client_manager->GetClient(user_to_world_response->lsaccountid, "eqemu"); if (client) { LogDebug( "Found client with user id of [{0}] and account name of [{1}]", user_to_world_response->lsaccountid, client->GetAccountName() ); auto *outapp = new EQApplicationPacket( OP_PlayEverquestResponse, sizeof(PlayEverquestResponse_Struct) ); auto *per = (PlayEverquestResponse_Struct *) outapp->pBuffer; per->Sequence = client->GetPlaySequence(); per->ServerNumber = client->GetPlayServerID(); if (user_to_world_response->response > 0) { per->Allowed = 1; SendClientAuth( client->GetConnection()->GetRemoteAddr(), client->GetAccountName(), client->GetKey(), client->GetAccountID(), client->GetLoginServerName() ); } switch (user_to_world_response->response) { case 1: per->Message = 101; break; case 0: per->Message = 326; break; case -1: per->Message = 337; break; case -2: per->Message = 338; break; case -3: per->Message = 303; break; } LogF(Logs::General, Logs::Netcode, "Sending play response: allowed [{0}] sequence [{1}] server number [{2}] message [{3}]", per->Allowed, per->Sequence, per->ServerNumber, per->Message ); Log(Logs::General, Logs::Netcode, "[Size: %u] %s", outapp->size, DumpPacketToString(outapp).c_str()); if (server.options.IsDumpOutPacketsOn()) { DumpPacket(outapp); } client->SendPlayResponse(outapp); delete outapp; } else { LogError( "Received User-To-World Response for {0} but could not find the client referenced!", user_to_world_response->lsaccountid ); } } /** * @param opcode * @param packet */ void WorldServer::ProcessUserToWorldResponse(uint16_t opcode, const EQ::Net::Packet &packet) { if (server.options.IsWorldTraceOn()) { Log(Logs::General, Logs::Netcode, "Application packet received from server: 0x%.4X, (size %u)", opcode, packet.Length()); } if (server.options.IsDumpInPacketsOn()) { DumpPacket(opcode, packet); } if (packet.Length() < sizeof(UsertoWorldResponse_Struct)) { LogError( "Received application packet from server that had opcode ServerOP_UsertoWorldResp, " "but was too small. Discarded to avoid buffer overrun" ); return; } //I don't use world trace for this and here is why: //Because this is a part of the client login procedure it makes tracking client errors //While keeping world server spam with multiple servers connected almost impossible. if (server.options.IsTraceOn()) { Log(Logs::General, Logs::Netcode, "User-To-World Response received"); } auto user_to_world_response = (UsertoWorldResponse_Struct *) packet.Data(); LogDebug("Trying to find client with user id of [{0}]", user_to_world_response->lsaccountid); Client *client = server.client_manager->GetClient( user_to_world_response->lsaccountid, user_to_world_response->login ); if (client) { LogDebug("Found client with user id of {0} and account name of {1}", user_to_world_response->lsaccountid, client->GetAccountName().c_str() ); auto *outapp = new EQApplicationPacket( OP_PlayEverquestResponse, sizeof(PlayEverquestResponse_Struct) ); auto *per = (PlayEverquestResponse_Struct *) outapp->pBuffer; per->Sequence = client->GetPlaySequence(); per->ServerNumber = client->GetPlayServerID(); LogDebug( "Found sequence and play of [{0}] [{1}]", client->GetPlaySequence(), client->GetPlayServerID() ); Log(Logs::General, Logs::Netcode, "[Size: %u] %s", outapp->size, DumpPacketToString(outapp).c_str()); if (user_to_world_response->response > 0) { per->Allowed = 1; SendClientAuth( client->GetConnection()->GetRemoteAddr(), client->GetAccountName(), client->GetKey(), client->GetAccountID(), client->GetLoginServerName() ); } switch (user_to_world_response->response) { case 1: per->Message = 101; break; case 0: per->Message = 326; break; case -1: per->Message = 337; break; case -2: per->Message = 338; break; case -3: per->Message = 303; break; } if (server.options.IsTraceOn()) { Log(Logs::General, Logs::Netcode, "Sending play response with following data, allowed %u, sequence %u, server number %u, message %u", per->Allowed, per->Sequence, per->ServerNumber, per->Message); Log(Logs::General, Logs::Netcode, "[Size: %u] %s", outapp->size, DumpPacketToString(outapp).c_str()); } if (server.options.IsDumpOutPacketsOn()) { DumpPacket(outapp); } client->SendPlayResponse(outapp); delete outapp; } else { LogError( "Received User-To-World Response for {0} but could not find the client referenced!.", user_to_world_response->lsaccountid ); } } /** * @param opcode * @param packet */ void WorldServer::ProcessLSAccountUpdate(uint16_t opcode, const EQ::Net::Packet &packet) { if (server.options.IsWorldTraceOn()) { Log(Logs::General, Logs::Netcode, "Application packet received from server: 0x%.4X, (size %u)", opcode, packet.Length()); } if (server.options.IsDumpInPacketsOn()) { DumpPacket(opcode, packet); } if (packet.Length() < sizeof(ServerLSAccountUpdate_Struct)) { LogError( "Received application packet from server that had opcode ServerLSAccountUpdate_Struct, " "but was too small. Discarded to avoid buffer overrun" ); return; } Log(Logs::General, Logs::Netcode, "ServerOP_LSAccountUpdate packet received from: %s", short_name.c_str()); auto *loginserver_update = (ServerLSAccountUpdate_Struct *) packet.Data(); if (IsServerTrusted()) { LogDebug("ServerOP_LSAccountUpdate update processed for: [{0}]", loginserver_update->useraccount); std::string name; std::string password; std::string email; name.assign(loginserver_update->useraccount); password.assign(loginserver_update->userpassword); if (loginserver_update->user_email) { email.assign(loginserver_update->user_email); } server.db->UpdateLSAccountInfo( loginserver_update->useraccountid, name, password, email ); } } /** * When a worldserver first messages the loginserver telling them who they are * * @param new_world_server_info_packet */ void WorldServer::Handle_NewLSInfo(ServerNewLSInfo_Struct *new_world_server_info_packet) { if (IsServerLoggedIn()) { LogError("WorldServer::Handle_NewLSInfo called but the login server was already marked as logged in, aborting"); return; } if (!this->HandleNewLoginserverInfoValidation(new_world_server_info_packet)) { LogError("WorldServer::Handle_NewLSInfo failed validation rules"); return; } this->SetAccountPassword(new_world_server_info_packet->account_password) ->SetLongName(new_world_server_info_packet->server_long_name) ->SetShortName(new_world_server_info_packet->server_short_name) ->SetLocalIp(new_world_server_info_packet->local_ip_address) ->SetRemoteIp(new_world_server_info_packet->remote_ip_address) ->SetVersion(new_world_server_info_packet->server_version) ->SetProtocol(new_world_server_info_packet->protocol_version) ->SetServerProcessType(new_world_server_info_packet->server_process_type) ->SetIsServerLoggedIn(true) ->SetAccountName(new_world_server_info_packet->account_name); if (server.options.IsRejectingDuplicateServers()) { if (server.server_manager->ServerExists(GetServerLongName(), GetServerShortName(), this)) { LogError("World tried to login but there already exists a server that has that name"); return; } } else { if (server.server_manager->ServerExists(GetServerLongName(), GetServerShortName(), this)) { LogInfo("World tried to login but there already exists a server that has that name"); server.server_manager->DestroyServerByName(long_name, short_name, this); } } Database::DbWorldRegistration world_registration = server.db->GetWorldRegistration( GetServerShortName(), GetRemoteIp(), GetLocalIp() ); if (!server.options.IsUnregisteredAllowed()) { if (!this->HandleNewLoginserverRegisteredOnly(world_registration)) { LogError( "WorldServer::HandleNewLoginserverRegisteredOnly checks failed with server [{0}]", this->GetServerLongName() ); return; } } else { if (!this->HandleNewLoginserverInfoUnregisteredAllowed(world_registration)) { LogError( "WorldServer::HandleNewLoginserverInfoUnregisteredAllowed checks failed with server [{0}]", this->GetServerLongName() ); return; } } server.db->UpdateWorldRegistration( GetServerId(), GetServerLongName(), GetRemoteIp() ); } /** * @param server_login_status */ void WorldServer::Handle_LSStatus(ServerLSStatus_Struct *server_login_status) { SetPlayersOnline(server_login_status->num_players); SetZonesBooted(server_login_status->num_zones); SetServerStatus(server_login_status->status); } /** * @param ip * @param account * @param key * @param account_id * @param loginserver_name */ void WorldServer::SendClientAuth( std::string ip, std::string account, std::string key, unsigned int account_id, const std::string &loginserver_name ) { EQ::Net::DynamicPacket outapp; ClientAuth_Struct client_auth{}; client_auth.loginserver_account_id = account_id; strncpy(client_auth.account_name, account.c_str(), 30); strncpy(client_auth.key, key.c_str(), 30); client_auth.lsadmin = 0; client_auth.is_world_admin = 0; client_auth.ip = inet_addr(ip.c_str()); strncpy(client_auth.loginserver_name, &loginserver_name[0], 64); const std::string &client_address(ip); std::string world_address(connection->Handle()->RemoteIP()); if (client_address == world_address) { client_auth.is_client_from_local_network = 1; } else if (IpUtil::IsIpInPrivateRfc1918(client_address)) { LogInfo("Client is authenticating from a local address [{0}]", client_address); client_auth.is_client_from_local_network = 1; } else { client_auth.is_client_from_local_network = 0; } struct in_addr ip_addr{}; ip_addr.s_addr = client_auth.ip; LogInfo( "Client authentication response: world_address [{0}] client_address [{1}]", world_address, client_address ); LogInfo( "Sending Client Authentication Response ls_account_id [{0}] ls_name [{1}] name [{2}] key [{3}] ls_admin [{4}] " "world_admin [{5}] ip [{6}] local [{7}]", client_auth.loginserver_account_id, client_auth.loginserver_name, client_auth.account_name, client_auth.key, client_auth.lsadmin, client_auth.is_world_admin, inet_ntoa(ip_addr), client_auth.is_client_from_local_network ); outapp.PutSerialize(0, client_auth); connection->Send(ServerOP_LSClientAuth, outapp); if (server.options.IsDumpInPacketsOn()) { DumpPacket(ServerOP_LSClientAuth, outapp); } } /** * @param new_world_server_info_packet * @return */ bool WorldServer::HandleNewLoginserverInfoValidation( ServerNewLSInfo_Struct *new_world_server_info_packet ) { const int max_account_name_length = 30; const int max_account_password_length = 30; const int max_server_long_name_length = 200; const int max_server_short_name_length = 50; const int max_server_local_address_length = 125; const int max_server_remote_address_length = 125; const int max_server_version_length = 64; const int max_server_protocol_version = 25; if (strlen(new_world_server_info_packet->account_name) >= max_account_name_length) { LogError("Handle_NewLSInfo error [account_name] was too long | max [{0}]", max_account_name_length); return false; } else if (strlen(new_world_server_info_packet->account_password) >= max_account_password_length) { LogError("Handle_NewLSInfo error [account_password] was too long | max [{0}]", max_account_password_length); return false; } else if (strlen(new_world_server_info_packet->server_long_name) >= max_server_long_name_length) { LogError("Handle_NewLSInfo error [server_long_name] was too long | max [{0}]", max_server_long_name_length); return false; } else if (strlen(new_world_server_info_packet->server_short_name) >= max_server_short_name_length) { LogError("Handle_NewLSInfo error [server_short_name] was too long | max [{0}]", max_server_short_name_length); return false; } else if (strlen(new_world_server_info_packet->server_version) >= max_server_short_name_length) { LogError("Handle_NewLSInfo error [server_version] was too long | max [{0}]", max_server_version_length); return false; } else if (strlen(new_world_server_info_packet->protocol_version) >= max_server_protocol_version) { LogError("Handle_NewLSInfo error [protocol_version] was too long | max [{0}]", max_server_protocol_version); return false; } if (strlen(new_world_server_info_packet->local_ip_address) <= max_server_local_address_length) { if (strlen(new_world_server_info_packet->local_ip_address) == 0) { LogError("Handle_NewLSInfo error, local address was null, defaulting to localhost"); this->SetLocalIp("127.0.0.1"); } else { this->SetLocalIp(new_world_server_info_packet->local_ip_address); } } else { LogError("Handle_NewLSInfo error, local address was too long | max [{0}]", max_server_local_address_length); return false; } if (strlen(new_world_server_info_packet->remote_ip_address) <= max_server_remote_address_length) { if (strlen(new_world_server_info_packet->remote_ip_address) == 0) { this->SetRemoteIp(GetConnection()->Handle()->RemoteIP()); LogWarning( "Remote address was null, defaulting to stream address {0}", remote_ip_address ); } else { this->SetRemoteIp(new_world_server_info_packet->remote_ip_address); } } else { this->SetRemoteIp(GetConnection()->Handle()->RemoteIP()); LogWarning( "Handle_NewLSInfo remote address was too long, defaulting to stream address [{0}]", remote_ip_address ); } return true; } /** * @param world_registration * @return */ bool WorldServer::HandleNewLoginserverRegisteredOnly( Database::DbWorldRegistration &world_registration ) { if (!this->GetAccountName().empty() && !this->GetAccountPassword().empty()) { if (world_registration.loaded) { bool does_world_server_not_require_authentication = ( world_registration.server_admin_account_name.empty() || world_registration.server_admin_account_password.empty() ); bool does_world_server_pass_authentication_check = ( world_registration.server_admin_account_name == this->GetAccountName() && world_registration.server_admin_account_password == this->GetAccountPassword() ); this ->SetServerDescription(world_registration.server_description) ->SetServerId(world_registration.server_id) ->SetIsServerTrusted(world_registration.is_server_trusted) ->SetServerListTypeId(world_registration.server_list_type); if (does_world_server_not_require_authentication) { this->SetIsServerAuthorized(true); LogInfo( "Server long_name {0} short_name [{1}] successfully logged into account that had no user/password requirement", this->GetServerLongName(), this->GetServerShortName() ); } else if (does_world_server_pass_authentication_check) { this->SetIsServerAuthorized(true); LogInfo( "Server long_name {0} short_name [{1}] successfully logged in", this->GetServerLongName(), this->GetServerShortName() ); if (IsServerTrusted()) { LogDebug("WorldServer::HandleNewLoginserverRegisteredOnly | ServerOP_LSAccountUpdate sent to world"); EQ::Net::DynamicPacket outapp; connection->Send(ServerOP_LSAccountUpdate, outapp); } } else { LogInfo( "Server long_name {0} short_name [{1}] attempted to log in but account and password did not " "match the entry in the database, and only registered servers are allowed", this->GetServerLongName(), this->GetServerShortName() ); return false; } } else { LogInfo( "Server long_name {0} short_name [{1}] attempted to log in but database couldn't find an entry and only registered servers are allowed", this->GetServerLongName(), this->GetServerShortName() ); return false; } } else { LogInfo( "Server long_name {0} short_name [{1}] did not attempt to log in but only registered servers are allowed", this->GetServerLongName(), this->GetServerShortName() ); return false; } return true; } /** * @param world_registration * @return */ bool WorldServer::HandleNewLoginserverInfoUnregisteredAllowed( Database::DbWorldRegistration &world_registration ) { if (world_registration.loaded) { this ->SetServerDescription(world_registration.server_description) ->SetServerId(world_registration.server_id) ->SetIsServerTrusted(world_registration.is_server_trusted) ->SetServerListTypeId(world_registration.server_list_type); bool does_world_server_pass_authentication_check = ( world_registration.server_admin_account_name == this->GetAccountName() && world_registration.server_admin_account_password == this->GetAccountPassword() ); bool does_world_server_have_non_empty_credentials = ( !this->GetAccountName().empty() && !this->GetAccountPassword().empty() ); if (does_world_server_have_non_empty_credentials) { if (does_world_server_pass_authentication_check) { this->SetIsServerAuthorized(true); LogInfo( "Server long_name {0} short_name [{1}] successfully logged in", this->GetServerLongName(), this->GetServerShortName() ); if (this->IsServerTrusted()) { LogDebug("WorldServer::HandleNewLoginserverRegisteredOnly | ServerOP_LSAccountUpdate sent to world"); EQ::Net::DynamicPacket outapp; connection->Send(ServerOP_LSAccountUpdate, outapp); } } else { /** * this is the first of two cases where we should deny access even if unregistered is allowed */ LogInfo( "Server long_name {0} short_name [{1}] attempted to log in but account and password did not match the entry in the database.", this->GetServerLongName(), this->GetServerShortName() ); } } else { /** * this is the second of two cases where we should deny access even if unregistered is allowed */ if (!this->GetAccountName().empty() || !this->GetAccountPassword().empty()) { LogInfo( "Server [{0}] [{1}] did not login but this server required a password to login", this->GetServerLongName(), this->GetServerShortName() ); } else { this->SetIsServerAuthorized(true); LogInfo( "Server [{0}] [{1}] did not login but unregistered servers are allowed", this->GetServerLongName(), this->GetServerShortName() ); } } } else { LogInfo( "Server [{0}] ({1}) is not registered but unregistered servers are allowed", this->GetServerLongName(), this->GetServerShortName() ); if (world_registration.loaded) { this->SetIsServerAuthorized(true); return true; } /** * Auto create a registration */ if (!server.db->CreateWorldRegistration( GetServerLongName(), GetServerShortName(), GetRemoteIp(), server_id )) { return false; } } return true; } /** * @param in_server_list_id * @return */ WorldServer *WorldServer::SetServerListTypeId(unsigned int in_server_list_id) { server_list_type_id = in_server_list_id; return this; } /** * @return */ const std::string &WorldServer::GetServerDescription() const { return server_description; } /** * @param in_server_description */ WorldServer *WorldServer::SetServerDescription(const std::string &in_server_description) { WorldServer::server_description = in_server_description; return this; } /** * @return */ bool WorldServer::IsServerAuthorized() const { return is_server_authorized; } /** * @param in_is_server_authorized */ WorldServer *WorldServer::SetIsServerAuthorized(bool in_is_server_authorized) { WorldServer::is_server_authorized = in_is_server_authorized; return this; } /** * @return */ bool WorldServer::IsServerLoggedIn() const { return is_server_logged_in; } /** * @param in_is_server_logged_in */ WorldServer *WorldServer::SetIsServerLoggedIn(bool in_is_server_logged_in) { WorldServer::is_server_logged_in = in_is_server_logged_in; return this; } /** * @return */ bool WorldServer::IsServerTrusted() const { return is_server_trusted; } /** * @param in_is_server_trusted */ WorldServer *WorldServer::SetIsServerTrusted(bool in_is_server_trusted) { WorldServer::is_server_trusted = in_is_server_trusted; return this; } /** * @param in_zones_booted */ WorldServer *WorldServer::SetZonesBooted(unsigned int in_zones_booted) { WorldServer::zones_booted = in_zones_booted; return this; } /** * @param in_players_online */ WorldServer *WorldServer::SetPlayersOnline(unsigned int in_players_online) { WorldServer::players_online = in_players_online; return this; } /** * @param in_server_status */ WorldServer *WorldServer::SetServerStatus(int in_server_status) { WorldServer::server_status = in_server_status; return this; } /** * @param in_server_process_type */ WorldServer *WorldServer::SetServerProcessType(unsigned int in_server_process_type) { WorldServer::server_process_type = in_server_process_type; return this; } /** * @param in_long_name */ WorldServer *WorldServer::SetLongName(const std::string &in_long_name) { WorldServer::long_name = in_long_name; return this; } /** * @param in_short_name */ WorldServer *WorldServer::SetShortName(const std::string &in_short_name) { WorldServer::short_name = in_short_name; return this; } /** * @param in_account_name */ WorldServer *WorldServer::SetAccountName(const std::string &in_account_name) { WorldServer::account_name = in_account_name; return this; } /** * @param in_account_password */ WorldServer *WorldServer::SetAccountPassword(const std::string &in_account_password) { WorldServer::account_password = in_account_password; return this; } /** * @param in_remote_ip */ WorldServer *WorldServer::SetRemoteIp(const std::string &in_remote_ip) { WorldServer::remote_ip_address = in_remote_ip; return this; } /** * @param in_local_ip */ WorldServer *WorldServer::SetLocalIp(const std::string &in_local_ip) { WorldServer::local_ip = in_local_ip; return this; } /** * @param in_protocol */ WorldServer *WorldServer::SetProtocol(const std::string &in_protocol) { WorldServer::protocol = in_protocol; return this; } /** * @param in_version */ WorldServer *WorldServer::SetVersion(const std::string &in_version) { WorldServer::version = in_version; return this; } /** * @return */ int WorldServer::GetServerStatus() const { return server_status; } /** * @return */ unsigned int WorldServer::GetServerListTypeId() const { return server_list_type_id; } /** * @return */ unsigned int WorldServer::GetServerProcessType() const { return server_process_type; } /** * @return */ const std::string &WorldServer::GetAccountName() const { return account_name; } /** * @return */ const std::string &WorldServer::GetAccountPassword() const { return account_password; } /** * @return */ const std::string &WorldServer::GetRemoteIp() const { return remote_ip_address; } /** * @return */ const std::string &WorldServer::GetLocalIp() const { return local_ip; } /** * @return */ const std::string &WorldServer::GetProtocol() const { return protocol; } /** * @return */ const std::string &WorldServer::GetVersion() const { return version; }