#ifndef QUERYSERV_ZONE_H #define QUERYSERV_ZONE_H #include "../common/net/servertalk_server.h" #include "../common/net/servertalk_client_connection.h" #include "../common/event/timer.h" #include "../common/rulesys.h" #include "../common/eqemu_logsys.h" class QueryServ { public: QueryServ(); ~QueryServ(); void SendQuery(std::string Query); void Connect(); inline void Disconnect() { if (m_connection) { m_connection->Handle()->Disconnect(); m_connection.reset(); } } bool SendPacket(ServerPacket *pack); void HandleMessage(uint16 opcode, const EQ::Net::Packet &p); bool HasConnection() const { return m_connection && m_connection->Handle() && m_connection->Handle()->IsConnected(); } inline void CheckForConnectState() { if (RuleB(Logging, PlayerEventsQSProcess)) { if (!m_connection) { Connect(); LogInfo("Starting QueryServ connection"); } } else { if (HasConnection()) { Disconnect(); LogInfo("Stopping QueryServ connection"); } } } private: std::unique_ptr m_connection; bool m_is_qs_connected = false; }; class QueryServConnection { public: QueryServConnection(); void AddConnection(std::shared_ptr connection); void RemoveConnection(std::shared_ptr connection); void HandleGenericMessage(uint16_t opcode, EQ::Net::Packet &p); void HandleLFGuildUpdateMessage(uint16_t opcode, EQ::Net::Packet &p); bool SendPacket(ServerPacket *pack); private: std::map> m_streams; std::unique_ptr m_keepalive; }; #endif /* QUERYSERV_ZONE_H */