/* EQEmu: EQEmulator Copyright (C) 2001-2026 EQEmu Development Team 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; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; 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, see . */ #pragma once #include "common/eq_stream_intf.h" #include "common/net/reliable_stream_connection.h" #include "common/opcodemgr.h" #include "common/random.h" #include "common/repositories/login_accounts_repository.h" #include "loginserver/login_types.h" #include class Client { public: Client(std::shared_ptr c, LSClientVersion v); ~Client() {} bool Process(); void HandleSessionReady(const char *data, unsigned int size); void HandleLogin(const char *data, unsigned int size); // Sends the expansion data packet // Titanium uses the encrypted data block to contact the expansion (You own xxx:) and the max expansions (of yyy) // Rof uses a separate data packet specifically for the expansion data // Live, as of July 2021 uses a similar but slightly different seperate data packet void SendExpansionPacketData(PlayerLoginReplyOld &plrs); void SendPlayToWorld(const char *data); void SendServerListPacket(uint32 seq); void SendPlayResponse(EQApplicationPacket *outapp); void GenerateRandomLoginKey(); unsigned int GetAccountID() const { return m_account_id; } std::string GetLoginServerName() const { return m_loginserver_name; } std::string GetAccountName() const { return m_account_name; } std::string GetClientLoggingDescription(); std::string GetLoginKey() const { return m_key; } unsigned int GetSelectedPlayServerID() const { return m_selected_play_server_id; } unsigned int GetCurrentPlaySequence() const { return m_play_sequence_id; } LSClientVersion GetClientVersion() const { return m_client_version; } std::shared_ptr GetConnection() { return m_connection; } void AttemptLoginAccountCreation(LoginAccountContext c); void SendFailedLogin(); bool VerifyAndUpdateLoginHash(LoginAccountContext c, const LoginAccountsRepository::LoginAccounts& a); void DoSuccessfulLogin(LoginAccountsRepository::LoginAccounts& a); private: EQ::Random m_random; std::shared_ptr m_connection; LSClientVersion m_client_version; LSClientStatus m_client_status; std::string m_account_name; unsigned int m_account_id; std::string m_loginserver_name; unsigned int m_selected_play_server_id; unsigned int m_play_sequence_id; std::string m_key; std::unique_ptr m_login_connection_manager; std::shared_ptr m_login_connection; LoginBaseMessage m_login_base_message; std::string m_stored_username; std::string m_stored_password; static bool ProcessHealthCheck(std::string username) { return username == "healthcheckuser"; } };