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* [Databuckets] Nested Caching * One more * Update benchmark_databuckets.cpp * Add caching tests * Fix tests and scoping * Update databuckets.cpp * Fix tests * Rebase fixes * [Databuckets] Implement Cache in World (#4920)
133 lines
4.8 KiB
C++
133 lines
4.8 KiB
C++
/* EQ Everquest Server Emulator
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Copyright (C) 2001-2002 EQ:: Development Team (http://EQ::.org)
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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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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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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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#ifndef CLIENT_H
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#define CLIENT_H
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#include <string>
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#include "../common/linked_list.h"
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#include "../common/timer.h"
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#include "../common/inventory_profile.h"
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//#include "zoneserver.h"
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#include "../common/eq_packet_structs.h"
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#include "cliententry.h"
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class EQApplicationPacket;
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class EQStreamInterface;
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class Client {
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public:
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Client(EQStreamInterface* ieqs);
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~Client();
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bool Process();
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void SendCharInfo();
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void SendMaxCharCreate();
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void SendMembership();
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void SendMembershipSettings();
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void EnterWorld(bool TryBootup = true);
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void TellClientZoneUnavailable();
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void QueuePacket(const EQApplicationPacket* app, bool ack_req = true);
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void Clearance(int8 response);
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void SendGuildList();
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void SendEnterWorld(std::string name);
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void SendExpansionInfo();
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void SendLogServer();
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void SendApproveWorld();
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void SendPostEnterWorld();
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void SendGuildTributeFavorAndTimer(uint32 favor, uint32 time_remaining);
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void SendGuildTributeOptInToggle(const GuildTributeMemberToggle* in);
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inline uint32 GetIP() { return ip; }
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inline uint16 GetPort() { return port; }
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inline uint32 GetZoneID() { return zone_id; }
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inline uint32 GetInstanceID() { return instance_id; }
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inline uint32 WaitingForBootup() { return zone_waiting_for_bootup; }
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inline const char * GetAccountName() { if (cle) { return cle->AccountName(); } return "NOCLE"; }
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inline int16 GetAdmin() { if (cle) { return cle->Admin(); } return 0; }
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inline uint32 GetAccountID() { if (cle) { return cle->AccountID(); } return 0; }
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inline uint32 GetWID() { if (cle) { return cle->GetID(); } return 0; }
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inline uint32 GetLSID() { if (cle) { return cle->LSID(); } return 0; }
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inline const char* GetLSKey() { if (cle) { return cle->GetLSKey(); } return "NOKEY"; }
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inline uint32 GetCharID() { return charid; }
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inline const char* GetCharName() { return char_name; }
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inline EQ::versions::ClientVersion GetClientVersion() { return m_ClientVersion; }
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inline ClientListEntry* GetCLE() { return cle; }
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inline void SetCLE(ClientListEntry* iCLE) { cle = iCLE; }
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bool StoreCharacter(
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uint32 account_id,
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PlayerProfile_Struct *p_player_profile_struct,
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EQ::InventoryProfile *p_inventory_profile
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);
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private:
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uint32 ip;
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uint16 port;
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uint32 charid;
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char char_name[64];
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uint32 zone_id;
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uint32 instance_id;
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bool is_player_zoning;
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Timer autobootup_timeout;
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uint32 zone_waiting_for_bootup;
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bool enter_world_triggered;
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bool StartInTutorial;
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EQ::versions::ClientVersion m_ClientVersion;
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uint32 m_ClientVersionBit;
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bool OPCharCreate(char *name, CharCreate_Struct *cc);
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void SetClassStartingSkills( PlayerProfile_Struct *pp );
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void SetRaceStartingSkills( PlayerProfile_Struct *pp );
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void SetRacialLanguages( PlayerProfile_Struct *pp );
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void SetClassLanguages(PlayerProfile_Struct *pp);
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ClientListEntry* cle;
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Timer connect;
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bool seen_character_select;
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bool HandlePacket(const EQApplicationPacket *app);
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bool HandleNameApprovalPacket(const EQApplicationPacket *app);
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bool HandleSendLoginInfoPacket(const EQApplicationPacket *app);
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bool HandleGenerateRandomNamePacket(const EQApplicationPacket *app);
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bool HandleCharacterCreateRequestPacket(const EQApplicationPacket *app);
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bool HandleCharacterCreatePacket(const EQApplicationPacket *app);
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bool HandleEnterWorldPacket(const EQApplicationPacket *app);
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bool HandleDeleteCharacterPacket(const EQApplicationPacket *app);
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bool HandleZoneChangePacket(const EQApplicationPacket *app);
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bool HandleChecksumPacket(const EQApplicationPacket *app);
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bool ChecksumVerificationCRCEQGame(uint64 checksum);
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bool ChecksumVerificationCRCSkillCaps(uint64 checksum);
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bool ChecksumVerificationCRCBaseData(uint64 checksum);
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EQStreamInterface* eqs;
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bool CanTradeFVNoDropItem();
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void RecordPossibleHack(const std::string& message);
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void SendUnsupportedClientPacket(const std::string& message);
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void LoadDataBucketsCache();
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void ClearDataBucketsCache();
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};
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bool CheckCharCreateInfoSoF(CharCreate_Struct *cc);
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bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc);
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#endif
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