eqemu-server/loginserver/world_server.h

205 lines
6.3 KiB
C++

#ifndef EQEMU_WORLDSERVER_H
#define EQEMU_WORLDSERVER_H
#include "../common/global_define.h"
#include "../common/net/servertalk_server_connection.h"
#include "../common/servertalk.h"
#include "../common/packet_dump.h"
#include "database.h"
#include "../common/event/timer.h"
#include "login_types.h"
#include <string>
#include <memory>
/**
* World server class, controls the connected server processing.
*/
class WorldServer {
public:
WorldServer(std::shared_ptr<EQ::Net::ServertalkServerConnection> worldserver_connection);
/**
* Destructor, frees our connection if it exists
*/
~WorldServer();
/**
* Resets the basic stats of this server.
*/
void Reset();
/**
* Accesses connection, it is intentional that this is not const (trust me).
*/
std::shared_ptr<EQ::Net::ServertalkServerConnection> GetConnection() { return m_connection; }
/**
* @return
*/
unsigned int GetServerId() const { return m_server_id; }
WorldServer *SetServerId(unsigned int id)
{
m_server_id = id;
return this;
}
/**
* @return
*/
std::string GetServerLongName() const { return m_long_name; }
std::string GetServerShortName() const { return m_short_name; }
/**
* Gets whether the server is authorized to show up on the server list or not
* @return
*/
bool IsAuthorized() const { return m_is_server_authorized; }
std::string GetLocalIP() const { return m_local_ip; }
std::string GetRemoteIP() const { return m_remote_ip_address; }
/**
* Gets what kind of server this server is (legends, preferred, normal)
*
* @return
*/
unsigned int GetServerListID() const { return m_server_list_type_id; }
WorldServer *SetServerListTypeId(unsigned int in_server_list_id);
int GetStatus() const { return m_server_status; }
unsigned int GetZonesBooted() const { return m_zones_booted; }
unsigned int GetPlayersOnline() const { return m_players_online; }
/**
* Takes the info struct we received from world and processes it
*
* @param new_world_server_info_packet
*/
void Handle_NewLSInfo(ServerNewLSInfo_Struct *new_world_server_info_packet);
/**
* Takes the status struct we received from world and processes it
*
* @param server_login_status
*/
void Handle_LSStatus(ServerLSStatus_Struct *server_login_status);
bool HandleNewLoginserverInfoValidation(ServerNewLSInfo_Struct *new_world_server_info_packet);
/**
* Informs world that there is a client incoming with the following data.
*
* @param ip
* @param account
* @param key
* @param account_id
* @param loginserver_name
*/
void SendClientAuth(
std::string ip,
std::string account,
std::string key,
unsigned int account_id,
const std::string &loginserver_name
);
/**
* @param world_admin_id
* @param world_admin_username
* @param world_admin_password
* @param world_admin_password_hash
* @return
*/
static bool ValidateWorldServerAdminLogin(
int world_admin_id,
const std::string &world_admin_username,
const std::string &world_admin_password,
const std::string &world_admin_password_hash
);
WorldServer *SetZonesBooted(unsigned int in_zones_booted);
WorldServer *SetPlayersOnline(unsigned int in_players_online);
WorldServer *SetServerStatus(int in_server_status);
WorldServer *SetServerProcessType(unsigned int in_server_process_type);
WorldServer *SetLongName(const std::string &in_long_name);
WorldServer *SetShortName(const std::string &in_short_name);
WorldServer *SetAccountName(const std::string &in_account_name);
WorldServer *SetAccountPassword(const std::string &in_account_password);
WorldServer *SetRemoteIp(const std::string &in_remote_ip);
WorldServer *SetLocalIp(const std::string &in_local_ip);
WorldServer *SetProtocol(const std::string &in_protocol);
WorldServer *SetVersion(const std::string &in_version);
WorldServer *SetServerDescription(const std::string &in_server_description);
WorldServer *SetIsServerAuthorized(bool in_is_server_authorized);
WorldServer *SetIsServerLoggedIn(bool in_is_server_logged_in);
WorldServer *SetIsServerTrusted(bool in_is_server_trusted);
bool IsServerAuthorized() const;
bool IsServerLoggedIn() const;
bool IsServerTrusted() const;
const std::string &GetAccountName() const;
const std::string &GetAccountPassword() const;
const std::string &GetLocalIp() const;
const std::string &GetProtocol() const;
const std::string &GetRemoteIp() const;
const std::string &GetServerDescription() const;
const std::string &GetVersion() const;
int GetServerStatus() const;
unsigned int GetServerListTypeId() const;
unsigned int GetServerProcessType() const;
bool HandleNewLoginserverRegisteredOnly(Database::DbWorldRegistration &world_registration);
bool HandleNewLoginserverInfoUnregisteredAllowed(Database::DbWorldRegistration &world_registration);
private:
void SerializeForClientServerListLegacy(class SerializeBuffer& out, bool use_local_ip) const;
void SerializeForClientServerListLaurion(class SerializeBuffer& out, bool use_local_ip) const;
public:
void SerializeForClientServerList(class SerializeBuffer& out, bool use_local_ip, LSClientVersion version) const;
private:
/**
* Packet processing functions
*
* @param opcode
* @param packet
*/
void ProcessNewLSInfo(uint16_t opcode, const EQ::Net::Packet &packet);
void ProcessLSStatus(uint16_t opcode, const EQ::Net::Packet &packet);
void ProcessUserToWorldResponseLegacy(uint16_t opcode, const EQ::Net::Packet &packet);
void ProcessUserToWorldResponse(uint16_t opcode, const EQ::Net::Packet &packet);
void ProcessLSAccountUpdate(uint16_t opcode, const EQ::Net::Packet &packet);
std::shared_ptr<EQ::Net::ServertalkServerConnection> m_connection;
unsigned int m_zones_booted;
unsigned int m_players_online;
int m_server_status;
unsigned int m_server_id;
unsigned int m_server_list_type_id;
unsigned int m_server_process_type;
std::string m_server_description;
std::string m_long_name;
std::string m_short_name;
std::string m_account_name;
std::string m_account_password;
std::string m_remote_ip_address;
std::string m_local_ip;
std::string m_protocol;
std::string m_version;
bool m_is_server_authorized;
bool m_is_server_logged_in;
bool m_is_server_trusted;
/**
* Keepalive
* @param t
*/
void OnKeepAlive(EQ::Timer *t);
std::unique_ptr<EQ::Timer> m_keepalive;
static void FormatWorldServerName(char *name, int8 server_list_type);
};
#endif