eqemu-server/loginserver/world_server.h

195 lines
6.4 KiB
C++

/**
* 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
*
*/
#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 <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 connection; }
void SetConnection(std::shared_ptr<EQ::Net::ServertalkServerConnection> c) { connection = c; }
/**
* @return
*/
unsigned int GetServerId() const { return server_id; }
WorldServer * SetServerId(unsigned int id) { server_id = id; return this; }
/**
* @return
*/
std::string GetServerLongName() const { return long_name; }
std::string GetServerShortName() const { return short_name; }
/**
* Gets whether the server is authorized to show up on the server list or not
* @return
*/
bool IsAuthorized() const { return is_server_authorized; }
std::string GetLocalIP() const { return local_ip; }
std::string GetRemoteIP() const { return remote_ip_address; }
/**
* Gets what kind of server this server is (legends, preferred, normal)
*
* @return
*/
unsigned int GetServerListID() const { return server_list_type_id; }
WorldServer * SetServerListTypeId(unsigned int in_server_list_id);
int GetStatus() const { return server_status; }
unsigned int GetZonesBooted() const { return zones_booted; }
unsigned int GetPlayersOnline() const { return 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);
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:
/**
* 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> connection;
unsigned int zones_booted;
unsigned int players_online;
int server_status;
unsigned int server_id;
unsigned int server_list_type_id;
unsigned int server_process_type;
std::string server_description;
std::string long_name;
std::string short_name;
std::string account_name;
std::string account_password;
std::string remote_ip_address;
std::string local_ip;
std::string protocol;
std::string version;
bool is_server_authorized;
bool is_server_logged_in;
bool is_server_trusted;
/**
* Keepalive
* @param t
*/
void OnKeepAlive(EQ::Timer *t);
std::unique_ptr<EQ::Timer> m_keepalive;
};
#endif