mirror of
https://github.com/EQEmu/Server.git
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195 lines
6.4 KiB
C++
195 lines
6.4 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2019 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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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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*
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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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*
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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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*/
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#ifndef EQEMU_WORLDSERVER_H
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#define EQEMU_WORLDSERVER_H
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#include "../common/global_define.h"
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#include "../common/net/servertalk_server_connection.h"
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#include "../common/servertalk.h"
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#include "../common/packet_dump.h"
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#include "database.h"
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#include "../common/event/timer.h"
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#include <string>
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#include <memory>
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/**
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* World server class, controls the connected server processing.
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*/
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class WorldServer
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{
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public:
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WorldServer(std::shared_ptr<EQ::Net::ServertalkServerConnection> worldserver_connection);
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/**
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* Destructor, frees our connection if it exists
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*/
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~WorldServer();
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/**
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* Resets the basic stats of this server.
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*/
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void Reset();
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/**
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* Accesses connection, it is intentional that this is not const (trust me).
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*/
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std::shared_ptr<EQ::Net::ServertalkServerConnection> GetConnection() { return connection; }
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void SetConnection(std::shared_ptr<EQ::Net::ServertalkServerConnection> c) { connection = c; }
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/**
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* @return
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*/
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unsigned int GetServerId() const { return server_id; }
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WorldServer * SetServerId(unsigned int id) { server_id = id; return this; }
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/**
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* @return
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*/
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std::string GetServerLongName() const { return long_name; }
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std::string GetServerShortName() const { return short_name; }
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/**
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* Gets whether the server is authorized to show up on the server list or not
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* @return
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*/
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bool IsAuthorized() const { return is_server_authorized; }
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std::string GetLocalIP() const { return local_ip; }
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std::string GetRemoteIP() const { return remote_ip_address; }
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/**
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* Gets what kind of server this server is (legends, preferred, normal)
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*
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* @return
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*/
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unsigned int GetServerListID() const { return server_list_type_id; }
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WorldServer * SetServerListTypeId(unsigned int in_server_list_id);
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int GetStatus() const { return server_status; }
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unsigned int GetZonesBooted() const { return zones_booted; }
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unsigned int GetPlayersOnline() const { return players_online; }
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/**
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* Takes the info struct we received from world and processes it
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*
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* @param new_world_server_info_packet
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*/
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void Handle_NewLSInfo(ServerNewLSInfo_Struct* new_world_server_info_packet);
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/**
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* Takes the status struct we received from world and processes it
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*
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* @param server_login_status
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*/
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void Handle_LSStatus(ServerLSStatus_Struct *server_login_status);
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bool HandleNewLoginserverInfoValidation(ServerNewLSInfo_Struct *new_world_server_info_packet);
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/**
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* Informs world that there is a client incoming with the following data.
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*
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* @param ip
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* @param account
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* @param key
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* @param account_id
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* @param loginserver_name
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*/
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void SendClientAuth(std::string ip, std::string account, std::string key, unsigned int account_id, const std::string &loginserver_name);
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WorldServer * SetZonesBooted(unsigned int in_zones_booted);
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WorldServer * SetPlayersOnline(unsigned int in_players_online);
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WorldServer * SetServerStatus(int in_server_status);
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WorldServer * SetServerProcessType(unsigned int in_server_process_type);
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WorldServer * SetLongName(const std::string &in_long_name);
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WorldServer * SetShortName(const std::string &in_short_name);
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WorldServer * SetAccountName(const std::string &in_account_name);
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WorldServer * SetAccountPassword(const std::string &in_account_password);
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WorldServer * SetRemoteIp(const std::string &in_remote_ip);
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WorldServer * SetLocalIp(const std::string &in_local_ip);
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WorldServer * SetProtocol(const std::string &in_protocol);
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WorldServer * SetVersion(const std::string &in_version);
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WorldServer * SetServerDescription(const std::string &in_server_description);
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WorldServer * SetIsServerAuthorized(bool in_is_server_authorized);
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WorldServer * SetIsServerLoggedIn(bool in_is_server_logged_in);
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WorldServer * SetIsServerTrusted(bool in_is_server_trusted);
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bool IsServerAuthorized() const;
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bool IsServerLoggedIn() const;
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bool IsServerTrusted() const;
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const std::string &GetAccountName() const;
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const std::string &GetAccountPassword() const;
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const std::string &GetLocalIp() const;
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const std::string &GetProtocol() const;
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const std::string &GetRemoteIp() const;
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const std::string &GetServerDescription() const;
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const std::string &GetVersion() const;
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int GetServerStatus() const;
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unsigned int GetServerListTypeId() const;
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unsigned int GetServerProcessType() const;
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bool HandleNewLoginserverRegisteredOnly(Database::DbWorldRegistration &world_registration);
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bool HandleNewLoginserverInfoUnregisteredAllowed(Database::DbWorldRegistration &world_registration);
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private:
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/**
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* Packet processing functions
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*
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* @param opcode
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* @param packet
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*/
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void ProcessNewLSInfo(uint16_t opcode, const EQ::Net::Packet &packet);
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void ProcessLSStatus(uint16_t opcode, const EQ::Net::Packet &packet);
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void ProcessUserToWorldResponseLegacy(uint16_t opcode, const EQ::Net::Packet &packet);
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void ProcessUserToWorldResponse(uint16_t opcode, const EQ::Net::Packet &packet);
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void ProcessLSAccountUpdate(uint16_t opcode, const EQ::Net::Packet &packet);
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std::shared_ptr<EQ::Net::ServertalkServerConnection> connection;
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unsigned int zones_booted;
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unsigned int players_online;
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int server_status;
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unsigned int server_id;
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unsigned int server_list_type_id;
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unsigned int server_process_type;
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std::string server_description;
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std::string long_name;
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std::string short_name;
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std::string account_name;
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std::string account_password;
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std::string remote_ip_address;
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std::string local_ip;
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std::string protocol;
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std::string version;
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bool is_server_authorized;
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bool is_server_logged_in;
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bool is_server_trusted;
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/**
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* Keepalive
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* @param t
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*/
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void OnKeepAlive(EQ::Timer *t);
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std::unique_ptr<EQ::Timer> m_keepalive;
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};
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#endif
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