Chris Miles 19791195e5
[Logging] Netcode Logging Unify (#2443)
* [Logging] Unify netcode logging

* More tweaks, generator

* Exclude OP_SpecialMesg at callback level

* Consolidate packet loggers

* Log at EQStream level instead of proxy

* Fix C->S

* Server to server logging

* C-S for Loginserver

* Hook UCS for C->S

* Update eqemu_logsys.h

* World C->S logging

* Translate opcodes through patch system for client to server

* Additional logging requests

* Add detailed opcode translation logging

* vStringFormat resiliency

* Translate loginserver C->S

* Simplify out message string (reduce copies) and ignore legacy formats

* Update eqemu_logsys.cpp

* Log file format

* Handle deprecated categories
2022-09-28 03:42:09 -05:00

221 lines
5.3 KiB
C++

#ifndef EQEMU_CLIENT_H
#define EQEMU_CLIENT_H
#include "../common/global_define.h"
#include "../common/opcodemgr.h"
#include "../common/random.h"
#include "../common/eq_stream_intf.h"
#include "../common/net/dns.h"
#include "../common/net/daybreak_connection.h"
#include "login_types.h"
#include <memory>
/**
* Client class, controls a single client and it's connection to the login server
*/
class Client {
public:
/**
* Constructor, sets our connection to c and version to v
*
* @param c
* @param v
*/
Client(std::shared_ptr<EQStreamInterface> c, LSClientVersion v);
/**
* Destructor
*/
~Client() {}
/**
* Processes the client's connection and does various actions
*
* @return
*/
bool Process();
/**
* Sends our reply to session ready packet
*
* @param data
* @param size
*/
void Handle_SessionReady(const char *data, unsigned int size);
/**
* Verifies login and send a reply
*
* @param data
* @param size
*/
void Handle_Login(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 seperate data packet specifically for the expansion data
* Live, as of July 2021 uses a similar but slightly different seperate data packet
*
* @param PlayerLoginReply_Struct
*
*/
void SendExpansionPacketData(PlayerLoginReply_Struct& plrs);
/**
* Sends a packet to the requested server to see if the client is allowed or not
*
* @param data
*/
void Handle_Play(const char *data);
/**
* Sends a server list packet to the client
*
* @param seq
*/
void SendServerListPacket(uint32 seq);
/**
* Sends the input packet to the client and clears our play response states
*
* @param outapp
*/
void SendPlayResponse(EQApplicationPacket *outapp);
/**
* Generates a random login key for the client during login
*/
void GenerateKey();
/**
* Gets the account id of this client
*
* @return
*/
unsigned int GetAccountID() const { return m_account_id; }
/**
* Gets the loginserver name of this client
*
* @return
*/
std::string GetLoginServerName() const { return m_loginserver_name; }
/**
* Gets the account name of this client
*
* @return
*/
std::string GetAccountName() const { return m_account_name; }
/**
* Returns a description for the client for logging
* @return std::string
*/
std::string GetClientDescription();
/**
* Gets the key generated at login for this client
*
* @return
*/
std::string GetKey() const { return m_key; }
/**
* Gets the server selected to be played on for this client
*
* @return
*/
unsigned int GetPlayServerID() const { return m_play_server_id; }
/**
* Gets the play sequence state for this client
*
* @return
*/
unsigned int GetPlaySequence() const { return m_play_sequence_id; }
/**
* Gets the connection for this client
*
* @return
*/
std::shared_ptr<EQStreamInterface> GetConnection() { return m_connection; }
/**
* Attempts to create a login account
*
* @param user
* @param pass
* @param loginserver
*/
void AttemptLoginAccountCreation(const std::string &user, const std::string &pass, const std::string &loginserver);
/**
* Does a failed login
*/
void DoFailedLogin();
/**
* Verifies a login hash, will also attempt to update a login hash if needed
*
* @param account_username
* @param source_loginserver
* @param account_password
* @param password_hash
* @return
*/
bool VerifyLoginHash(
const std::string &account_username,
const std::string &source_loginserver,
const std::string &account_password,
const std::string &password_hash
);
void DoSuccessfulLogin(const std::string in_account_name, int db_account_id, const std::string &db_loginserver);
void CreateLocalAccount(const std::string &username, const std::string &password);
void CreateEQEmuAccount(const std::string &in_account_name, const std::string &in_account_password, unsigned int loginserver_account_id);
private:
EQ::Random m_random;
std::shared_ptr<EQStreamInterface> 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_play_server_id;
unsigned int m_play_sequence_id;
std::string m_key;
std::unique_ptr<EQ::Net::DaybreakConnectionManager> m_login_connection_manager;
std::shared_ptr<EQ::Net::DaybreakConnection> m_login_connection;
LoginBaseMessage_Struct m_llrs;
std::string m_stored_user;
std::string m_stored_pass;
void LoginOnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection);
void LoginOnStatusChange(
std::shared_ptr<EQ::Net::DaybreakConnection> conn,
EQ::Net::DbProtocolStatus from,
EQ::Net::DbProtocolStatus to
);
void LoginOnStatusChangeIgnored(
std::shared_ptr<EQ::Net::DaybreakConnection> conn,
EQ::Net::DbProtocolStatus from,
EQ::Net::DbProtocolStatus to
);
void LoginOnPacketRecv(std::shared_ptr<EQ::Net::DaybreakConnection> conn, const EQ::Net::Packet &p);
void LoginSendSessionReady();
void LoginSendLogin();
void LoginProcessLoginResponse(const EQ::Net::Packet &p);
static bool ProcessHealthCheck(std::string username);
};
#endif