Chris Miles 1a48add20e
[Loginserver] Modernize codebase (#4647)
* Beginning of cleanup

* More cleanup

* More cleanup

* Enc cleanup

* client manager cleanup

* client cleanup

* More cleanup

* More cleanup

* Cleanup

* More cleanup, account  context, account management

* Remove positional fmt bindings

* Use LoginAccountContext

* Update loginserver_webserver.cpp

* Remove comments

* Port CreateLoginServerAccount to repositories

* More cleanup

* More cleanup

* More cleanup

* More cleanup

* Remove a ton of functions

* More cleanup

* More cleanup

* More cleanup

* Cleanup SendClientAuthToWorld

* Consolidate world server logic

* Update login_accounts_repository.h

* Update login_accounts_repository.h

* Move api tokens to repositories

* Cleanup options

* Move everything else to repositories

* Update account_management.cpp

* uint64 account

* Update login_schema.sql

* Fix

* Update world_server.cpp

* auto
2025-02-06 12:47:02 -06:00

69 lines
3.1 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 "../common/repositories/login_accounts_repository.h"
#include <memory>
class Client {
public:
Client(std::shared_ptr<EQStreamInterface> c, LSClientVersion v);
~Client() {}
bool Process();
void HandleSessionReady(const char *data, unsigned int size);
void HandleLogin(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 separate data packet specifically for the expansion data
// Live, as of July 2021 uses a similar but slightly different seperate data packet
void SendExpansionPacketData(PlayerLoginReply &plrs);
void SendPlayToWorld(const char *data);
void SendServerListPacket(uint32 seq);
void SendPlayResponse(EQApplicationPacket *outapp);
void GenerateRandomLoginKey();
unsigned int GetAccountID() const { return m_account_id; }
std::string GetLoginServerName() const { return m_loginserver_name; }
std::string GetAccountName() const { return m_account_name; }
std::string GetClientLoggingDescription();
std::string GetLoginKey() const { return m_key; }
unsigned int GetSelectedPlayServerID() const { return m_selected_play_server_id; }
unsigned int GetCurrentPlaySequence() const { return m_play_sequence_id; }
LSClientVersion GetClientVersion() const { return m_client_version; }
std::shared_ptr<EQStreamInterface> GetConnection() { return m_connection; }
void AttemptLoginAccountCreation(LoginAccountContext c);
void SendFailedLogin();
bool VerifyAndUpdateLoginHash(LoginAccountContext c, const LoginAccountsRepository::LoginAccounts& a);
void DoSuccessfulLogin(LoginAccountsRepository::LoginAccounts& a);
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_selected_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 m_login_base_message;
std::string m_stored_username;
std::string m_stored_password;
static bool ProcessHealthCheck(std::string username) {
return username == "healthcheckuser";
}
};
#endif