mirror of
https://github.com/EQEmu/Server.git
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235 lines
5.7 KiB
C++
235 lines
5.7 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_CLIENT_H
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#define EQEMU_CLIENT_H
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#include "../common/global_define.h"
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#include "../common/opcodemgr.h"
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#include "../common/random.h"
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#include "../common/eq_stream_intf.h"
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#include "../common/net/dns.h"
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#include "../common/net/daybreak_connection.h"
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#include "login_structures.h"
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#include <memory>
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enum LSClientVersion {
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cv_titanium,
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cv_sod
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};
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enum LSClientStatus {
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cs_not_sent_session_ready,
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cs_waiting_for_login,
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cs_creating_account,
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cs_failed_to_login,
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cs_logged_in
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};
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/**
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* Client class, controls a single client and it's connection to the login server
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*/
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class Client {
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public:
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/**
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* Constructor, sets our connection to c and version to v
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*
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* @param c
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* @param v
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*/
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Client(std::shared_ptr<EQStreamInterface> c, LSClientVersion v);
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/**
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* Destructor
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*/
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~Client() {}
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/**
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* Processes the client's connection and does various actions
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*
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* @return
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*/
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bool Process();
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/**
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* Sends our reply to session ready packet
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*
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* @param data
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* @param size
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*/
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void Handle_SessionReady(const char *data, unsigned int size);
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/**
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* Verifies login and send a reply
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*
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* @param data
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* @param size
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*/
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void Handle_Login(const char *data, unsigned int size);
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/**
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* Sends a packet to the requested server to see if the client is allowed or not
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*
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* @param data
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*/
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void Handle_Play(const char *data);
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/**
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* Sends a server list packet to the client
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*
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* @param seq
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*/
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void SendServerListPacket(uint32 seq);
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/**
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* Sends the input packet to the client and clears our play response states
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*
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* @param outapp
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*/
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void SendPlayResponse(EQApplicationPacket *outapp);
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/**
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* Generates a random login key for the client during login
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*/
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void GenerateKey();
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/**
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* Gets the account id of this client
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*
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* @return
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*/
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unsigned int GetAccountID() const { return account_id; }
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/**
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* Gets the loginserver name of this client
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*
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* @return
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*/
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std::string GetLoginServerName() const { return loginserver_name; }
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/**
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* Gets the account name of this client
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*
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* @return
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*/
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std::string GetAccountName() const { return account_name; }
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/**
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* Gets the key generated at login for this client
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*
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* @return
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*/
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std::string GetKey() const { return key; }
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/**
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* Gets the server selected to be played on for this client
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*
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* @return
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*/
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unsigned int GetPlayServerID() const { return play_server_id; }
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/**
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* Gets the play sequence state for this client
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*
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* @return
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*/
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unsigned int GetPlaySequence() const { return play_sequence_id; }
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/**
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* Gets the connection for this client
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*
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* @return
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*/
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std::shared_ptr<EQStreamInterface> GetConnection() { return connection; }
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/**
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* Attempts to create a login account
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*
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* @param user
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* @param pass
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* @param loginserver
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*/
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void AttemptLoginAccountCreation(const std::string &user, const std::string &pass, const std::string &loginserver);
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/**
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* Does a failed login
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*/
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void DoFailedLogin();
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/**
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* Verifies a login hash, will also attempt to update a login hash if needed
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*
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* @param account_username
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* @param source_loginserver
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* @param account_password
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* @param password_hash
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* @return
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*/
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bool VerifyLoginHash(
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const std::string &account_username,
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const std::string &source_loginserver,
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const std::string &account_password,
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const std::string &password_hash
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);
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void DoSuccessfulLogin(const std::string in_account_name, int db_account_id, const std::string &db_loginserver);
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void CreateLocalAccount(const std::string &username, const std::string &password);
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void CreateEQEmuAccount(const std::string &in_account_name, const std::string &in_account_password, unsigned int loginserver_account_id);
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private:
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EQ::Random random;
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std::shared_ptr<EQStreamInterface> connection;
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LSClientVersion version;
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LSClientStatus status;
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std::string account_name;
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unsigned int account_id;
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std::string loginserver_name;
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unsigned int play_server_id;
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unsigned int play_sequence_id;
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std::string key;
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std::unique_ptr<EQ::Net::DaybreakConnectionManager> login_connection_manager;
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std::shared_ptr<EQ::Net::DaybreakConnection> login_connection;
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LoginLoginRequest_Struct llrs;
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std::string stored_user;
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std::string stored_pass;
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void LoginOnNewConnection(std::shared_ptr<EQ::Net::DaybreakConnection> connection);
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void LoginOnStatusChange(
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std::shared_ptr<EQ::Net::DaybreakConnection> conn,
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EQ::Net::DbProtocolStatus from,
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EQ::Net::DbProtocolStatus to
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);
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void LoginOnStatusChangeIgnored(
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std::shared_ptr<EQ::Net::DaybreakConnection> conn,
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EQ::Net::DbProtocolStatus from,
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EQ::Net::DbProtocolStatus to
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);
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void LoginOnPacketRecv(std::shared_ptr<EQ::Net::DaybreakConnection> conn, const EQ::Net::Packet &p);
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void LoginSendSessionReady();
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void LoginSendLogin();
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void LoginProcessLoginResponse(const EQ::Net::Packet &p);
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};
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#endif
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