mirror of
https://github.com/EQEmu/Server.git
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149 lines
3.3 KiB
C++
149 lines
3.3 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2010 EQEMu Development Team (http://eqemulator.net)
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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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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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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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#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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#ifndef WIN32
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#include "eq_crypto_api.h"
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#endif
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#include <memory>
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#include "../common/eq_stream_intf.h"
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using namespace std;
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enum LSClientVersion
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{
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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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{
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cs_not_sent_session_ready,
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cs_waiting_for_login,
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cs_logged_in
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};
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enum LoginMode
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{
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lm_initial = 2,
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lm_from_world = 3
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};
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/**
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* Client class, controls a single client and it's
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* connection to the login server.
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*/
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class Client
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{
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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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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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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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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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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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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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void SendServerListPacket();
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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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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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unsigned int GetAccountID() const { return account_id; }
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/**
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* Gets the account name of this client.
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*/
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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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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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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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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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std::shared_ptr<EQStreamInterface> GetConnection() { return connection; }
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EQEmu::Random random;
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private:
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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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string account_name;
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unsigned int account_id;
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unsigned int play_server_id;
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unsigned int play_sequence_id;
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string key;
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};
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#endif
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