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https://github.com/EQEmu/Server.git
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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
129 lines
4.6 KiB
C++
129 lines
4.6 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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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; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/eq_packet_structs.h"
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#include "common/inventory_profile.h"
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#include "common/linked_list.h"
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#include "common/timer.h"
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#include "world/cliententry.h"
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#include <string>
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class EQApplicationPacket;
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class EQStreamInterface;
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class Client {
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public:
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Client(EQStreamInterface* ieqs);
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~Client();
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bool Process();
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void SendCharInfo();
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void SendMaxCharCreate();
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void SendMembership();
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void SendMembershipSettings();
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void EnterWorld(bool TryBootup = true);
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void TellClientZoneUnavailable();
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void QueuePacket(const EQApplicationPacket* app, bool ack_req = true);
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void Clearance(int8 response);
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void SendGuildList();
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void SendEnterWorld(std::string name);
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void SendExpansionInfo();
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void SendLogServer();
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void SendApproveWorld();
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void SendPostEnterWorld();
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void SendGuildTributeFavorAndTimer(uint32 favor, uint32 time_remaining);
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void SendGuildTributeOptInToggle(const GuildTributeMemberToggle* in);
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inline uint32 GetIP() { return ip; }
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inline uint16 GetPort() { return port; }
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inline uint32 GetZoneID() { return zone_id; }
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inline uint32 GetInstanceID() { return instance_id; }
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inline uint32 WaitingForBootup() { return zone_waiting_for_bootup; }
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inline const char * GetAccountName() { if (cle) { return cle->AccountName(); } return "NOCLE"; }
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inline int16 GetAdmin() { if (cle) { return cle->Admin(); } return 0; }
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inline uint32 GetAccountID() { if (cle) { return cle->AccountID(); } return 0; }
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inline uint32 GetWID() { if (cle) { return cle->GetID(); } return 0; }
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inline uint32 GetLSID() { if (cle) { return cle->LSID(); } return 0; }
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inline const char* GetLSKey() { if (cle) { return cle->GetLSKey(); } return "NOKEY"; }
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inline uint32 GetCharID() { return charid; }
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inline const char* GetCharName() { return char_name; }
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inline EQ::versions::ClientVersion GetClientVersion() { return m_ClientVersion; }
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inline ClientListEntry* GetCLE() { return cle; }
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inline void SetCLE(ClientListEntry* iCLE) { cle = iCLE; }
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bool StoreCharacter(
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uint32 account_id,
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PlayerProfile_Struct *p_player_profile_struct,
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EQ::InventoryProfile *p_inventory_profile
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);
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private:
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uint32 ip;
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uint16 port;
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uint32 charid;
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char char_name[64];
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uint32 zone_id;
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uint32 instance_id;
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bool is_player_zoning;
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Timer autobootup_timeout;
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uint32 zone_waiting_for_bootup;
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bool enter_world_triggered;
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bool StartInTutorial;
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EQ::versions::ClientVersion m_ClientVersion;
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uint32 m_ClientVersionBit;
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bool OPCharCreate(char *name, CharCreate_Struct *cc);
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void SetClassStartingSkills( PlayerProfile_Struct *pp );
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void SetRaceStartingSkills( PlayerProfile_Struct *pp );
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void SetRacialLanguages( PlayerProfile_Struct *pp );
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void SetClassLanguages(PlayerProfile_Struct *pp);
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ClientListEntry* cle;
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Timer connect;
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bool seen_character_select;
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bool HandlePacket(const EQApplicationPacket *app);
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bool HandleNameApprovalPacket(const EQApplicationPacket *app);
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bool HandleSendLoginInfoPacket(const EQApplicationPacket *app);
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bool HandleGenerateRandomNamePacket(const EQApplicationPacket *app);
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bool HandleCharacterCreateRequestPacket(const EQApplicationPacket *app);
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bool HandleCharacterCreatePacket(const EQApplicationPacket *app);
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bool HandleEnterWorldPacket(const EQApplicationPacket *app);
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bool HandleDeleteCharacterPacket(const EQApplicationPacket *app);
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bool HandleZoneChangePacket(const EQApplicationPacket *app);
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bool HandleChecksumPacket(const EQApplicationPacket *app);
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bool ChecksumVerificationCRCEQGame(uint64 checksum);
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bool ChecksumVerificationCRCSkillCaps(uint64 checksum);
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bool ChecksumVerificationCRCBaseData(uint64 checksum);
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EQStreamInterface* eqs;
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bool CanTradeFVNoDropItem();
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void RecordPossibleHack(const std::string& message);
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void SendUnsupportedClientPacket(const std::string& message);
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void LoadDataBucketsCache();
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void ClearDataBucketsCache();
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};
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bool CheckCharCreateInfoSoF(CharCreate_Struct *cc);
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bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc);
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