mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-07 14:02:23 +00:00
- TOB Struct is different from the old one - Moved specifics into their respective structs - Added variant for choosing the struct to use - Added setters to abstract the client operations and reduce duplicate code - Pass at cleanup on GenerateRandomLoginKey to make it easier to modify
81 lines
3.7 KiB
C++
81 lines
3.7 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_stream_intf.h"
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#include "common/net/reliable_stream_connection.h"
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#include "common/opcodemgr.h"
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#include "common/random.h"
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#include "common/repositories/login_accounts_repository.h"
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#include "loginserver/login_types.h"
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#include <memory>
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class Client {
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public:
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Client(std::shared_ptr<EQStreamInterface> c, LSClientVersion v);
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~Client() {}
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bool Process();
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void HandleSessionReady(const char *data, unsigned int size);
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void HandleLogin(const char *data, unsigned int size);
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// Sends the expansion data packet
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// Titanium uses the encrypted data block to contact the expansion (You own xxx:) and the max expansions (of yyy)
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// Rof uses a separate data packet specifically for the expansion data
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// Live, as of July 2021 uses a similar but slightly different seperate data packet
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void SendExpansionPacketData(PlayerLoginReplyOld &plrs);
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void SendPlayToWorld(const char *data);
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void SendServerListPacket(uint32 seq);
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void SendPlayResponse(EQApplicationPacket *outapp);
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void GenerateRandomLoginKey();
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unsigned int GetAccountID() const { return m_account_id; }
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std::string GetLoginServerName() const { return m_loginserver_name; }
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std::string GetAccountName() const { return m_account_name; }
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std::string GetClientLoggingDescription();
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std::string GetLoginKey() const { return m_key; }
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unsigned int GetSelectedPlayServerID() const { return m_selected_play_server_id; }
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unsigned int GetCurrentPlaySequence() const { return m_play_sequence_id; }
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LSClientVersion GetClientVersion() const { return m_client_version; }
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std::shared_ptr<EQStreamInterface> GetConnection() { return m_connection; }
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void AttemptLoginAccountCreation(LoginAccountContext c);
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void SendFailedLogin();
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bool VerifyAndUpdateLoginHash(LoginAccountContext c, const LoginAccountsRepository::LoginAccounts& a);
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void DoSuccessfulLogin(LoginAccountsRepository::LoginAccounts& a);
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private:
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EQ::Random m_random;
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std::shared_ptr<EQStreamInterface> m_connection;
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LSClientVersion m_client_version;
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LSClientStatus m_client_status;
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std::string m_account_name;
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unsigned int m_account_id;
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std::string m_loginserver_name;
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unsigned int m_selected_play_server_id;
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unsigned int m_play_sequence_id;
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std::string m_key;
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std::unique_ptr<EQ::Net::ReliableStreamConnectionManager> m_login_connection_manager;
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std::shared_ptr<EQ::Net::ReliableStreamConnection> m_login_connection;
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LoginBaseMessage m_login_base_message;
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std::string m_stored_username;
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std::string m_stored_password;
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static bool ProcessHealthCheck(std::string username) {
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return username == "healthcheckuser";
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}
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};
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