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Protocol/old/login/client.h

360 lines
11 KiB
C++

/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
*/
#pragma once
// Standard library includes
#include <cstdint>
#include <map>
#include <memory>
#include <mutex>
#include <string>
#include <string_view>
#include <vector>
// Project includes
#include "../common/linked_list.h"
#include "../common/timer.h"
#include "../common/TCPConnection.h"
#include "../common/PacketStruct.h"
#include "login_structs.h"
#include "LoginAccount.h"
// Forward declarations
class DelayQue;
class EQStream;
class EQ2Packet;
class EQApplicationPacket;
/**
* @brief Login modes for client state management
*/
enum class LoginMode : std::uint8_t
{
None, // No login state
Normal, // Normal login process
Registration // Account registration mode
};
/**
* @brief Represents a connected client in the login server
*
* This class manages individual client connections, handling:
* - Authentication and login process
* - Character selection and creation
* - World server communication
* - Packet processing and queuing
*/
class Client
{
public:
/**
* @brief Constructs a new client instance
* @param ieqnc The EQStream connection for this client
*/
explicit Client(EQStream* ieqnc);
/**
* @brief Destructor - ensures proper cleanup of client resources
*/
~Client();
// Disable copy operations
Client(const Client&) = delete;
Client& operator=(const Client&) = delete;
// Login response methods
/**
* @brief Sends a login denied message to the client
*/
void SendLoginDenied();
/**
* @brief Sends a login denied message due to version mismatch
*/
void SendLoginDeniedBadVersion();
/**
* @brief Sends a login accepted message to the client
* @param account_id The account ID (default: 1)
* @param login_response The login response code (default: 0)
*/
void SendLoginAccepted(std::int32_t account_id = 1, std::int8_t login_response = 0);
// World and character list methods
/**
* @brief Sends the world server list to the client
*/
void SendWorldList();
/**
* @brief Sends the character list to the client
*/
void SendCharList();
/**
* @brief Adds a world server to the list buffer
* @param buffer Output buffer for world data
* @param name World server name
* @param id World server ID
* @param flags World server flags
* @return Size of data written to buffer
*/
std::int16_t AddWorldToList2(unsigned char* buffer, const char* name,
std::int32_t id, std::int16_t* flags);
/**
* @brief Generates checksum for outgoing packet
* @param outapp Packet to generate checksum for
*/
void GenerateChecksum(EQApplicationPacket* outapp);
/**
* @brief Main processing loop for the client
* @return true if client is still active, false if should be removed
*/
bool Process();
/**
* @brief Saves client error logs to database
* @param app Packet containing error data
* @param type Type of error log
* @param version Client version
*/
void SaveErrorsToDB(EQApplicationPacket* app, const char* type, std::int32_t version);
// Character management methods
/**
* @brief Handles character creation approval from world server
* @param server_id World server ID
* @param char_id New character ID
*/
void CharacterApproved(std::int32_t server_id, std::int32_t char_id);
/**
* @brief Handles character creation rejection
* @param reason_number Rejection reason code
*/
void CharacterRejected(std::int8_t reason_number);
/**
* @brief Processes login attempt
* @param name Account name
* @param pass Account password
* @param seq Sequence number (default: 0)
*/
void ProcessLogin(const char* name, const char* pass, int seq = 0);
/**
* @brief Queues a packet for sending to the client
* @param app Packet to queue
*/
void QueuePacket(EQ2Packet* app);
/**
* @brief Sends a fatal error to the client
* @param response Error response code
*/
void FatalError(std::int8_t response);
/**
* @brief Handles world server response for play request
* @param worldid World server ID
* @param response Response code
* @param ip_address World server IP
* @param port World server port
* @param access_key Access key for world server
*/
void WorldResponse(std::int32_t worldid, std::int8_t response,
char* ip_address, std::int32_t port, std::int32_t access_key);
/**
* @brief Sends play failed message to client
* @param response Failure reason code
*/
void SendPlayFailed(std::int8_t response);
/**
* @brief Starts the disconnect timer
*/
void StartDisconnectTimer();
// Getter methods
[[nodiscard]] EQStream* getConnection() { return eqnc_; }
[[nodiscard]] LoginAccount* GetLoginAccount() { return login_account_.get(); }
[[nodiscard]] std::int16_t GetVersion() const { return version_; }
[[nodiscard]] char* GetKey() { return key_; }
[[nodiscard]] std::int32_t GetIP() const { return ip_; }
[[nodiscard]] std::int16_t GetPort() const { return port_; }
[[nodiscard]] std::int32_t GetAccountID() const { return account_id_; }
[[nodiscard]] const char* GetAccountName() const { return account_name_.c_str(); }
[[nodiscard]] bool AwaitingCharCreationRequest() const { return createRequest_ != nullptr; }
// Setter methods
void SetLoginAccount(LoginAccount* in_account)
{
login_account_.reset(in_account);
if (in_account)
{
account_id_ = in_account->getLoginAccountID();
}
}
void SetKey(const char* in_key)
{
std::strncpy(key_, in_key, sizeof(key_) - 1);
key_[sizeof(key_) - 1] = '\0';
}
void SetAccountName(const char* name) { account_name_ = name; }
// Public data members (legacy compatibility)
std::int8_t LoginKey[10]{}; // Login key for authentication
std::int8_t ClientSession[25]{}; // Client session data
// Timers
std::unique_ptr<Timer> updatetimer; // Timer for periodic updates
std::unique_ptr<Timer> updatelisttimer; // Timer for world list updates
std::unique_ptr<Timer> disconnectTimer; // Timer for disconnect timeout
// Request tracking
std::int16_t packettotal{0}; // Total packets processed
std::int32_t requested_server_id{0}; // Requested world server ID
std::int32_t request_num{0}; // Current request number
// Delay queue for packet scheduling
LinkedList<DelayQue*> delay_que;
private:
// Character play state
std::string pending_play_char_name_; // Name of character pending play
std::int32_t pending_play_char_id_{0}; // ID of character pending play
// Update state
std::int8_t update_position_{0}; // Current position in update sequence
std::int16_t num_updates_{0}; // Number of updates sent
std::vector<PacketStruct*>* update_packets_{nullptr}; // Update packet queue
// Account information
std::unique_ptr<LoginAccount> login_account_; // Login account data
EQStream* eqnc_; // Network connection stream
// Connection details
std::int32_t ip_{0}; // Client IP address
std::int16_t port_{0}; // Client port
// Account data
std::int32_t account_id_{0}; // Account ID in database
std::string account_name_; // Account name
char key_[10]{}; // Authentication key
std::int8_t lsadmin_{0}; // Login server admin level
std::int16_t worldadmin_{0}; // World server admin level
int lsstatus_{0}; // Login server status
// Client state flags
bool kicked_{false}; // Client has been kicked
bool verified_{false}; // Client has been verified
bool start_{false}; // Client has started
bool needs_world_list_{true}; // Client needs world list
bool sent_character_list_{false}; // Character list has been sent
// Version and mode
std::int16_t version_{0}; // Client version
LoginMode login_mode_{LoginMode::None}; // Current login mode
// Character creation
char bannedreason_[30]{}; // Ban reason if applicable
PacketStruct* createRequest_{nullptr}; // Pending character creation request
std::unique_ptr<Timer> playWaitTimer_; // Timer for play request timeout
};
/**
* @brief Manages all connected clients
*
* Thread-safe container for managing multiple client connections
*/
class ClientList
{
public:
/**
* @brief Default constructor
*/
ClientList() = default;
/**
* @brief Destructor
*/
~ClientList() = default;
// Disable copy operations
ClientList(const ClientList&) = delete;
ClientList& operator=(const ClientList&) = delete;
/**
* @brief Adds a client to the list
* @param client Client to add
*/
void Add(Client* client);
/**
* @brief Finds a client by IP and port
* @param ip Client IP address
* @param port Client port
* @return Pointer to client if found, nullptr otherwise
*/
[[nodiscard]] Client* Get(std::int32_t ip, std::int16_t port);
/**
* @brief Finds a client by login server account ID
* @param lsaccountid Login server account ID
* @return Pointer to client if found, nullptr otherwise
*/
[[nodiscard]] Client* FindByLSID(std::int32_t lsaccountid);
/**
* @brief Finds clients waiting for character creation response
*/
void FindByCreateRequest();
/**
* @brief Sends a packet to all connected clients
* @param app Packet to send
*/
void SendPacketToAllClients(EQ2Packet* app);
/**
* @brief Processes all clients in the list
*/
void Process();
private:
mutable std::mutex mutex_; // Mutex for thread safety
std::map<Client*, bool> client_list_; // Map of clients to active status
};
/**
* @brief Delayed packet queue entry
*
* Holds a packet with an associated timer for delayed sending
*/
class DelayQue
{
public:
/**
* @brief Constructs a delayed queue entry
* @param in_timer Timer for delay
* @param in_packet Packet to delay
*/
DelayQue(Timer* in_timer, EQApplicationPacket* in_packet)
: timer(in_timer)
, packet(in_packet)
{
}
Timer* timer; // Timer controlling the delay
EQApplicationPacket* packet; // Packet to be sent after delay
};