# File: `LWorld.h` ## Classes - `LWorld` - `LWorldList` ## Functions - `void ServerUpdateLoop(void* tmp);` - `bool Process();` - `void SendPacket(ServerPacket* pack);` - `void Message(const char* to, const char* message, ...);` - `bool SetupWorld(char* in_worldname, char* in_worldaddress, char* in_account, char* in_password, char* in_version);` - `void UpdateStatus(sint32 in_status, sint32 in_players, sint32 in_zones, int8 in_level) {` - `void UpdateWorldList(LWorld* to = 0);` - `void SetRemoteInfo(int32 in_ip, int32 in_accountid, char* in_account, char* in_name, char* in_address, int32 in_status, int32 in_adminid, sint32 in_players, sint32 in_zones);` - `bool IsLocked() { return status==-2; }` - `void ShowDownActive(bool show){ show_down_active = show; }` - `void ShowDown(bool show){ pshowdown = show; }` - `int8 GetWorldStatus();` - `void ChangeToPlaceholder();` - `void Kick(const char* message = ERROR_GHOST, bool iSetKickedFlag = true);` - `void SetID(int32 new_id) { ID = new_id; }` - `void SendDeleteCharacter( int32 char_id, int32 account_id );` - `bool IsDevelServer(){ return devel_server; }` - `void Add(LWorld* worldserver);` - `void AddInitiateWorld ( LWorld* world );` - `void Process();` - `void ReceiveData();` - `void SendPacket(ServerPacket* pack, LWorld* butnotme = 0);` - `void SendPacketLocal(ServerPacket* pack, LWorld* butnotme = 0);` - `void SendPacketLogin(ServerPacket* pack, LWorld* butnotme = 0);` - `void SendWorldChanged(int32 server_id, bool sendtoallclients=false, Client* sendto = 0);` - `void UpdateWorldList(LWorld* to = 0);` - `void UpdateWorldStats();` - `void KickGhost(ConType in_type, int32 in_accountid = 0, LWorld* ButNotMe = 0);` - `void KickGhostIP(int32 ip, LWorld* NotMe = 0, int16 iClientPort = 0);` - `void RemoveByLink(TCPConnection* in_link, int32 in_id = 0, LWorld* ButNotMe = 0);` - `void RemoveByID(int32 in_id);` - `void SendWorldStatus(LWorld* chat, char* adminname);` - `void ConnectUplink();` - `bool Init();` - `void InitWorlds();` - `void Shutdown();` - `bool WriteXML();` - `int32 GetCount(ConType type);` - `void PopulateWorldList(http::response& res);` - `void ListWorldsToConsole();` - `void AddServerEquipmentUpdates(LWorld* world, map updates);` - `void ProcessLSEquipUpdates();` - `void RequestServerEquipUpdates(LWorld* world);` - `void SetUpdateServerList ( bool var ) { UpdateServerList = var; }` - `bool ContinueServerUpdates(){ return server_update_thread; }` - `void ResetServerUpdates(){server_update_thread = true;}` - `void ProcessServerUpdates();` - `void RequestServerUpdates(LWorld* world);` - `void AddServerZoneUpdates(LWorld* world, map updates);` - `int32 GetNextID() { return NextID++; }` ## Notable Comments - /* - */ - // we don't want the server list to update unless something has changed - //devn00b temp - //devn00b temp - // JohnAdams: login appearances, copied from above - // - /// - // holds the world server list so we don't have to create it for every character - // logging in