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