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2024-07-22 08:52:28 -04:00

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C++

/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
*/
#ifndef CLIENT_H
#define CLIENT_H
#include "../common/linked_list.h"
#include "../common/timer.h"
#include "../common/TCPConnection.h"
#include "login_structs.h"
#include "LoginAccount.h"
#include "../common/PacketStruct.h"
#include <string>
#include <vector>
enum eLoginMode { None, Normal, Registration };
class DelayQue;
class Client
{
public:
Client(EQStream* ieqnc);
~Client();
void SendLoginDenied();
void SendLoginDeniedBadVersion();
void SendLoginAccepted(int32 account_id = 1, int8 login_response = 0);
void SendWorldList();
void SendCharList();
int16 AddWorldToList2(uchar* buffer, char* name, int32 id, int16* flags);
void GenerateChecksum(EQApplicationPacket* outapp);
int8 LoginKey[10];
int8 ClientSession[25];
bool Process();
void SaveErrorsToDB(EQApplicationPacket* app, char* type, int32 version);
void CharacterApproved(int32 server_id,int32 char_id);
void CharacterRejected(int8 reason_number);
EQStream* getConnection() { return eqnc; }
LoginAccount* GetLoginAccount() { return login_account; }
void SetLoginAccount(LoginAccount* in_account) {
login_account = in_account;
if(in_account)
account_id = in_account->getLoginAccountID();
}
int16 GetVersion(){ return version; }
char* GetKey() { return key; }
void SetKey(char* in_key) { strcpy(key,in_key); }
int32 GetIP() { return ip; }
int16 GetPort() { return port; }
int32 GetAccountID() { return account_id; }
const char* GetAccountName(){ return (char*)account_name.c_str(); }
void SetAccountName(const char* name){ account_name = string(name); }
void ProcessLogin(char* name, char* pass,int seq=0);
void QueuePacket(EQ2Packet* app);
void FatalError(int8 response);
void WorldResponse(int32 worldid, int8 response, char* ip_address, int32 port, int32 access_key);
bool AwaitingCharCreationRequest(){
if(createRequest)
return true;
else
return false;
}
Timer* updatetimer;
Timer* updatelisttimer;
Timer* disconnectTimer;
//Timer* keepalive;
//Timer* logintimer;
int16 packettotal;
int32 requested_server_id;
int32 request_num;
LinkedList<DelayQue*> delay_que;
void SendPlayFailed(int8 response);
void StartDisconnectTimer();
private:
string pending_play_char_name;
int32 pending_play_char_id;
int8 update_position;
int16 num_updates;
vector<PacketStruct*>* update_packets;
LoginAccount* login_account;
EQStream* eqnc;
int32 ip;
int16 port;
int32 account_id;
string account_name;
char key[10];
int8 lsadmin;
sint16 worldadmin;
int lsstatus;
bool kicked;
bool verified;
bool start;
bool needs_world_list;
int16 version;
char bannedreason[30];
bool sent_character_list;
eLoginMode LoginMode;
PacketStruct* createRequest;
Timer* playWaitTimer;
};
class ClientList
{
public:
ClientList() {}
~ClientList() {}
void Add(Client* client);
Client* Get(int32 ip, int16 port);
Client* FindByLSID(int32 lsaccountid);
void FindByCreateRequest();
void SendPacketToAllClients(EQ2Packet* app);
void Process();
private:
Mutex MClientList;
map<Client*, bool> client_list;
};
class DelayQue {
public:
DelayQue(Timer* in_timer, EQApplicationPacket* in_packet){
timer = in_timer;
packet = in_packet;
};
Timer* timer;
EQApplicationPacket* packet;
};
#endif