89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator 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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EQ2Emulator 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LOGINSERVER_H
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#define LOGINSERVER_H
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#include "../common/servertalk.h"
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#include "../common/linked_list.h"
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#include "../common/timer.h"
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#include "../common/queue.h"
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#include "../common/Mutex.h"
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#include "../common/TCPConnection.h"
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#include <deque>
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#include "MutexMap.h"
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#ifdef WIN32
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void AutoInitLoginServer(void *tmp);
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#else
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void *AutoInitLoginServer(void *tmp);
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#endif
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bool InitLoginServer();
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class LoginServer{
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public:
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LoginServer(const char* iAddress = 0, int16 iPort = 5999);
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~LoginServer();
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bool Process();
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bool Connect(const char* iAddress = 0, int16 iPort = 0);
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bool ConnectToUpdateServer(const char* iAddress = 0, int16 iPort = 0);
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void SendInfo();
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void SendStatus();
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void GetLatestTables();
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void SendPacket(ServerPacket* pack) { tcpc->SendPacket(pack); }
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int8 GetState() { return tcpc->GetState(); }
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bool Connected() { return tcpc->Connected(); }
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void SendFilterNameResponse ( int8 resp , int32 acct_id , int32 char_id );
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void SendDeleteCharacter ( CharacterTimeStamp_Struct* cts );
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int32 DetermineCharacterLoginRequest ( UsertoWorldRequest_Struct* utwr );
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void InitLoginServerVariables();
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sint16 minLockedStatus;
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sint16 maxPlayers;
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sint16 minGameFullStatus;
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void SendImmediateEquipmentUpdatesForChar(int32 char_id);
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bool CanReconnect() { return pTryReconnect; }
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private:
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bool try_auto_update;
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bool pTryReconnect;
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TCPConnection* tcpc;
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int32 LoginServerIP;
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int32 UpdateServerIP;
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int16 LoginServerPort;
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uchar* data_waiting;
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MutexMap<int32, LoginZoneUpdate>* zone_updates;
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MutexMap<int32, LoginEquipmentUpdate>* loginEquip_updates;
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int32 last_checked_time;
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Timer* statusupdate_timer;
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};
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#endif
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