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EQ2Emu/docs/code/LWorld.md
2025-05-06 09:54:48 -04:00

3.0 KiB

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<http::string_body>& res);
  • void ListWorldsToConsole();
  • void AddServerEquipmentUpdates(LWorld* world, map<int32, LoginEquipmentUpdate> 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<int32, LoginZoneUpdate> 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