EQ2EMu/EQ2/source/WorldServer/net.h
Image a9f087b40c Cleanup logging behavior
Fix #8

- the multiple 'version' handling in LS is removed, now just GetVersion() as before.
- Console commands '1' and '2' removed (would change world status to all clients).  Version command added (was missing).
- Window Title updated to note version
- Some loose log messages (printfs) were made into proper "LOGIN" messages via log_config.xml
- Previously marked "World" messages that are also used as "Login" now properly categorized as such
- Removed DumpPacket on unknown opcodes (stop unnecessary data to console)
- Welcome banners on world/login updated
2020-06-26 22:09:16 -04:00

133 lines
3.8 KiB
C++

/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __EQ2_NET__
#define __EQ2_NET__
#ifndef WIN32
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <netdb.h>
#include <unistd.h>
#include <errno.h>
#include <fcntl.h>
#else
#include <cerrno>
#include <fcntl.h>
#include <WinSock2.h>
#include <windows.h>
#endif
#include "../common/linked_list.h"
#include "../common/types.h"
ThreadReturnType EQ2ConsoleListener(void *tmp);
void CatchSignal(int sig_num);
void UpdateWindowTitle(char* iNewTitle);
#define PORT 9000
#define LOGIN_PORT 9100
class NetConnection
{
public:
NetConnection() {
world_locked = false;
for (int i=0; i<3; i++) {
memset(loginaddress[i], 0, sizeof(loginaddress[i]));
loginport[i] = LOGIN_PORT;
}
listening_socket = 0;
updateport = 0;
memset(worldname, 0, sizeof(worldname));
memset(updateaddress, 0, sizeof(updateaddress));
memset(worldaccount, 0, sizeof(worldaccount));
memset(worldpassword, 0, sizeof(worldpassword));
memset(worldaddress, 0, sizeof(worldaddress));
memset(internalworldaddress, 0, sizeof(internalworldaddress));
worldport = PORT;
DEFAULTSTATUS=0;
LoginServerInfo = 0;//ReadLoginINI();
UpdateStats = false;
}
~NetConnection() { }
bool ReadLoginINI();
void WelcomeHeader();
bool LoginServerInfo;
bool UpdateStats;
char* GetLoginInfo(int16* oPort);
char* GetUpdateServerInfo(int16* oPort);
inline char* GetLoginAddress(int8 i) { return loginaddress[i]; }
inline int16 GetLoginPort(int8 i) { return loginport[i]; }
inline char* GetWorldName() { return worldname; }
inline char* GetWorldAccount() { return worldaccount; }
inline char* GetWorldPassword() { return worldpassword; }
inline char* GetWorldAddress() { return worldaddress; }
inline char* GetInternalWorldAddress() { return internalworldaddress; }
inline int16 GetWorldPort() { return worldport; }
inline int8 GetDefaultStatus() { return DEFAULTSTATUS; }
bool world_locked;
private:
int listening_socket;
char loginaddress[3][255];
char updateaddress[255];
int16 loginport[3];
int16 updateport;
char worldname[201];
char worldaccount[31];
char worldpassword[31];
char worldaddress[255];
char internalworldaddress[21];
int16 worldport;
int8 DEFAULTSTATUS;
};
class ZoneAuthRequest
{
public:
ZoneAuthRequest(int32 account_id, char* name, int32 access_key);
~ZoneAuthRequest( );
int32 GetAccountID() { return accountid; }
const char* GetCharacterName() { return character_name.c_str(); }
int32 GetAccessKey() { return accesskey; }
int32 GetTimeStamp() { return timestamp; }
void setFirstLogin(bool value) { firstlogin = value; }
bool isFirstLogin() { return firstlogin; }
private:
int32 accountid;
string character_name;
int32 accesskey;
int32 timestamp;
bool firstlogin;
};
class ZoneAuth
{
public:
void AddAuth(ZoneAuthRequest* zar);
ZoneAuthRequest* GetAuth(int32 account_id, int32 access_key);
void PurgeInactiveAuth();
void RemoveAuth(ZoneAuthRequest* zar);
private:
LinkedList<ZoneAuthRequest*> list;
};
#endif