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- /*
- 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);
- void WelcomeHeader();
- #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();
- 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
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