Initial MSVC 2008 projects workspace
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55
L2C_Server/LS_Connection.h
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55
L2C_Server/LS_Connection.h
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#pragma once
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#include "enums.h"
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class LoginConnection
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{
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public:
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LoginConnection();
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~LoginConnection();
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public:
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void start( const wchar_t *ls_addr, int ls_port, int ls_protover );
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void stop();
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public:
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int getRegisteredServerId() const;
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const wchar_t *getRegisteredServerName() const;
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protected:
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CriticalSection m_lock;
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wchar_t m_ls_addr[128];
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int m_ls_port;
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int m_ls_protover;
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int m_registeredServerId;
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wchar_t m_registeredServerName[256];
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protected:
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static DWORD WINAPI LS_ConnThread( LPVOID lpvParam );
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bool m_isRunning;
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bool m_isConnected;
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bool m_flagStop;
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SOCKET m_sock;
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unsigned char m_bfKey[64];
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unsigned int m_bfKeyLen;
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RSA *m_rsaKey;
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protected:
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// senders
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void send_BlowfishKey(); // 0x00
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void send_GameServerAuthRequest(); // 0x01
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public: // these are public senders
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void send_PlayerInGame( const wchar_t *accountName ); // 0x02
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void send_PlayerLogOut( const wchar_t *accountName ); // 0x03
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void send_ChangeAccessLevel( const wchar_t *accountName, int new_access_level ); // 0x04
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void send_PlayerAuthRequest( const wchar_t *accountName, unsigned char *loginKey, unsigned char *playKey ); // 0x05
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void send_ServerStatus(); // 0x06
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protected:
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// handlers
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void ph_InitLS( L2LoginPacket *pack ); // 0x00
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void ph_LoginServerFail( L2LoginPacket *pack ); // 0x01
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void ph_LoginServerOK( L2LoginPacket *pack ); // 0x02
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void ph_PlayerAuthResponse( L2LoginPacket *pack ); // 0x03
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void ph_KickPlayer( L2LoginPacket *pack ); // 0x04
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// internal
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void sendLSPacket( L2LoginPacket *pack );
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};
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