/* * Ascent MMORPG Server * Copyright (C) 2005-2007 Ascent Team * * This program 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 * any later version. * * This program 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 this program. If not, see . * */ #ifndef __LOGON_COMM_SERVER_H #define __LOGON_COMM_SERVER_H #include class LogonCommServerSocket : public Socket { uint32 remaining; uint16 opcode; uint32 seed; RC4Engine sendCrypto; RC4Engine recvCrypto; public: uint32 authenticated; bool use_crypto; LogonCommServerSocket(SOCKET fd); ~LogonCommServerSocket(); void OnRead(); void OnDisconnect(); void SendPacket(WorldPacket * data); void HandlePacket(WorldPacket & recvData); void HandleRegister(WorldPacket & recvData); void HandlePing(WorldPacket & recvData); void HandleSessionRequest(WorldPacket & recvData); void HandleSQLExecute(WorldPacket & recvData); void HandleReloadAccounts(WorldPacket & recvData); void HandleAuthChallenge(WorldPacket & recvData); void HandleMappingReply(WorldPacket & recvData); void HandleUpdateMapping(WorldPacket & recvData); uint32 last_ping; bool removed; set server_ids; }; typedef void (LogonCommServerSocket::*logonpacket_handler)(WorldPacket&); #endif