/*
* 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