rewrite proxy server to support multiple clients and integration with game server
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@@ -5,6 +5,39 @@
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#include "ServerState.hh"
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// These commands' structures are defined here because they're used by both the
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// game server and proxy server
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struct VerifyLicenseCommand_GC_DB {
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char unused[0x20];
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char serial_number[0x10];
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char access_key[0x10];
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char unused2[0x08];
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uint32_t sub_version;
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char serial_number2[0x30];
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char access_key2[0x30];
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char password[0x30];
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} __attribute__((packed));
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struct LoginCommand_GC_9E {
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char unused[0x10]; // 00 00 FF FF FF FF FF FF 00 00 00 00 00 00 00 00
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uint32_t sub_version;
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uint8_t unused2[0x24]; // 00 01 00 00 ... (rest is 00)
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char serial_number[0x10];
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char access_key[0x10];
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char serial_number2[0x30];
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char access_key2[0x30];
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char name[0x10];
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// Note: there are 8 bytes at the end of cfg that are technically not
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// included in the client config on GC, but the field after it is
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// sufficiently large and unused anyway
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ClientConfig cfg;
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uint8_t unused4[0x5C];
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} __attribute__((packed));
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void process_connect(std::shared_ptr<ServerState> s, std::shared_ptr<Client> c);
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void process_disconnect(std::shared_ptr<ServerState> s,
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std::shared_ptr<Client> c);
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