Files
psopeeps-newserv/src/Client.hh
T

90 lines
2.3 KiB
C++

#pragma once
#include <netinet/in.h>
#include <memory>
#include "License.hh"
#include "Player.hh"
#include "PSOEncryption.hh"
extern const uint64_t CLIENT_CONFIG_MAGIC;
enum class ServerBehavior {
SPLIT_RECONNECT = 0,
LOGIN_SERVER,
LOBBY_SERVER,
DATA_SERVER_BB,
PATCH_SERVER,
PROXY_SERVER,
};
struct ClientConfig {
uint64_t magic;
uint8_t bb_game_state;
uint8_t bb_player_index;
uint16_t flags;
uint32_t proxy_destination_address;
uint16_t proxy_destination_port;
uint8_t unused[0x0E];
uint8_t unused_bb_only[0x08];
} __attribute__((packed));
struct Client {
// License & account
std::shared_ptr<const License> license;
GameVersion version;
// Note: these fields are included in the client config. On GC, the client
// config can be up to 0x20 bytes; on BB it can be 0x28 bytes. We don't use
// all of that space.
uint8_t bb_game_state;
uint8_t bb_player_index;
uint16_t flags;
// Encryption
std::unique_ptr<PSOEncryption> crypt_in;
std::unique_ptr<PSOEncryption> crypt_out;
// Network
struct sockaddr_storage local_addr;
struct sockaddr_storage remote_addr;
struct bufferevent* bev;
struct sockaddr_storage next_connection_addr;
ServerBehavior server_behavior;
bool is_virtual_connection;
bool should_disconnect;
uint32_t proxy_destination_address;
uint16_t proxy_destination_port;
// timing & menus
uint64_t play_time_begin; // time of connection (used for incrementing play time on BB)
uint64_t last_recv_time; // time of last data received
uint64_t last_send_time; // time of last data sent
// lobby/positioning
uint32_t area; // which area is the client in?
uint32_t lobby_id; // which lobby is this person in?
uint8_t lobby_client_id; // which client number is this person?
uint8_t lobby_arrow_color; // lobby arrow color ID
Player player;
// miscellaneous (used by chat commands)
uint32_t next_exp_value; // next EXP value to give
bool infinite_hp; // cheats enabled
bool infinite_tp; // cheats enabled
bool can_chat;
std::string pending_bb_save_username;
uint8_t pending_bb_save_player_index;
Client(struct bufferevent* bev, GameVersion version,
ServerBehavior server_behavior);
ClientConfig export_config() const;
void import_config(const ClientConfig& cc);
};