117 lines
3.9 KiB
C++
117 lines
3.9 KiB
C++
#pragma once
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#include <netinet/in.h>
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#include <memory>
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#include "License.hh"
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#include "Player.hh"
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#include "PSOEncryption.hh"
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#include "Text.hh"
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#include "PSOProtocol.hh"
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#include "CommandFormats.hh"
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extern const uint64_t CLIENT_CONFIG_MAGIC;
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struct Client {
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enum Flag {
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// For patch server clients, client is Blue Burst rather than PC
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BB_PATCH = 0x0001,
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// After joining a lobby, client will no longer send D6 commands when they
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// close message boxes
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NO_MESSAGE_BOX_CLOSE_CONFIRMATION_AFTER_LOBBY_JOIN = 0x0002,
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// Client has the above flag and has already joined a lobby, or is Blue Burst
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// (BB never sends D6 commands)
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NO_MESSAGE_BOX_CLOSE_CONFIRMATION = 0x0004,
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// Client is Episode 3, should be able to see CARD lobbies, and should only be
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// able to see/join games with the IS_EPISODE_3 flag
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EPISODE_3 = 0x0008,
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// Client is DC v1 (disables some features)
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DCV1 = 0x0010,
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// Client is loading into a game
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LOADING = 0x0020,
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// Client is loading a quest
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LOADING_QUEST = 0x0040,
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// Client is in the information menu (login server only)
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IN_INFORMATION_MENU = 0x0080,
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// Client is at the welcome message (login server only)
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AT_WELCOME_MESSAGE = 0x0100,
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// Note: There isn't a good way to detect Episode 3 until the player data is
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// sent (via a 61 command), so the IS_EPISODE_3 flag is set in that handler
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DEFAULT_V1 = DCV1,
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DEFAULT_V2_DC = 0x0000,
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DEFAULT_V2_PC = NO_MESSAGE_BOX_CLOSE_CONFIRMATION,
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DEFAULT_V3_GC = 0x0000,
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DEFAULT_V3_GC_PLUS = NO_MESSAGE_BOX_CLOSE_CONFIRMATION_AFTER_LOBBY_JOIN,
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DEFAULT_V3_GC_EP3 = NO_MESSAGE_BOX_CLOSE_CONFIRMATION_AFTER_LOBBY_JOIN | EPISODE_3,
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DEFAULT_V4_BB = NO_MESSAGE_BOX_CLOSE_CONFIRMATION_AFTER_LOBBY_JOIN | NO_MESSAGE_BOX_CLOSE_CONFIRMATION,
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};
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// License & account
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std::shared_ptr<const License> license;
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GameVersion version;
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// Note: these fields are included in the client config. On GC, the client
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// config can be up to 0x20 bytes; on BB it can be 0x28 bytes. We don't use
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// all of that space.
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uint8_t bb_game_state;
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uint8_t bb_player_index;
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uint16_t flags;
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// Encryption
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std::shared_ptr<PSOEncryption> crypt_in;
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std::shared_ptr<PSOEncryption> crypt_out;
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// Network
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struct sockaddr_storage local_addr;
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struct sockaddr_storage remote_addr;
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struct bufferevent* bev;
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struct sockaddr_storage next_connection_addr;
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ServerBehavior server_behavior;
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bool is_virtual_connection;
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bool should_disconnect;
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uint32_t proxy_destination_address;
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uint16_t proxy_destination_port;
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// Timing & menus
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uint64_t play_time_begin; // time of connection (used for incrementing play time on BB)
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uint64_t last_recv_time; // time of last data received
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uint64_t last_send_time; // time of last data sent
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// Lobby/positioning
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float x;
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float z;
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uint32_t area; // which area is the client in?
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uint32_t lobby_id; // which lobby is this person in?
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uint8_t lobby_client_id; // which client number is this person?
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uint8_t lobby_arrow_color; // lobby arrow color ID
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ClientGameData game_data;
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// Miscellaneous (used by chat commands)
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uint32_t next_exp_value; // next EXP value to give
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int16_t override_section_id; // valid if >= 0
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bool infinite_hp; // cheats enabled
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bool infinite_tp; // cheats enabled
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bool switch_assist; // cheats enabled
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G_SwitchStateChanged_6x05 last_switch_enabled_command;
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bool can_chat;
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std::string pending_bb_save_username;
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uint8_t pending_bb_save_player_index;
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Client(struct bufferevent* bev, GameVersion version,
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ServerBehavior server_behavior);
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void set_license(std::shared_ptr<const License> l);
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ClientConfig export_config() const;
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ClientConfigBB export_config_bb() const;
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void import_config(const ClientConfig& cc);
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void import_config(const ClientConfigBB& cc);
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};
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