tibia-client/src/otclient/net/protocolgame.cpp

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#include <otclient/net/protocolgame.h>
#include <otclient/core/game.h>
ProtocolGame::ProtocolGame()
{
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m_waitingLoginPacket = false;
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}
void ProtocolGame::login(const std::string& accountName, const std::string& accountPassword, uint32 ip, uint16 port, const std::string& characterName)
{
if(accountName.empty() || accountPassword.empty()) {
callLuaField("onError", "You must enter an account name and password.");
return;
}
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m_waitingLoginPacket = true;
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m_accountName = accountName;
m_accountPassword = accountPassword;
m_characterName = characterName;
char host[16];
sprintf(host, "%d.%d.%d.%d", (uint8)ip, (uint8)(ip >> 8), (uint8)(ip >> 16), (uint8)(ip >> 24));
connect(host, port);
}
void ProtocolGame::onConnect()
{
recv();
}
void ProtocolGame::onRecv(InputMessage& inputMessage)
{
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if(m_waitingLoginPacket) {
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inputMessage.skipBytes(3);
uint32 timestamp = inputMessage.getU32();
uint8 unknown = inputMessage.getU8();
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m_waitingLoginPacket = false;
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enableChecksum();
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sendLoginPacket(timestamp, unknown);
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recv();
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}
else {
parseMessage(inputMessage);
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recv();
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}
}
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void ProtocolGame::onError(const boost::system::error_code& error)
{
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// already disconnected, just fire onLogout
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g_game.onLogout();
}