/* * Copyright (c) 2010-2011 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include ProtocolGame::ProtocolGame() { m_waitingLoginPacket = false; } void ProtocolGame::login(const std::string& accountName, const std::string& accountPassword, const std::string& host, uint16 port, const std::string& characterName) { if(accountName.empty() || accountPassword.empty()) { callLuaField("onError", "You must enter an account name and password."); return; } m_waitingLoginPacket = true; m_accountName = accountName; m_accountPassword = accountPassword; m_characterName = characterName; connect(host, port); } void ProtocolGame::onConnect() { recv(); } void ProtocolGame::onRecv(InputMessage& inputMessage) { if(m_waitingLoginPacket) { inputMessage.skipBytes(3); uint32 timestamp = inputMessage.getU32(); uint8 unknown = inputMessage.getU8(); m_waitingLoginPacket = false; enableChecksum(); sendLoginPacket(timestamp, unknown); recv(); } else { parseMessage(inputMessage); recv(); } } void ProtocolGame::onError(const boost::system::error_code& error) { // already disconnected, just fire onLogout g_game.processLogout(); }