#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.onLogout(); }