#include #include ProtocolGame::ProtocolGame() { m_checksumEnabled = false; m_waitingLoginPacket = false; } 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; } m_waitingLoginPacket = true; 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) { if(m_waitingLoginPacket) { inputMessage.skipBytes(3); uint32 timestamp = inputMessage.getU32(); uint8 unknown = inputMessage.getU8(); m_waitingLoginPacket = false; m_checksumEnabled = true; sendLoginPacket(timestamp, unknown); recv(); } else { parseMessage(inputMessage); recv(); } } void ProtocolGame::onError(const boost::system::error_code& error) { // already disconnected, just send onLogout g_game.onLogout(); }