mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
3 KiB
3 KiB
File: LWorld.h
Classes
LWorldLWorldList
Functions
void ServerUpdateLoop(void* tmp);bool Process();void SendPacket(ServerPacket* pack);void Message(const char* to, const char* message, ...);bool SetupWorld(char* in_worldname, char* in_worldaddress, char* in_account, char* in_password, char* in_version);void UpdateStatus(sint32 in_status, sint32 in_players, sint32 in_zones, int8 in_level) {void UpdateWorldList(LWorld* to = 0);void SetRemoteInfo(int32 in_ip, int32 in_accountid, char* in_account, char* in_name, char* in_address, int32 in_status, int32 in_adminid, sint32 in_players, sint32 in_zones);bool IsLocked() { return status==-2; }void ShowDownActive(bool show){ show_down_active = show; }void ShowDown(bool show){ pshowdown = show; }int8 GetWorldStatus();void ChangeToPlaceholder();void Kick(const char* message = ERROR_GHOST, bool iSetKickedFlag = true);void SetID(int32 new_id) { ID = new_id; }void SendDeleteCharacter( int32 char_id, int32 account_id );bool IsDevelServer(){ return devel_server; }void Add(LWorld* worldserver);void AddInitiateWorld ( LWorld* world );void Process();void ReceiveData();void SendPacket(ServerPacket* pack, LWorld* butnotme = 0);void SendPacketLocal(ServerPacket* pack, LWorld* butnotme = 0);void SendPacketLogin(ServerPacket* pack, LWorld* butnotme = 0);void SendWorldChanged(int32 server_id, bool sendtoallclients=false, Client* sendto = 0);void UpdateWorldList(LWorld* to = 0);void UpdateWorldStats();void KickGhost(ConType in_type, int32 in_accountid = 0, LWorld* ButNotMe = 0);void KickGhostIP(int32 ip, LWorld* NotMe = 0, int16 iClientPort = 0);void RemoveByLink(TCPConnection* in_link, int32 in_id = 0, LWorld* ButNotMe = 0);void RemoveByID(int32 in_id);void SendWorldStatus(LWorld* chat, char* adminname);void ConnectUplink();bool Init();void InitWorlds();void Shutdown();bool WriteXML();int32 GetCount(ConType type);void PopulateWorldList(http::response<http::string_body>& res);void ListWorldsToConsole();void AddServerEquipmentUpdates(LWorld* world, map<int32, LoginEquipmentUpdate> updates);void ProcessLSEquipUpdates();void RequestServerEquipUpdates(LWorld* world);void SetUpdateServerList ( bool var ) { UpdateServerList = var; }bool ContinueServerUpdates(){ return server_update_thread; }void ResetServerUpdates(){server_update_thread = true;}void ProcessServerUpdates();void RequestServerUpdates(LWorld* world);void AddServerZoneUpdates(LWorld* world, map<int32, LoginZoneUpdate> updates);int32 GetNextID() { return NextID++; }
Notable Comments
- /*
- */
- // we don't want the server list to update unless something has changed
- //devn00b temp
- //devn00b temp
- // JohnAdams: login appearances, copied from above
- //
- ///
- // holds the world server list so we don't have to create it for every character
- // logging in