/* * The Mana World Server * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * The Mana World is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #ifndef _TMWSERV_ACCOUNTHANDLER_H_ #define _TMWSERV_ACCOUNTHANDLER_H_ #include "net/connectionhandler.hpp" #include "utils/tokencollector.hpp" class AccountClient; class Character; /** * Manages the data stored in user accounts and provides a reliable interface * for working with an account. The account handler class can be used as a link * to a working account handle, and can be assigned to a user persistently as * an interface between the computer and account. (Messages from the user can * be traced to this account through the NetComputer structure, then processed * here with the persistent stored data). */ class AccountHandler : public ConnectionHandler { public: /** * Constructor */ AccountHandler(); /** * Start the handler */ bool startListen(enet_uint16 port); /** * Combines a client with it's account. * (Needed for TokenCollector) */ void tokenMatched(AccountClient *computer, int accountID); /** * Deletes a pending client's data. * (Needed for TokenCollector) */ void deletePendingClient(AccountClient* computer); /** * Deletes a pending connection's data. * (Needed for TokenCollector) */ void deletePendingConnect(int accountID); /** * TokenCollector, used to login a client without the client having to * send username and password a second time. */ TokenCollector mTokenCollector; protected: /** * Process account related messages. */ void processMessage(NetComputer *computer, MessageIn &message); NetComputer* computerConnected(ENetPeer *peer); void computerDisconnected(NetComputer *comp); private: void sendCharacterData(AccountClient &, int, Character const &); void handleLoginMessage(AccountClient &computer, MessageIn &msg); void handleLogoutMessage(AccountClient &computer); void handleReconnectMessage(AccountClient &computer, MessageIn &msg); void handleRegisterMessage(AccountClient &computer, MessageIn &msg); void handleUnregisterMessage(AccountClient &computer, MessageIn &msg); void handleEmailChangeMessage(AccountClient &computer, MessageIn &msg); void handleEmailGetMessage(AccountClient &computer); void handlePasswordChangeMessage(AccountClient &computer, MessageIn &msg); void handleCharacterCreateMessage(AccountClient &computer, MessageIn &msg); void handleCharacterSelectMessage(AccountClient &computer, MessageIn &msg); void handleCharacterDeleteMessage(AccountClient &computer, MessageIn &msg); /** * Send guild join for each guild the player belongs to. */ void handleGuildJoining(AccountClient &computer, Character *character); }; extern AccountHandler * accountHandler; #endif