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📄 server.h

📁 WYD Server 753 (Development)
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/* by My Destiny Team */

#ifndef __GAMESERVER_SERVER_H__
#define __GAMESERVER_SERVER_H__

#include <base.h>

#include "sockets.h"
#include "Main.h"
#define MAX_LANGUAGE 19#define CLIENTLIST_FULL 0#define SERVERINIT 1#define DATABASEINIT 2#define FILENOTFOUND 3#define FILELOADED 4#define LOADINGFILE 5#define ERRORINIT 6#define DATABASECLOSED 7#define BADPACKET 8#define ERRORRECV 9#define PINGERROR 10#define CLOSINGCLIENTTIME 11#define ERRORSEND 12#define CLIENTDISCONNECTED 13#define CLIENTCONNECTED 14#define WRONGCLIENT 15#define INVALIDPASSWORD 16#define GENERALERROR 17#define DATABASEQUERY 18
class cServer : public cSocket
{
public:
    cServer();
    ~cServer();

    // Inicia o servidor    //    // Retorna false se ocorreu um erro    // Retorna true se o servidor foi iniciado
    bool Init();

    // Recebe o primeiro pacote do client
    //
    // Retorna false se o client nao enviou o hello packet
    // Retorna true se o client foi logado com sucesso
    virtual bool Login(sSocket &sSock);

    // Trata o pacote recebido
    //
    // Retorna false se o pacote eh invalido
    // Retorna true se o pacote eh valido
    void ReceivedPacket(sSocket &sSock, pHeader *pServer);    // Deleta o socket da lista    void DeleteSocket(s32 id);
    // Deleta o socket da lista
    virtual bool DeleteSocket(sSocket &sSock);
    // Server Configuration    u16 currUser, maxUser;    // Functions    bool ReadLanguage();    const char *GetMessage(u32 id) const;
private:
    // Init Functions
    bool ReadConfig();    // Server Data    char *language[MAX_LANGUAGE];
    // Buffer
    char buf[1024];    char cmd[16], val[16];
};
// Informacoes do servidor
extern cServer Server;
#endif // __GAMESERVER_SERVER_H__

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