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https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core): replace ACE network with Boost.Asio (#6574)
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@@ -4,197 +4,121 @@
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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/** \addtogroup u2w User to World Communication
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* @{
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* \file WorldSocket.h
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* \author Derex <derex101@gmail.com>
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*/
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#ifndef __WORLDSOCKET_H__
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#define __WORLDSOCKET_H__
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#ifndef _WORLDSOCKET_H
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#define _WORLDSOCKET_H
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#include "AuthCrypt.h"
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#include "Common.h"
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#include "Duration.h"
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#include <ace/Message_Block.h>
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#include <ace/SOCK_Stream.h>
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#include <ace/Svc_Handler.h>
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#include <ace/Synch_Traits.h>
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#include <ace/Unbounded_Queue.h>
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#include <mutex>
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#include "AuthCrypt.h"
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#include "ServerPktHeader.h"
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#include "Socket.h"
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#include "Util.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "MPSCQueue.h"
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#include <boost/asio/ip/tcp.hpp>
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#if !defined (ACE_LACKS_PRAGMA_ONCE)
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#pragma once
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#endif /* ACE_LACKS_PRAGMA_ONCE */
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using boost::asio::ip::tcp;
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class ACE_Message_Block;
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class WorldPacket;
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class WorldSession;
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class EncryptablePacket : public WorldPacket
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{
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public:
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EncryptablePacket(WorldPacket const& packet, bool encrypt) : WorldPacket(packet), _encrypt(encrypt)
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{
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SocketQueueLink.store(nullptr, std::memory_order_relaxed);
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}
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bool NeedsEncryption() const { return _encrypt; }
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std::atomic<EncryptablePacket*> SocketQueueLink;
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private:
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bool _encrypt;
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};
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namespace WorldPackets
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{
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class ServerPacket;
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}
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/// Handler that can communicate over stream sockets.
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typedef ACE_Svc_Handler<ACE_SOCK_STREAM, ACE_NULL_SYNCH> WorldHandler;
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/**
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* WorldSocket.
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*
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* This class is responsible for the communication with
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* remote clients.
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* Most methods return -1 on failure.
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* The class uses reference counting.
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*
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* For output the class uses one buffer (64K usually) and
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* a queue where it stores packet if there is no place on
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* the queue. The reason this is done, is because the server
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* does really a lot of small-size writes to it, and it doesn't
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* scale well to allocate memory for every. When something is
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* written to the output buffer the socket is not immediately
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* activated for output (again for the same reason), there
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* is 10ms celling (thats why there is Update() method).
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* This concept is similar to TCP_CORK, but TCP_CORK
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* uses 200ms celling. As result overhead generated by
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* sending packets from "producer" threads is minimal,
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* and doing a lot of writes with small size is tolerated.
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*
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* The calls to Update() method are managed by WorldSocketMgr
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* and ReactorRunnable.
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*
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* For input, the class uses one 4096 bytes buffer on stack
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* to which it does recv() calls. And then received data is
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* distributed where its needed. 4096 matches pretty well the
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* traffic generated by client for now.
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*
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* The input/output do speculative reads/writes (AKA it tryes
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* to read all data available in the kernel buffer or tryes to
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* write everything available in userspace buffer),
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* which is ok for using with Level and Edge Triggered IO
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* notification.
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*
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*/
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class WorldSocket : public WorldHandler
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#pragma pack(push, 1)
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struct ClientPktHeader
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{
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uint16 size;
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uint32 cmd;
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bool IsValidSize() const { return size >= 4 && size < 10240; }
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bool IsValidOpcode() const { return cmd < NUM_OPCODE_HANDLERS; }
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};
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#pragma pack(pop)
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struct AuthSession;
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class AC_GAME_API WorldSocket : public Socket<WorldSocket>
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{
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typedef Socket<WorldSocket> BaseSocket;
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public:
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WorldSocket (void);
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virtual ~WorldSocket (void);
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WorldSocket(tcp::socket&& socket);
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~WorldSocket();
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friend class WorldSocketMgr;
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WorldSocket(WorldSocket const& right) = delete;
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WorldSocket& operator=(WorldSocket const& right) = delete;
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/// Check if socket is closed.
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bool IsClosed (void) const;
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void Start() override;
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bool Update() override;
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/// Close the socket.
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void CloseSocket(std::string const& reason);
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void SendPacket(WorldPacket const& packet);
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/// Get address of connected peer.
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const std::string& GetRemoteAddress (void) const;
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void SetSendBufferSize(std::size_t sendBufferSize) { _sendBufferSize = sendBufferSize; }
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/// Send A packet on the socket, this function is reentrant.
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/// @param pct packet to send
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/// @return -1 of failure
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int SendPacket(const WorldPacket& pct);
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protected:
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void OnClose() override;
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void ReadHandler() override;
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bool ReadHeaderHandler();
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/// Add reference to this object.
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long AddReference (void);
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enum class ReadDataHandlerResult
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{
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Ok = 0,
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Error = 1,
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WaitingForQuery = 2
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};
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/// Remove reference to this object.
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long RemoveReference (void);
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/// things called by ACE framework.
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/// Called on open, the void* is the acceptor.
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virtual int open (void*);
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/// Called on failures inside of the acceptor, don't call from your code.
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virtual int close (u_long);
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/// Called when we can read from the socket.
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virtual int handle_input (ACE_HANDLE = ACE_INVALID_HANDLE);
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/// Called when the socket can write.
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virtual int handle_output (ACE_HANDLE = ACE_INVALID_HANDLE);
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/// Called when connection is closed or error happens.
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virtual int handle_close (ACE_HANDLE = ACE_INVALID_HANDLE,
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ACE_Reactor_Mask = ACE_Event_Handler::ALL_EVENTS_MASK);
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/// Called by WorldSocketMgr/ReactorRunnable.
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int Update (void);
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ReadDataHandlerResult ReadDataHandler();
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private:
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/// Helper functions for processing incoming data.
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int handle_input_header (void);
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int handle_input_payload (void);
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int handle_input_missing_data (void);
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void CheckIpCallback(PreparedQueryResult result);
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/// Help functions to mark/unmark the socket for output.
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/// @param g the guard is for m_OutBufferLock, the function will release it
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int cancel_wakeup_output();
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int schedule_wakeup_output();
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/// writes network.opcode log
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/// accessing WorldSession is not threadsafe, only do it when holding _worldSessionLock
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void LogOpcodeText(OpcodeClient opcode, std::unique_lock<std::mutex> const& guard) const;
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/// Drain the queue if its not empty.
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int handle_output_queue();
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/// sends and logs network.opcode without accessing WorldSession
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void SendPacketAndLogOpcode(WorldPacket const& packet);
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void HandleSendAuthSession();
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void HandleAuthSession(WorldPacket& recvPacket);
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void HandleAuthSessionCallback(std::shared_ptr<AuthSession> authSession, PreparedQueryResult result);
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void LoadSessionPermissionsCallback(PreparedQueryResult result);
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void SendAuthResponseError(uint8 code);
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/// process one incoming packet.
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/// @param new_pct received packet, note that you need to delete it.
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int ProcessIncoming (WorldPacket* new_pct);
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bool HandlePing(WorldPacket& recvPacket);
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/// Called by ProcessIncoming() on CMSG_AUTH_SESSION.
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int HandleAuthSession (WorldPacket& recvPacket);
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std::array<uint8, 4> _authSeed;
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AuthCrypt _authCrypt;
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/// Called by ProcessIncoming() on CMSG_PING.
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int HandlePing (WorldPacket& recvPacket);
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TimePoint _LastPingTime;
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uint32 _OverSpeedPings;
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private:
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/// Time in which the last ping was received
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SystemTimePoint m_LastPingTime;
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std::mutex _worldSessionLock;
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WorldSession* _worldSession;
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bool _authed;
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/// Keep track of over-speed pings, to prevent ping flood.
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uint32 m_OverSpeedPings;
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/// Address of the remote peer
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std::string m_Address;
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/// Class used for managing encryption of the headers
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AuthCrypt m_Crypt;
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/// Mutex lock to protect m_Session
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std::mutex m_SessionLock;
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/// Session to which received packets are routed
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WorldSession* m_Session;
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/// here are stored the fragments of the received data
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WorldPacket* m_RecvWPct;
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/// This block actually refers to m_RecvWPct contents,
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/// which allows easy and safe writing to it.
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/// It wont free memory when its deleted. m_RecvWPct takes care of freeing.
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ACE_Message_Block m_RecvPct;
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/// Fragment of the received header.
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ACE_Message_Block m_Header;
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/// Mutex for protecting output related data.
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std::mutex m_OutBufferLock;
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/// Buffer used for writing output.
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ACE_Message_Block* m_OutBuffer;
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/// Size of the m_OutBuffer.
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size_t m_OutBufferSize;
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/// True if the socket is registered with the reactor for output
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bool m_OutActive;
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std::array<uint8, 4> m_Seed;
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MessageBuffer _headerBuffer;
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MessageBuffer _packetBuffer;
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MPSCQueue<EncryptablePacket, &EncryptablePacket::SocketQueueLink> _bufferQueue;
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std::size_t _sendBufferSize;
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QueryCallbackProcessor _queryProcessor;
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std::string _ipCountry;
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};
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#endif /* _WORLDSOCKET_H */
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/// @}
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#endif
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