#ifndef _WORLDSESSION_H #define _WORLDSESSION_H #include "common.h" #include "PseuWoW.h" #include "Network/SocketHandler.h" #include "Player.h" #include "Auth/AuthCrypt.h" #include "SharedDefines.h" #include "ObjMgr.h" #include "CacheHandler.h" class WorldSocket; class WorldPacket; class Channel; class RealmSession; struct OpcodeHandler; class World; class WorldSession { public: WorldSession(PseuInstance *i); ~WorldSession(); void Init(void); PseuInstance *GetInstance(void) { return _instance; } SCPDatabaseMgr& GetDBMgr(void) { return GetInstance()->dbmgr; } void AddToPktQueue(WorldPacket *pkt); void Update(void); void Start(void); bool MustDie(void) { return _mustdie; } void SetMustDie(void) { _mustdie = true; } void SendWorldPacket(WorldPacket&); bool InWorld(void) { return _logged; } void SetTarget(uint64 guid); uint64 GetTarget(void) { return GetMyChar()->GetTarget(); } uint64 GetGuid(void) { return _myGUID; } Channel *GetChannels(void) { return _channels; } MyCharacter *GetMyChar(void) { ASSERT(_myGUID > 0); return (MyCharacter*)objmgr.GetObj(_myGUID); } World *GetWorld(void) { return _world; } // CMSGConstructor void SendChatMessage(uint32 type, uint32 lang, std::string msg, std::string to); void SendQueryPlayerName(uint64 guid); void SendPing(uint32); void SendEmote(uint32); void SendQueryItem(uint32, uint64); void SendSetSelection(uint64); void SendCastSpell(uint32 spellid, bool nocheck=false); PlayerNameCache plrNameCache; ObjMgr objmgr; private: OpcodeHandler *_GetOpcodeHandlerTable(void) const; // Helpers void _OnEnterWorld(void); // = login void _OnLeaveWorld(void); // = logout void _DoTimedActions(void); // Opcode Handlers void _HandleAuthChallengeOpcode(WorldPacket& recvPacket); void _HandleAuthResponseOpcode(WorldPacket& recvPacket); void _HandleCharEnumOpcode(WorldPacket& recvPacket); void _HandleSetProficiencyOpcode(WorldPacket& recvPacket); void _HandleAccountDataMD5Opcode(WorldPacket& recvPacket); void _HandleMessageChatOpcode(WorldPacket& recvPacket); void _HandleNameQueryResponseOpcode(WorldPacket& recvPacket); void _HandleMovementOpcode(WorldPacket& recvPacket); void _HandlePongOpcode(WorldPacket& recvPacket); void _HandleTradeStatusOpcode(WorldPacket& recvPacket); void _HandleGroupInviteOpcode(WorldPacket& recvPacket); void _HandleTelePortAckOpcode(WorldPacket& recvPacket); void _HandleChannelNotifyOpcode(WorldPacket& recvPacket); void _HandleCastResultOpcode(WorldPacket& recvPacket); void _HandleCompressedUpdateObjectOpcode(WorldPacket& recvPacket); void _HandleUpdateObjectOpcode(WorldPacket& recvPacket); void _HandleItemQuerySingleResponseOpcode(WorldPacket& recvPacket); void _HandleDestroyObjectOpcode(WorldPacket& recvPacket); void _HandleInitialSpellsOpcode(WorldPacket& recvPacket); void _HandleLearnedSpellOpcode(WorldPacket& recvPacket); void _HandleRemovedSpellOpcode(WorldPacket& recvPacket); void _HandleChannelListOpcode(WorldPacket& recvPacket); void _HandleEmoteOpcode(WorldPacket& recvPacket); void _HandleTextEmoteOpcode(WorldPacket& recvPacket); void _HandleNewWorldOpcode(WorldPacket& recvPacket); void _HandleLoginVerifyWorldOpcode(WorldPacket& recvPacket); void _HandleMotdOpcode(WorldPacket& recvPacket); void _HandleNotificationOpcode(WorldPacket& recvPacket); // helper functions to keep SMSG_(COMPRESSED_)UPDATE_OBJECT easy to handle void _MovementUpdate(uint8 objtypeid, uint64 guid, WorldPacket& recvPacket); // Helper for _HandleUpdateObjectOpcode void _ValuesUpdate(uint64 uguid, WorldPacket& recvPacket); // ... void _QueryObjectInfo(uint64 guid); void _LoadCache(void); PseuInstance *_instance; WorldSocket *_socket; ZThread::LockedQueue pktQueue; bool _logged,_mustdie; // world status SocketHandler _sh; // handles the WorldSocket Channel *_channels; uint64 _myGUID; World *_world; }; #endif