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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/NucleusLib/pnNetProtocol/Private/Protocols/Srv2State/pnNpSrv2State.h
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*
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***/
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#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNNETPROTOCOL_PRIVATE_PROTOCOLS_SRV2STATE_PNNPSRV2STATE_H
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#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnNetProtocol/Private/Protocols/Srv2State/pnNpSrv2State.h included more than once"
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#endif
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNNETPROTOCOL_PRIVATE_PROTOCOLS_SRV2STATE_PNNPSRV2STATE_H
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// kNetProtocolSrv2State messages
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// Because SrvState must remain compatible with older auth builds, these message ids
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// must not change unless all front-end servers are synchronously replaced.
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enum {
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kSrv2State_SaveObject = 0,
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kSrv2State_DeleteObject = 1,
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kSrv2State_FetchObject = 2,
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};
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enum {
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kState2Srv_ObjectFetched = 0,
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};
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//============================================================================
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// BEGIN PACKED DATA STRUCTURES
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//============================================================================
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#include <PshPack1.h>
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/*****************************************************************************
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*
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* Srv2State connect packet
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*
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***/
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struct Srv2State_ConnData {
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dword dataBytes;
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dword buildId;
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dword srvType;
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};
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struct Srv2State_Connect {
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AsyncSocketConnectPacket hdr;
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Srv2State_ConnData data;
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};
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/*****************************************************************************
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*
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* Srv2State message structures
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*
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***/
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struct Srv2State_FetchObject : SrvMsgHeader {
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Uuid ownerId;
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wchar objectName[kMaxStateObjectName];
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};
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struct Srv2State_SaveObject : SrvMsgHeader {
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Uuid ownerId;
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wchar objectName[kMaxStateObjectName];
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dword objectDataBytes;
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byte objectData[1]; // objectData[objectDataBytes], actually
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// no more fields after var length alloc
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};
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struct Srv2State_DeleteObject : SrvMsgHeader {
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Uuid ownerId;
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wchar objectName[kMaxStateObjectName];
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};
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/*****************************************************************************
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*
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* State2Srv message structures
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*
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***/
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struct State2Srv_ObjectFetched : SrvMsgHeader {
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dword objectDataBytes;
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byte objectData[1];
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// no more fields after var length alloc
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};
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//============================================================================
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// END PACKED DATA STRUCTURES
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//============================================================================
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#include <PopPack.h>
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/*****************************************************************************
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*
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* Srv2State functions
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*
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***/
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bool Srv2StateValidateConnect (
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AsyncNotifySocketListen * listen,
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Srv2State_ConnData * connectPtr
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);
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