add lua flexibility for protocol

* use shared_ptr for InputMessage and OutputMessage and bind them
* allow sending network messages from lua
* implement extended opcode
* use own OS type  for otclient to allow server side detection
* fixes in input event bot protection
* move RSA to input/output network messages
* allow to capture opcodes before GameProtocol parsing with the event GameProtocol.onOpcode
* fixes in lua std::string pop/push to allow byte buffering
This commit is contained in:
Eduardo Bart
2012-05-14 18:36:54 -03:00
parent e7030a4995
commit 2478809945
26 changed files with 969 additions and 938 deletions

View File

@@ -28,12 +28,14 @@
namespace asio = boost::asio;
class Connection;
class InputMessage;
class OutputMessage;
class Connection;
class Protocol;
class Server;
typedef std::shared_ptr<InputMessage> InputMessagePtr;
typedef std::shared_ptr<OutputMessage> OutputMessagePtr;
typedef std::shared_ptr<Connection> ConnectionPtr;
typedef std::weak_ptr<Connection> ConnectionWeakPtr;
typedef std::shared_ptr<Protocol> ProtocolPtr;