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