244 lines
8.5 KiB
C++
244 lines
8.5 KiB
C++
/*
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* Copyright (C) 2006-2016 Jacek Sieka, arnetheduck on gmail point com
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*
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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 2 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef ADCHPP_CLIENTMANAGER_H
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#define ADCHPP_CLIENTMANAGER_H
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#include "CID.h"
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#include "AdcCommand.h"
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#include "Signal.h"
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#include "Client.h"
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#include "Hub.h"
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#include "Bot.h"
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#include "TimeUtil.h"
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#include "TigerHash.h"
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#include "forward.h"
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namespace adchpp {
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class ManagedSocket;
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/**
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* The ClientManager takes care of all protocol details, clients and so on. This is the very
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* heart of ADCH++ together with SocketManager and ManagedSocket.
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*/
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class ClientManager : public CommandHandler<ClientManager>
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{
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public:
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typedef std::unordered_map<uint32_t, Entity*> EntityMap;
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typedef EntityMap::iterator EntityIter;
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/** @return SID of entity or AdcCommand::INVALID_SID if not found */
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ADCHPP_DLL uint32_t getSID(const std::string& nick) const throw();
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/** @return SID of entity or AdcCommand::INVALID_SID if not found */
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ADCHPP_DLL uint32_t getSID(const CID& cid) const throw();
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/** @return The entity associated with a certain SID, NULL if not found */
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ADCHPP_DLL Entity* getEntity(uint32_t aSid) throw();
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/** @return A new Bot instance in STATE_IDENTIFY; set CID, nick etc and call regBot */
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ADCHPP_DLL Bot* createBot(const Bot::SendHandler& handler);
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ADCHPP_DLL void regBot(Bot& bot);
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/**
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* Get a list of all currently connected clients. (Don't change it, it's non-const
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* so that you'll be able to get non-const clients out of it...)!!!)
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*/
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EntityMap& getEntities() throw() { return entities; }
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/** Send a command to according to its type */
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ADCHPP_DLL void send(const AdcCommand& cmd) throw();
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/** Send a buffer to all connected entities */
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ADCHPP_DLL void sendToAll(const BufferPtr& buffer) throw();
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/** Send buffer to a single client regardless of type */
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ADCHPP_DLL void sendTo(const BufferPtr& buffer, uint32_t to);
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/**
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* Enter IDENTIFY state.
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* Call this if you stop the SUP command when in PROTOCOL state.
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*
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* @param sendData Send ISUP & IINF.
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*/
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ADCHPP_DLL void enterIdentify(Entity& c, bool sendData) throw();
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/**
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* Enter VERIFY state. Call this if you stop
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* an INF in the IDENTIFY state and want to check a password.
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*
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* @param sendData Send GPA.
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* @return The random data that was sent to the client (if sendData was true, undefined otherwise).
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*/
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ADCHPP_DLL ByteVector enterVerify(Entity& c, bool sendData) throw();
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/**
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* Enter NORMAL state. Call this if you stop an INF of a password-less
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* client in IDENTIFY state or a PAS in VERIFY state.
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*
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* @param sendData Send all data as mandated by the protocol, including list of connected clients.
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* @param sendOwnInf Set to true to broadcast the client's inf (i e when a plugin asks
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* for password)
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* @return false if the client was disconnected
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*/
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ADCHPP_DLL bool enterNormal(Entity& c, bool sendData, bool sendOwnInf) throw();
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/**
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* Do all SUP verifications and update client data. Call if you stop SUP but still want the default processing.
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*/
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ADCHPP_DLL bool verifySUP(Entity& c, AdcCommand& cmd) throw();
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/**
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* Do all INF verifications and update client data. Call if you stop INF but still want the default processing.
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*/
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ADCHPP_DLL bool verifyINF(Entity& c, AdcCommand& cmd) throw();
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/**
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* Verify nick on INF (check that its not a dupe etc...)
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* @return false if the client was disconnected
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*/
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ADCHPP_DLL bool verifyNick(Entity& c, const AdcCommand& cmd) throw();
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/**
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* Verify password
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*/
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ADCHPP_DLL bool verifyPassword(Entity& c, const std::string& password, const ByteVector& salt, const std::string& suppliedHash);
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bool verifyPassword(Entity& c, const std::string& password, const ByteVector& salt,
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const std::string& suppliedHash, TigerHash&& tiger);
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/**
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* Verify hashed password; based on http://www.dcbase.org/forums/viewtopic.php?p=2861#p2861
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*/
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ADCHPP_DLL bool verifyHashedPassword(Entity& c, const ByteVector& hashedPassword, int64_t hashedPasswordLen,
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const ByteVector& salt, const std::string& suppliedHash);
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/**
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* Verify that IP is correct and replace any zero addresses.
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*/
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ADCHPP_DLL bool verifyIp(Client& c, AdcCommand& cmd) throw();
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/**
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* Verify that CID is correct and corresponds to PID
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*/
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ADCHPP_DLL bool verifyCID(Entity& c, AdcCommand& cmd) throw();
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/**
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* Verify that there aren't too many sockets overflowing (indicates lack of bandwidth)
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*/
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ADCHPP_DLL bool verifyOverflow(Entity& c);
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/** Update the state of c (this fires signalState as well) */
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ADCHPP_DLL void setState(Entity& c, Entity::State newState) throw();
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ADCHPP_DLL size_t getQueuedBytes() throw();
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typedef SignalTraits<void (Entity&)> SignalConnected;
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typedef SignalTraits<void (Entity&)> SignalReady;
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typedef SignalTraits<void (Entity&, AdcCommand&, bool&)> SignalReceive;
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typedef SignalTraits<void (Entity&, const std::string&)> SignalBadLine;
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typedef SignalTraits<void (Entity&, const AdcCommand&, bool&)> SignalSend;
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typedef SignalTraits<void (Entity&, int)> SignalState;
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typedef SignalTraits<void (Entity&, Util::Reason, const std::string&)> SignalDisconnected;
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/** A client has just connected. */
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SignalConnected::Signal& signalConnected() { return signalConnected_; }
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/** A client is now ready for read / write operations (TLS handshake completed). */
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SignalConnected::Signal& signalReady() { return signalReady_; }
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SignalReceive::Signal& signalReceive() { return signalReceive_; }
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SignalBadLine::Signal& signalBadLine() { return signalBadLine_; }
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SignalSend::Signal& signalSend() { return signalSend_; }
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SignalState::Signal& signalState() { return signalState_; }
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SignalDisconnected::Signal& signalDisconnected() { return signalDisconnected_; }
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void setMaxCommandSize(size_t newSize) { maxCommandSize = newSize; }
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size_t getMaxCommandSize() const { return maxCommandSize; }
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void setLogTimeout(size_t millis) { logTimeout = millis; }
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size_t getLogTimeout() const { return logTimeout; }
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Core &getCore() const { return core; }
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private:
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friend class Core;
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friend class Client;
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friend class Entity;
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friend class Bot;
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Core &core;
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std::list<std::pair<Client*, time::ptime> > logins;
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EntityMap entities;
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typedef std::unordered_map<std::string, Entity*> NickMap;
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NickMap nicks;
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typedef std::unordered_map<CID, Entity*> CIDMap;
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CIDMap cids;
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Hub hub;
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size_t maxCommandSize;
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size_t logTimeout;
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// Temporary string to use whenever a temporary string is needed (to avoid (de)allocating memory all the time...)
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std::string strtmp;
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static const std::string className;
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friend class CommandHandler<ClientManager>;
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uint32_t makeSID();
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void maybeSend(Entity& c, const AdcCommand& cmd);
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void removeLogins(Entity& c) throw();
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void removeEntity(Entity& c, Util::Reason reason, const std::string &info) throw();
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bool handle(AdcCommand::SUP, Entity& c, AdcCommand& cmd) throw();
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bool handle(AdcCommand::INF, Entity& c, AdcCommand& cmd) throw();
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bool handleDefault(Entity& c, AdcCommand& cmd) throw();
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template<typename T> bool handle(T, Entity& c, AdcCommand& cmd) throw() { return handleDefault(c, cmd); }
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void handleIncoming(const ManagedSocketPtr& sock) throw();
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void onConnected(Client&) throw();
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void onReady(Client&) throw();
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void onReceive(Entity&, AdcCommand&) throw();
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void onBadLine(Client&, const std::string&) throw();
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void onFailed(Client&, Util::Reason reason, const std::string &info) throw();
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void badState(Entity& c, const AdcCommand& cmd) throw();
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/** send a fatal STA, a QUI with TL-1, then disconnect. */
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void disconnect(Entity& c, Util::Reason reason, const std::string& info,
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AdcCommand::Error error = AdcCommand::ERROR_PROTOCOL_GENERIC, const std::string& staParam = Util::emptyString);
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SignalConnected::Signal signalConnected_;
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SignalReady::Signal signalReady_;
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SignalReceive::Signal signalReceive_;
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SignalBadLine::Signal signalBadLine_;
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SignalSend::Signal signalSend_;
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SignalState::Signal signalState_;
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SignalDisconnected::Signal signalDisconnected_;
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ClientManager(Core &core) throw();
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};
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}
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#endif // CLIENTMANAGER_H
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