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using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Text ;
using System.Net ;
using System.Net.Sockets ;
using System.Threading.Tasks ;
using System.Threading ;
using FFXIVClassic_Lobby_Server.common ;
using FFXIVClassic_Map_Server.dataobjects ;
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using FFXIVClassic_Lobby_Server.packets ;
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using System.IO ;
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using FFXIVClassic_Map_Server.packets.send.actor ;
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using FFXIVClassic_Map_Server ;
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using FFXIVClassic_Map_Server.packets.send ;
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using FFXIVClassic_Map_Server.dataobjects.chara ;
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using FFXIVClassic_Map_Server.Actors ;
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using FFXIVClassic_Map_Server.lua ;
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using FFXIVClassic_Map_Server.actors.chara.player ;
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namespace FFXIVClassic_Lobby_Server
{
class Server
{
public const int FFXIV_MAP_PORT = 54992 ;
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public const int BUFFER_SIZE = 0xFFFF ; //Max basepacket size is 0xFFFF
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public const int BACKLOG = 100 ;
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public const int HEALTH_THREAD_SLEEP_TIME = 5 ;
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public const string STATIC_ACTORS_PATH = "./staticactors.bin" ;
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private static Server mSelf ;
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private Socket mServerSocket ;
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private Dictionary < uint , ConnectedPlayer > mConnectedPlayerList = new Dictionary < uint , ConnectedPlayer > ( ) ;
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private List < ClientConnection > mConnectionList = new List < ClientConnection > ( ) ;
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private LuaEngine mLuaEngine = new LuaEngine ( ) ;
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private static WorldManager mWorldManager ;
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private static Dictionary < uint , Item > gamedataItems ;
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private static StaticActors mStaticActors ;
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private PacketProcessor mProcessor ;
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private Thread mConnectionHealthThread ;
private bool killHealthThread = false ;
private void connectionHealth ( )
{
Log . info ( String . Format ( "Connection Health thread started; it will run every {0} seconds." , HEALTH_THREAD_SLEEP_TIME ) ) ;
while ( ! killHealthThread )
{
lock ( mConnectedPlayerList )
{
List < ConnectedPlayer > dcedPlayers = new List < ConnectedPlayer > ( ) ;
foreach ( ConnectedPlayer cp in mConnectedPlayerList . Values )
{
if ( cp . checkIfDCing ( ) )
dcedPlayers . Add ( cp ) ;
}
foreach ( ConnectedPlayer cp in dcedPlayers )
cp . getActor ( ) . cleanupAndSave ( ) ;
}
Thread . Sleep ( HEALTH_THREAD_SLEEP_TIME * 1000 ) ;
}
}
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public Server ( )
{
mSelf = this ;
}
public static Server getServer ( )
{
return mSelf ;
}
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public bool startServer ( )
{
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mConnectionHealthThread = new Thread ( new ThreadStart ( connectionHealth ) ) ;
mConnectionHealthThread . Name = "MapThread:Health" ;
//mConnectionHealthThread.Start();
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mStaticActors = new StaticActors ( STATIC_ACTORS_PATH ) ;
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gamedataItems = Database . getItemGamedata ( ) ;
Log . info ( String . Format ( "Loaded {0} items." , gamedataItems . Count ) ) ;
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mWorldManager = new WorldManager ( this ) ;
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mWorldManager . LoadZoneList ( ) ;
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mWorldManager . LoadZoneEntranceList ( ) ;
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mWorldManager . LoadNPCs ( ) ;
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IPEndPoint serverEndPoint = new System . Net . IPEndPoint ( IPAddress . Parse ( ConfigConstants . OPTIONS_BINDIP ) , FFXIV_MAP_PORT ) ;
try {
mServerSocket = new System . Net . Sockets . Socket ( serverEndPoint . Address . AddressFamily , SocketType . Stream , ProtocolType . Tcp ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Could not create socket, check to make sure not duplicating port" , e ) ;
}
try
{
mServerSocket . Bind ( serverEndPoint ) ;
mServerSocket . Listen ( BACKLOG ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured while binding socket, check inner exception" , e ) ;
}
try
{
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured starting listeners, check inner exception" , e ) ;
}
Console . Write ( "Game server has started @ " ) ;
Console . ForegroundColor = ConsoleColor . White ;
Console . WriteLine ( "{0}:{1}" , ( mServerSocket . LocalEndPoint as IPEndPoint ) . Address , ( mServerSocket . LocalEndPoint as IPEndPoint ) . Port ) ;
Console . ForegroundColor = ConsoleColor . Gray ;
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mProcessor = new PacketProcessor ( this , mConnectedPlayerList , mConnectionList ) ;
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//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
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return true ;
}
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public void removePlayer ( Player player )
{
lock ( mConnectedPlayerList )
{
if ( mConnectedPlayerList . ContainsKey ( player . actorId ) )
mConnectedPlayerList . Remove ( player . actorId ) ;
}
}
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#region Socket Handling
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private void acceptCallback ( IAsyncResult result )
{
ClientConnection conn = null ;
Socket socket = ( System . Net . Sockets . Socket ) result . AsyncState ;
try
{
conn = new ClientConnection ( ) ;
conn . socket = socket . EndAccept ( result ) ;
conn . buffer = new byte [ BUFFER_SIZE ] ;
lock ( mConnectionList )
{
mConnectionList . Add ( conn ) ;
}
Log . conn ( String . Format ( "Connection {0}:{1} has connected." , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Address , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Port ) ) ;
//Queue recieving of data from the connection
conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( receiveCallback ) , conn ) ;
//Queue the accept of the next incomming connection
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( SocketException )
{
if ( conn ! = null )
{
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( Exception )
{
if ( conn ! = null )
{
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
}
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public static Actor getStaticActors ( uint id )
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{
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return mStaticActors . getActor ( id ) ;
}
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public static Actor getStaticActors ( string name )
{
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return mStaticActors . findStaticActor ( name ) ;
}
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public static Item getItemGamedata ( uint id )
{
if ( gamedataItems . ContainsKey ( id ) )
return gamedataItems [ id ] ;
else
return null ;
}
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/// <summary>
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
/// <param name="result"></param>
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private void receiveCallback ( IAsyncResult result )
{
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ClientConnection conn = ( ClientConnection ) result . AsyncState ;
//Check if disconnected
if ( ( conn . socket . Poll ( 1 , SelectMode . SelectRead ) & & conn . socket . Available = = 0 ) )
{
if ( mConnectedPlayerList . ContainsKey ( conn . owner ) )
mConnectedPlayerList . Remove ( conn . owner ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
if ( conn . connType = = BasePacket . TYPE_ZONE )
Log . conn ( String . Format ( "{0} has disconnected." , conn . owner = = 0 ? conn . getAddress ( ) : "User " + conn . owner ) ) ;
return ;
}
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try
{
int bytesRead = conn . socket . EndReceive ( result ) ;
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bytesRead + = conn . lastPartialSize ;
if ( bytesRead > = 0 )
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{
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int offset = 0 ;
//Build packets until can no longer or out of data
while ( true )
{
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BasePacket basePacket = buildPacket ( ref offset , conn . buffer , bytesRead ) ;
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//If can't build packet, break, else process another
if ( basePacket = = null )
break ;
else
mProcessor . processPacket ( conn , basePacket ) ;
}
//Not all bytes consumed, transfer leftover to beginning
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if ( offset < bytesRead )
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Array . Copy ( conn . buffer , offset , conn . buffer , 0 , bytesRead - offset ) ;
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conn . lastPartialSize = bytesRead - offset ;
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//Build any queued subpackets into basepackets and send
conn . flushQueuedSendPackets ( ) ;
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if ( offset < bytesRead )
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//Need offset since not all bytes consumed
conn . socket . BeginReceive ( conn . buffer , bytesRead - offset , conn . buffer . Length - ( bytesRead - offset ) , SocketFlags . None , new AsyncCallback ( receiveCallback ) , conn ) ;
else
//All bytes consumed, full buffer available
conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( receiveCallback ) , conn ) ;
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}
else
{
Log . conn ( String . Format ( "{0} has disconnected." , conn . owner = = 0 ? conn . getAddress ( ) : "User " + conn . owner ) ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
}
catch ( SocketException )
{
if ( conn . socket ! = null )
{
Log . conn ( String . Format ( "{0} has disconnected." , conn . owner = = 0 ? conn . getAddress ( ) : "User " + conn . owner ) ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
}
}
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/// <summary>
/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
/// </summary>
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
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public BasePacket buildPacket ( ref int offset , byte [ ] buffer , int bytesRead )
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{
BasePacket newPacket = null ;
//Too small to even get length
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if ( bytesRead < = offset )
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return null ;
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ushort packetSize = BitConverter . ToUInt16 ( buffer , offset ) ;
//Too small to whole packet
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if ( bytesRead < offset + packetSize )
return null ;
if ( buffer . Length < offset + packetSize )
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return null ;
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try
{
newPacket = new BasePacket ( buffer , ref offset ) ;
}
catch ( OverflowException )
{
return null ;
}
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return newPacket ;
}
#endregion
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public void sendPacket ( ConnectedPlayer client , string path )
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{
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BasePacket packet = new BasePacket ( path ) ;
if ( client ! = null )
{
packet . replaceActorID ( client . actorID ) ;
client . queuePacket ( packet ) ;
}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
packet . replaceActorID ( entry . Value . actorID ) ;
entry . Value . queuePacket ( packet ) ;
}
}
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}
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public void changeProperty ( uint id , uint value , string target )
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{
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SetActorPropetyPacket changeProperty = new SetActorPropetyPacket ( target ) ;
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changeProperty . setTarget ( target ) ;
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changeProperty . addInt ( id , value ) ;
changeProperty . addTarget ( ) ;
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foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
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{
SubPacket changePropertyPacket = changeProperty . buildPacket ( ( entry . Value . actorID ) , ( entry . Value . actorID ) ) ;
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BasePacket packet = BasePacket . createPacket ( changePropertyPacket , true , false ) ;
packet . debugPrintPacket ( ) ;
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entry . Value . queuePacket ( packet ) ;
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}
}
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public void doMusic ( ConnectedPlayer client , string music )
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{
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ushort musicId ;
if ( music . ToLower ( ) . StartsWith ( "0x" ) )
musicId = Convert . ToUInt16 ( music , 16 ) ;
else
musicId = Convert . ToUInt16 ( music ) ;
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if ( client ! = null )
client . queuePacket ( BasePacket . createPacket ( SetMusicPacket . buildPacket ( client . actorID , musicId , 1 ) , true , false ) ) ;
else
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{
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foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
BasePacket musicPacket = BasePacket . createPacket ( SetMusicPacket . buildPacket ( entry . Value . actorID , musicId , 1 ) , true , false ) ;
entry . Value . queuePacket ( musicPacket ) ;
}
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}
}
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public void doWarp ( ConnectedPlayer client , string entranceId )
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{
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uint id ;
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try
{
if ( entranceId . ToLower ( ) . StartsWith ( "0x" ) )
id = Convert . ToUInt32 ( entranceId , 16 ) ;
else
id = Convert . ToUInt32 ( entranceId ) ;
}
catch ( FormatException e )
{ return ; }
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FFXIVClassic_Map_Server . WorldManager . ZoneEntrance ze = mWorldManager . getZoneEntrance ( id ) ;
if ( ze = = null )
return ;
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if ( client ! = null )
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mWorldManager . DoZoneChange ( client . getActor ( ) , ze . zoneId , ze . privateAreaName , ze . spawnType , ze . spawnX , ze . spawnY , ze . spawnZ , 0.0f ) ;
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else
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{
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foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
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mWorldManager . DoZoneChange ( entry . Value . getActor ( ) , ze . zoneId , ze . privateAreaName , ze . spawnType , ze . spawnX , ze . spawnY , ze . spawnZ , 0.0f ) ;
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}
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}
}
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public void doWarp ( ConnectedPlayer client , string zone , string privateArea , string sx , string sy , string sz )
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{
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uint zoneId ;
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float x , y , z ;
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if ( zone . ToLower ( ) . StartsWith ( "0x" ) )
zoneId = Convert . ToUInt32 ( zone , 16 ) ;
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else
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zoneId = Convert . ToUInt32 ( zone ) ;
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if ( mWorldManager . GetZone ( zoneId ) = = null )
{
if ( client ! = null )
client . queuePacket ( BasePacket . createPacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" , "Zone does not exist or setting isn't valid." ) , true , false ) ) ;
Log . error ( "Zone does not exist or setting isn't valid." ) ;
}
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x = Single . Parse ( sx ) ;
y = Single . Parse ( sy ) ;
z = Single . Parse ( sz ) ;
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if ( client ! = null )
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mWorldManager . DoZoneChange ( client . getActor ( ) , zoneId , privateArea , 0x2 , x , y , z , 0.0f ) ;
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else
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{
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foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
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mWorldManager . DoZoneChange ( entry . Value . getActor ( ) , zoneId , privateArea , 0x2 , x , y , z , 0.0f ) ;
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}
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}
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}
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public static WorldManager GetWorldManager ( )
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{
return mWorldManager ;
}
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public void printPos ( ConnectedPlayer client )
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{
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if ( client ! = null )
{
Player p = client . getActor ( ) ;
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client . queuePacket ( BasePacket . createPacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" , String . Format ( "{0}\'s position: ZoneID: {1}, X: {2}, Y: {3}, Z: {4}, Rotation: {5}" , p . customDisplayName , p . zoneId , p . positionX , p . positionY , p . positionZ , p . rotation ) ) , true , false ) ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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Log . info ( String . Format ( "{0}\'s position: ZoneID: {1}, X: {2}, Y: {3}, Z: {4}, Rotation: {5}" , p . customDisplayName , p . zoneId , p . positionX , p . positionY , p . positionZ , p . rotation ) ) ;
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}
}
}
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private void setGraphic ( ConnectedPlayer client , uint slot , uint wId , uint eId , uint vId , uint cId )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
p . graphicChange ( slot , wId , eId , vId , cId ) ;
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p . sendAppearance ( ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
p . graphicChange ( slot , wId , eId , vId , cId ) ;
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p . sendAppearance ( ) ;
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}
}
}
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private void giveItem ( ConnectedPlayer client , uint itemId , int quantity )
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{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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p . getInventory ( Inventory . NORMAL ) . addItem ( itemId , quantity ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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p . getInventory ( Inventory . NORMAL ) . addItem ( itemId , quantity ) ;
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}
}
}
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private void giveItem ( ConnectedPlayer client , uint itemId , int quantity , ushort type )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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if ( p . getInventory ( type ) ! = null )
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p . getInventory ( type ) . addItem ( itemId , quantity ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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if ( p . getInventory ( type ) ! = null )
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p . getInventory ( type ) . addItem ( itemId , quantity ) ;
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}
}
}
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private void removeItem ( ConnectedPlayer client , uint itemId , int quantity )
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{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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p . getInventory ( Inventory . NORMAL ) . removeItem ( itemId , quantity ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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p . getInventory ( Inventory . NORMAL ) . removeItem ( itemId , quantity ) ;
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}
}
}
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private void removeItem ( ConnectedPlayer client , uint itemId , int quantity , ushort type )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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if ( p . getInventory ( type ) ! = null )
p . getInventory ( type ) . removeItem ( itemId , quantity ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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if ( p . getInventory ( type ) ! = null )
p . getInventory ( type ) . removeItem ( itemId , quantity ) ;
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}
}
}
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private void giveCurrancy ( ConnectedPlayer client , uint itemId , int quantity )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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p . getInventory ( Inventory . CURRANCY ) . addItem ( itemId , quantity ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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p . getInventory ( Inventory . CURRANCY ) . addItem ( itemId , quantity ) ;
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}
}
}
private void removeCurrancy ( ConnectedPlayer client , uint itemId , int quantity )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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p . getInventory ( Inventory . CURRANCY ) . removeItem ( itemId , quantity ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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p . getInventory ( Inventory . CURRANCY ) . removeItem ( itemId , quantity ) ;
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}
}
}
private void giveKeyItem ( ConnectedPlayer client , uint itemId )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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p . getInventory ( Inventory . KEYITEMS ) . addItem ( itemId , 1 ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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p . getInventory ( Inventory . KEYITEMS ) . addItem ( itemId , 1 ) ;
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}
}
}
private void removeKeyItem ( ConnectedPlayer client , uint itemId )
{
if ( client ! = null )
{
Player p = client . getActor ( ) ;
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p . getInventory ( Inventory . KEYITEMS ) . removeItem ( itemId , 1 ) ;
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}
else
{
foreach ( KeyValuePair < uint , ConnectedPlayer > entry in mConnectedPlayerList )
{
Player p = entry . Value . getActor ( ) ;
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p . getInventory ( Inventory . KEYITEMS ) . removeItem ( itemId , 1 ) ;
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}
}
}
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internal bool doCommand ( string input , ConnectedPlayer client )
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{
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input . Trim ( ) ;
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if ( input . StartsWith ( "!" ) )
input = input . Substring ( 1 ) ;
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String [ ] split = input . Split ( ' ' ) ;
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split = split . Select ( temp = > temp . ToLower ( ) ) . ToArray ( ) ; // Ignore case on commands
// Debug
// if (client != null)
// client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
// string.Join(",", split)
// ));
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if ( split . Length > = 1 )
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{
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if ( split [ 0 ] . Equals ( "help" ) )
{
if ( split . Length = = 1 )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Use !help (command) for details\n\nAvailable commands:\nStandard: mypos, music, warp\nServer Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, resetzone\nDebug: property, property2, sendpacket, setgraphic"
) ) ;
}
if ( split . Length = = 2 )
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{
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if ( split [ 1 ] . Equals ( "mypos" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Prints out your current location\n\n*Note: The X/Y/Z coordinates do not correspond to the coordinates listed in the in-game map, they are based on the underlying game data"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "music" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Changes the currently playing background music\n\n*Syntax: music <music id>\n<music id> is the key item's specific id as defined in the server database"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "warp" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Teleports the player to the specified location\n\n*Syntax:\twarp <location list>\n\twarp <zone id> <X coordinate> <Y coordinate> <Z coordinate>\n\twarp <zone id> <instance> <X coordinate> <Y coordinate> <Z coordinate>\n<location list> is a pre-defined list of locations from the server database\n<instance> is an instanced copy of the desired zone that's only visible to the current player"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "givecurrency" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Adds the specified currency to the current player's inventory\n\n*Syntax:\tgivecurrency <quantity>\n\tgivecurrency <quantity> <type>\n<type> is the specific type of currency desired, defaults to gil if no type specified"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "giveitem" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Adds the specified items to the current player's inventory\n\n*Syntax:\tgiveitem <item id>\n\tgiveitem <item id> <quantity>\n\tgiveitem <item id> <quantity> <type>\n<item id> is the item's specific id as defined in the server database\n<type> is the type as defined in the server database (defaults to gil if not specified)"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "givekeyitem" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Adds the specified key item to the current player's inventory\n\n*Syntax: givekeyitem <item id>\n<item id> is the key item's specific id as defined in the server database"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "removecurrency" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Removes the specified currency from the current player's inventory\n\n*Syntax:\tremovecurrency <quantity>\n\tremovecurrency <quantity> <type>\n<type> is the specific type of currency desired, defaults to gil if no type specified"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "removeitem" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Removes the specified items to the current player's inventory\n\n*Syntax:\tremoveitem <itemid>\n\tremoveitem <itemid> <quantity>\n<item id> is the item's specific id as defined in the server database"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "removekeyitem" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Removes the specified key item to the current player's inventory\n\n*Syntax: removekeyitem <itemid>\n<item id> is the key item's specific id as defined in the server database"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "reloaditems" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Reloads the current item data from the database"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "resetzone" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Reloads the current zone data from the server files"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "property" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"\n*Syntax: property <value 1> <value 2> <value 3>"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "property2" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"\n*Syntax: property2 <value 1> <value 2> <value 3>"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "sendpacket" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Server sends a special packet to the client\n\n*Syntax: sendpacket <path to packet>\n<Path to packet> is the path to the packet, starting in <map server install location>\\packet"
) ) ;
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}
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else if ( split [ 1 ] . Equals ( "setgraphic" ) )
{
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" ,
"Overrides the currently displayed character equipment in a specific slot\n\n*Note: Similar to Glamours in FFXIV:ARR, the overridden graphics are purely cosmetic, they do not affect the underlying stats of whatever is equipped on that slot\n\n*Syntax: sendpacket <slot> <wid> <eid> <vid> <cid>\n<w/e/v/c id> are as defined in the client game data"
) ) ;
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}
}
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return true ;
}
else if ( split [ 0 ] . Equals ( "mypos" ) )
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{
try
{
printPos ( client ) ;
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return true ;
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}
catch ( Exception e )
{
Log . error ( "Could not load packet: " + e ) ;
}
}
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else if ( split [ 0 ] . Equals ( "resetzone" ) )
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{
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if ( client ! = null )
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{
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Log . info ( String . Format ( "Got request to reset zone: {0}" , client . getActor ( ) . zoneId ) ) ;
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client . getActor ( ) . zone . clear ( ) ;
client . getActor ( ) . zone . addActorToZone ( client . getActor ( ) ) ;
client . getActor ( ) . sendInstanceUpdate ( ) ;
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client . queuePacket ( BasePacket . createPacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" , String . Format ( "Reseting zone {0}..." , client . getActor ( ) . zoneId ) ) , true , false ) ) ;
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}
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mWorldManager . reloadZone ( client . getActor ( ) . zoneId ) ;
return true ;
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}
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else if ( split [ 0 ] . Equals ( "reloaditems" ) )
{
Log . info ( String . Format ( "Got request to reload item gamedata" ) ) ;
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" , "Reloading Item Gamedata..." ) ) ;
gamedataItems . Clear ( ) ;
gamedataItems = Database . getItemGamedata ( ) ;
Log . info ( String . Format ( "Loaded {0} items." , gamedataItems . Count ) ) ;
if ( client ! = null )
client . getActor ( ) . queuePacket ( SendMessagePacket . buildPacket ( client . actorID , client . actorID , SendMessagePacket . MESSAGE_TYPE_GENERAL_INFO , "" , String . Format ( "Loaded {0} items." , gamedataItems . Count ) ) ) ;
return true ;
}
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else if ( split [ 0 ] . Equals ( "sendpacket" ) )
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{
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if ( split . Length < 2 )
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return false ;
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try
{
sendPacket ( client , "./packets/" + split [ 1 ] ) ;
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return true ;
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}
catch ( Exception e )
{
Log . error ( "Could not load packet: " + e ) ;
}
}
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else if ( split [ 0 ] . Equals ( "graphic" ) )
{
try
{
if ( split . Length = = 6 )
setGraphic ( client , UInt32 . Parse ( split [ 1 ] ) , UInt32 . Parse ( split [ 2 ] ) , UInt32 . Parse ( split [ 3 ] ) , UInt32 . Parse ( split [ 4 ] ) , UInt32 . Parse ( split [ 5 ] ) ) ;
return true ;
}
catch ( Exception e )
{
Log . error ( "Could not give item." ) ;
}
}
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else if ( split [ 0 ] . Equals ( "giveitem" ) )
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{
try
{
if ( split . Length = = 2 )
giveItem ( client , UInt32 . Parse ( split [ 1 ] ) , 1 ) ;
else if ( split . Length = = 3 )
giveItem ( client , UInt32 . Parse ( split [ 1 ] ) , Int32 . Parse ( split [ 2 ] ) ) ;
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else if ( split . Length = = 4 )
giveItem ( client , UInt32 . Parse ( split [ 1 ] ) , Int32 . Parse ( split [ 2 ] ) , UInt16 . Parse ( split [ 3 ] ) ) ;
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return true ;
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}
catch ( Exception e )
{
Log . error ( "Could not give item." ) ;
}
}
else if ( split [ 0 ] . Equals ( "removeitem" ) )
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{
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if ( split . Length < 2 )
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return false ;
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try
{
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if ( split . Length = = 2 )
removeItem ( client , UInt32 . Parse ( split [ 1 ] ) , 1 ) ;
else if ( split . Length = = 3 )
removeItem ( client , UInt32 . Parse ( split [ 1 ] ) , Int32 . Parse ( split [ 2 ] ) ) ;
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else if ( split . Length = = 4 )
removeItem ( client , UInt32 . Parse ( split [ 1 ] ) , Int32 . Parse ( split [ 2 ] ) , UInt16 . Parse ( split [ 3 ] ) ) ;
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return true ;
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}
catch ( Exception e )
{
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Log . error ( "Could not remove item." ) ;
}
}
else if ( split [ 0 ] . Equals ( "givekeyitem" ) )
{
try
{
if ( split . Length = = 2 )
giveKeyItem ( client , UInt32 . Parse ( split [ 1 ] ) ) ;
}
catch ( Exception e )
{
Log . error ( "Could not give keyitem." ) ;
}
}
else if ( split [ 0 ] . Equals ( "removekeyitem" ) )
{
if ( split . Length < 2 )
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return false ;
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try
{
if ( split . Length = = 2 )
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removeKeyItem ( client , UInt32 . Parse ( split [ 1 ] ) ) ;
return true ;
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}
catch ( Exception e )
{
Log . error ( "Could not remove keyitem." ) ;
}
}
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else if ( split [ 0 ] . Equals ( "givecurrency" ) )
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{
try
{
if ( split . Length = = 2 )
giveCurrancy ( client , UInt32 . Parse ( split [ 1 ] ) , 1 ) ;
else if ( split . Length = = 3 )
giveCurrancy ( client , UInt32 . Parse ( split [ 1 ] ) , Int32 . Parse ( split [ 2 ] ) ) ;
}
catch ( Exception e )
{
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Log . error ( "Could not give currency." ) ;
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}
}
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else if ( split [ 0 ] . Equals ( "removecurrency" ) )
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{
if ( split . Length < 2 )
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return false ;
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try
{
if ( split . Length = = 2 )
removeCurrancy ( client , UInt32 . Parse ( split [ 1 ] ) , 1 ) ;
else if ( split . Length = = 3 )
removeCurrancy ( client , UInt32 . Parse ( split [ 1 ] ) , Int32 . Parse ( split [ 2 ] ) ) ;
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return true ;
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}
catch ( Exception e )
{
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Log . error ( "Could not remove currency." ) ;
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}
}
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else if ( split [ 0 ] . Equals ( "music" ) )
{
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if ( split . Length < 2 )
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return false ;
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try
{
doMusic ( client , split [ 1 ] ) ;
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return true ;
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}
catch ( Exception e )
{
Log . error ( "Could not change music: " + e ) ;
}
}
else if ( split [ 0 ] . Equals ( "warp" ) )
{
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if ( split . Length = = 2 )
doWarp ( client , split [ 1 ] ) ;
else if ( split . Length = = 5 )
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doWarp ( client , split [ 1 ] , null , split [ 2 ] , split [ 3 ] , split [ 4 ] ) ;
else if ( split . Length = = 6 )
doWarp ( client , split [ 1 ] , split [ 2 ] , split [ 3 ] , split [ 4 ] , split [ 5 ] ) ;
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return true ;
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}
else if ( split [ 0 ] . Equals ( "property" ) )
{
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if ( split . Length = = 4 )
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{
changeProperty ( Utils . MurmurHash2 ( split [ 1 ] , 0 ) , Convert . ToUInt32 ( split [ 2 ] , 16 ) , split [ 3 ] ) ;
}
return true ;
}
else if ( split [ 0 ] . Equals ( "property2" ) )
{
if ( split . Length = = 4 )
{
changeProperty ( Convert . ToUInt32 ( split [ 1 ] , 16 ) , Convert . ToUInt32 ( split [ 2 ] , 16 ) , split [ 3 ] ) ;
}
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return true ;
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}
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}
return false ;
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}
2015-09-25 18:52:25 -04:00
}
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2015-09-25 18:52:25 -04:00
}