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/ *
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Copyright ( C ) 2015 - 2019 Project Meteor Dev Team
This file is part of Project Meteor Server .
Project Meteor Server is free software : you can redistribute it and / or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation , either version 3 of the License , or
( at your option ) any later version .
Project Meteor Server is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU Affero General Public License for more details .
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server . If not , see < https : www . gnu . org / licenses / > .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
* /
using System ;
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using System.Collections.Generic ;
using System.Net ;
using System.Net.Sockets ;
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using Meteor.Map.DataObjects ;
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using Meteor.Common ;
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using Meteor.Map.Actors ;
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using System.Linq ;
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namespace Meteor.Map
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{
class Server
{
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public const int FFXIV_MAP_PORT = 54992 ;
public const int BUFFER_SIZE = 0xFFFF ; //Max basepacket size is 0xFFFF
public const int BACKLOG = 100 ;
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public const string STATIC_ACTORS_PATH = "./staticactors.bin" ;
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private static Server _Self ;
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private Socket ServerSocket ;
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private Dictionary < uint , Session > SessionList = new Dictionary < uint , Session > ( ) ;
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private static CommandProcessor CommandProcessor = new CommandProcessor ( ) ;
private static ZoneConnection WorldConnection = new ZoneConnection ( ) ;
private static WorldManager WorldManager ;
private static Dictionary < uint , ItemData > GamedataItems ;
private static Dictionary < uint , GuildleveData > GamedataGuildleves ;
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private static Dictionary < uint , QuestGameData > GamedataQuests ;
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private static StaticActors StaticActors ;
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private PacketProcessor mProcessor ;
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public Server ( )
{
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_Self = this ;
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}
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public bool StartServer ( )
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{
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StaticActors = new StaticActors ( STATIC_ACTORS_PATH ) ;
Program . Log . Info ( "Loading gamedata..." ) ;
GamedataItems = Database . GetItemGamedata ( ) ;
Program . Log . Info ( "Loaded {0} items." , GamedataItems . Count ) ;
GamedataGuildleves = Database . GetGuildleveGamedata ( ) ;
Program . Log . Info ( "Loaded {0} guildleves." , GamedataGuildleves . Count ) ;
GamedataQuests = Database . GetQuestGamedata ( ) ;
Program . Log . Info ( "Loaded {0} quests." , GamedataQuests . Count ) ;
WorldManager = new WorldManager ( this ) ;
WorldManager . LoadZoneList ( ) ;
WorldManager . LoadSeamlessBoundryList ( ) ;
WorldManager . LoadActorClasses ( ) ;
WorldManager . LoadENPCs ( ) ;
WorldManager . LoadBattleNpcs ( ) ;
WorldManager . LoadStatusEffects ( ) ;
WorldManager . LoadBattleCommands ( ) ;
WorldManager . LoadBattleTraits ( ) ;
WorldManager . SpawnAllActors ( ) ;
WorldManager . StartZoneThread ( ) ;
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IPEndPoint serverEndPoint = new IPEndPoint ( IPAddress . Parse ( ConfigConstants . OPTIONS_BINDIP ) , int . Parse ( ConfigConstants . OPTIONS_PORT ) ) ;
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try
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{
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ServerSocket = new Socket ( serverEndPoint . Address . AddressFamily , SocketType . Stream , ProtocolType . Tcp ) ;
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}
catch ( Exception e )
{
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throw new ApplicationException ( "Could not Create socket, check to make sure not duplicating port" , e ) ;
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}
try
{
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ServerSocket . Bind ( serverEndPoint ) ;
ServerSocket . Listen ( BACKLOG ) ;
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}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured while binding socket, check inner exception" , e ) ;
}
try
{
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ServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , ServerSocket ) ;
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}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured starting listeners, check inner exception" , e ) ;
}
Console . ForegroundColor = ConsoleColor . White ;
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Program . Log . Info ( "Map Server has started @ {0}:{1}" , ( ServerSocket . LocalEndPoint as IPEndPoint ) . Address , ( ServerSocket . LocalEndPoint as IPEndPoint ) . Port ) ;
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Console . ForegroundColor = ConsoleColor . Gray ;
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mProcessor = new PacketProcessor ( this ) ;
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//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
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return true ;
}
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#region Session Handling
public Session AddSession ( uint id )
{
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if ( SessionList . ContainsKey ( id ) )
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{
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SessionList [ id ] . ClearInstance ( ) ;
return SessionList [ id ] ;
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}
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Session session = new Session ( id ) ;
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SessionList . Add ( id , session ) ;
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return session ;
}
public void RemoveSession ( uint id )
{
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if ( SessionList . ContainsKey ( id ) )
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{
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SessionList . Remove ( id ) ;
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}
}
public Session GetSession ( uint id )
{
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if ( SessionList . ContainsKey ( id ) )
return SessionList [ id ] ;
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else
return null ;
}
public Session GetSession ( string name )
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{
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foreach ( Session s in SessionList . Values )
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{
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if ( s . GetActor ( ) . DisplayName . ToLower ( ) . Equals ( name . ToLower ( ) ) )
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return s ;
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}
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return null ;
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}
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public Dictionary < uint , Session > GetSessionList ( )
{
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return SessionList ;
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}
#endregion
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#region Socket Handling
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private void AcceptCallback ( IAsyncResult result )
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{
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ZoneConnection conn = null ;
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Socket socket = ( System . Net . Sockets . Socket ) result . AsyncState ;
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try
{
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conn = new ZoneConnection ( ) ;
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conn . socket = socket . EndAccept ( result ) ;
conn . buffer = new byte [ BUFFER_SIZE ] ;
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WorldConnection = conn ;
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Program . Log . Info ( "Connection {0}:{1} has connected." , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Address , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Port ) ;
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//Queue recieving of data from the connection
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conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( ReceiveCallback ) , conn ) ;
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//Queue the accept of the next incomming connection
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ServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , ServerSocket ) ;
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}
catch ( SocketException )
{
if ( conn ! = null )
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{
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WorldConnection = null ;
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}
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ServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , ServerSocket ) ;
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}
catch ( Exception )
{
if ( conn ! = null )
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{
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WorldConnection = null ;
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}
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ServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , ServerSocket ) ;
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}
}
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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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{
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ZoneConnection conn = ( ZoneConnection ) result . AsyncState ;
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//Check if disconnected
if ( ( conn . socket . Poll ( 1 , SelectMode . SelectRead ) & & conn . socket . Available = = 0 ) )
{
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WorldConnection = null ;
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Program . Log . Info ( "Disconnected from world server!" ) ;
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}
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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
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while ( true )
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{
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SubPacket subPacket = SubPacket . CreatePacket ( ref offset , conn . buffer , bytesRead ) ;
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//If can't build packet, break, else process another
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if ( subPacket = = null )
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break ;
else
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mProcessor . ProcessPacket ( conn , subPacket ) ;
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}
//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
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conn . FlushQueuedSendPackets ( ) ;
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if ( offset < bytesRead )
//Need offset since not all bytes consumed
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conn . socket . BeginReceive ( conn . buffer , bytesRead - offset , conn . buffer . Length - ( bytesRead - offset ) , SocketFlags . None , new AsyncCallback ( ReceiveCallback ) , conn ) ;
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else
//All bytes consumed, full buffer available
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conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( ReceiveCallback ) , conn ) ;
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}
else
{
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WorldConnection = null ;
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Program . Log . Info ( "Disconnected from world server!" ) ;
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}
}
catch ( SocketException )
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{
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if ( conn . socket ! = null )
{
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WorldConnection = null ;
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Program . Log . Info ( "Disconnected from world server!" ) ;
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}
}
}
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#endregion
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public static ZoneConnection GetWorldConnection ( )
{
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return WorldConnection ;
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}
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public static Server GetServer ( )
{
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return _Self ;
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}
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public static CommandProcessor GetCommandProcessor ( )
{
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return CommandProcessor ;
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}
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public static WorldManager GetWorldManager ( )
{
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return WorldManager ;
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}
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public static Dictionary < uint , ItemData > GetGamedataItems ( )
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{
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return GamedataItems ;
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}
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public static Actor GetStaticActors ( uint id )
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{
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return StaticActors . GetActor ( id ) ;
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}
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public static Actor GetStaticActors ( string name )
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{
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return StaticActors . FindStaticActor ( name ) ;
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}
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public static ItemData GetItemGamedata ( uint id )
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{
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if ( GamedataItems . ContainsKey ( id ) )
return GamedataItems [ id ] ;
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else
return null ;
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}
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public static GuildleveData GetGuildleveGamedata ( uint id )
{
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if ( GamedataGuildleves . ContainsKey ( id ) )
return GamedataGuildleves [ id ] ;
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else
return null ;
}
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public static QuestGameData GetQuestGamedata ( uint id )
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{
if ( GamedataQuests . ContainsKey ( id ) )
return GamedataQuests [ id ] ;
else
return null ;
}
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public static QuestGameData [ ] GetQuestGamedataByMaxLvl ( int lvl , bool all = false )
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{
if ( all )
return GamedataQuests . Values . Where ( quest = > quest . MinLevel > 0 & & quest . MinLevel < = lvl ) . ToArray ( ) ;
else
return GamedataQuests . Values . Where ( quest = > quest . MinLevel > 0 & & quest . MinLevel = = lvl ) . ToArray ( ) ;
}
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public static QuestGameData [ ] GetQuestGamedataByPrerequisite ( uint questId )
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{
return GamedataQuests . Values . Where ( quest = > quest . PrerequisiteQuest = = questId ) . ToArray ( ) ;
}
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public static QuestGameData [ ] GetQuestGamedataAllPrerequisite ( )
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{
return GamedataQuests . Values . Where ( quest = > quest . PrerequisiteQuest ! = 0 ) . ToArray ( ) ;
}
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public static QuestGameData [ ] GetQuestGamedataAllGCRanked ( )
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{
return GamedataQuests . Values . Where ( quest = > quest . MinGCRank ! = 0 ) . ToArray ( ) ;
}
//public static QuestData[] GetQuestGamedataByGCRank(int gc, int rank, bool all = false)
//{
// return GamedataQuests.Values.Where(quest => all ? quest.MinLevel == lvl : quest.MinLevel <= lvl).ToArray();
//}
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}
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}