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project-meteor-server/FFXIVClassic Map Server/dataobjects/ConnectedPlayer.cs

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using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor;
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects
{
class ConnectedPlayer
{
public uint actorID = 0;
Player playerActor;
public List<Actor> actorInstanceList = new List<Actor>();
public uint eventCurrentOwner = 0;
public string eventCurrentStarter = "";
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private ClientConnection zoneConnection;
private ClientConnection chatConnection;
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bool isDisconnected;
public ConnectedPlayer(uint actorId)
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{
this.actorID = actorId;
playerActor = new Player(this, actorId);
actorInstanceList.Add(playerActor);
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}
public void setConnection(int type, ClientConnection conn)
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{
switch (type)
{
case BasePacket.TYPE_ZONE:
zoneConnection = conn;
break;
case BasePacket.TYPE_CHAT:
chatConnection = conn;
break;
}
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}
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public bool isClientConnectionsReady()
{
return (zoneConnection != null && chatConnection != null);
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}
public void disconnect()
{
isDisconnected = true;
zoneConnection.disconnect();
chatConnection.disconnect();
}
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public void queuePacket(BasePacket basePacket)
{
zoneConnection.queuePacket(basePacket);
}
public void queuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
{
zoneConnection.queuePacket(subPacket, isAuthed, isEncrypted);
}
public Player getActor()
{
return playerActor;
}
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public void updatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
{
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playerActor.positionX = x;
playerActor.positionY = y;
playerActor.positionZ = z;
playerActor.rotation = rot;
playerActor.moveState = moveState;
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}
public void sendMotd()
{
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}
public void sendChat(ConnectedPlayer sender, string message, int mode)
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{
}
public List<BasePacket> updateInstance(List<Actor> list)
{
List<BasePacket> basePackets = new List<BasePacket>();
List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
for (int i = 0; i < list.Count; i++)
{
Actor actor = list[i];
if (actor.actorId == playerActor.actorId)
continue;
if (actorInstanceList.Contains(actor))
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{
posUpdateSubpackets.Add(actor.createPositionUpdatePacket(playerActor.actorId));
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}
else
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{
basePackets.Add(actor.getSpawnPackets(playerActor.actorId, 1));
basePackets.Add(actor.getInitPackets(playerActor.actorId));
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actorInstanceList.Add(actor);
}
}
if (posUpdateSubpackets.Count > 0)
basePackets.Add(BasePacket.createPacket(posUpdateSubpackets, true, false));
return basePackets;
}
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}
}