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Implemented more packets. Implemented zone grid map.

This commit is contained in:
Filip Maj 2015-10-05 19:36:15 -04:00
parent 8f7e7d4c0d
commit b0ab527550
7 changed files with 174 additions and 1 deletions

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@ -24,6 +24,7 @@ namespace FFXIVClassic_Lobby_Server
private List<ClientConnection> mConnectionList = new List<ClientConnection>();
private PacketProcessor mProcessor;
private Thread mProcessorThread;
private Thread mGameThread;
#region Socket Handling
public bool startServer()
@ -63,6 +64,8 @@ namespace FFXIVClassic_Lobby_Server
mProcessor = new PacketProcessor(mConnectedPlayerList, mConnectionList);
mProcessorThread = new Thread(new ThreadStart(mProcessor.update));
mProcessorThread.Start();
//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
return true;
}

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@ -0,0 +1,72 @@
using FFXIVClassic_Map_Server.dataobjects;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server
{
class Zone
{
public uint mapId;
public int boundingGridSize = 200;
private Dictionary<Tuple<int, int>, List<Actor>> actorBlock = new Dictionary<Tuple<int, int>, List<Actor>>();
public void addActorToZone(Actor actor)
{
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionY / boundingGridSize;
lock (actorBlock)
actorBlock[Tuple.Create(gridX, gridY)].Add(actor);
}
public void removeActorToZone(Actor actor)
{
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionY / boundingGridSize;
lock (actorBlock)
actorBlock[Tuple.Create(gridX, gridY)].Remove(actor);
}
public void updateActorPosition(Actor actor)
{
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionY / boundingGridSize;
int gridOldX = (int)actor.oldPositionX / boundingGridSize;
int gridOldY = (int)actor.oldPositionY / boundingGridSize;
//Still in same block
if (gridX == gridOldX && gridY == gridOldY)
return;
lock (actorBlock)
actorBlock[Tuple.Create(gridOldX, gridOldY)].Remove(actor);
lock (actorBlock)
actorBlock[Tuple.Create(gridX, gridY)].Add(actor);
}
public List<Actor> getActorsAroundPoint(float x, float y, int checkDistance)
{
int gridX = (int)x/boundingGridSize;
int gridY = (int)y/boundingGridSize;
List<Actor> result = new List<Actor>();
for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
{
for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
{
result.AddRange(actorBlock[Tuple.Create(gx, gy)]);
}
}
return result;
}
}
}

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false"/>
</requestedPrivileges>
</security>
</trustInfo>
</assembly>

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@ -40,6 +40,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
public uint[] appearanceIDs;
public float positionX, positionY, positionZ;
public float oldPositionX, oldPositionY, oldPositionZ;
public float rotation;
public ushort moveState;

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@ -0,0 +1,43 @@
using FFXIVClassic_Lobby_Server.packets;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.packets.send.Actor
{
class SetActorNamePacket
{
public const ushort OPCODE = 0x013D;
public const uint PACKET_SIZE = 0x48;
public static SubPacket buildPacket(uint playerActorID, uint targetActorID, uint displayNameID, string customName)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
using (MemoryStream mem = new MemoryStream(data))
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((UInt32)displayNameID);
if (displayNameID == 0xFFFFFFFF)
{
if (customName.Length <= 0x20)
binWriter.Write(Encoding.ASCII.GetBytes(customName));
else
binWriter.Write(Encoding.ASCII.GetBytes("ERROR: NAME TO BIG"));
}
}
data = mem.GetBuffer();
}
SubPacket packet = new SubPacket(OPCODE, playerActorID, targetActorID, data);
return packet;
}
}
}

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@ -0,0 +1,42 @@
using FFXIVClassic_Lobby_Server.packets;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
{
class ChangeEquipmentPacket
{
public const ushort OPCODE = 0x014D;
public const uint PACKET_SIZE = 0x28;
public const UInt16 SLOT_MAINHAND = 0x00;
public const UInt16 SLOT_OFFHAND = 0x01;
public const UInt16 SLOT_THROWINGWEAPON = 0x04;
public const UInt16 SLOT_PACK = 0x05;
public const UInt16 SLOT_POUCH = 0x06;
public const UInt16 SLOT_HEAD = 0x08;
public const UInt16 SLOT_UNDERSHIRT = 0x09;
public const UInt16 SLOT_BODY = 0x0A;
public const UInt16 SLOT_UNDERGARMENT = 0x0B;
public const UInt16 SLOT_LEGS = 0x0C;
public const UInt16 SLOT_HANDS = 0x0D;
public const UInt16 SLOT_BOOTS = 0x0E;
public const UInt16 SLOT_WAIST = 0x0F;
public const UInt16 SLOT_NECK = 0x10;
public const UInt16 SLOT_EARS = 0x11;
public const UInt16 SLOT_WRISTS = 0x13;
public const UInt16 SLOT_RIGHTFINGER = 0x15;
public const UInt16 SLOT_LEFTFINGER = 0x16;
public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint inventorySlot)
{
ulong combined = equipSlot | (inventorySlot << 32);
return new SubPacket(OPCODE, 0, playerActorID, BitConverter.GetBytes(combined));
}
}
}

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@ -15,7 +15,8 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
public const ushort CODE_ITEMS = 0x0000;
public const ushort CODE_CURRANCYITEMS = 0x0063;
public const ushort CODE_KEYITEMS = 0x0064;
public const ushort CODE_KEYITEMS = 0x0064;
public const ushort CODE_EQUIPMENT = 0x00FE;
public static SubPacket buildPacket(uint playerActorID, ushort size, ushort code)
{