1
Fork 0
mirror of https://bitbucket.org/Ioncannon/project-meteor-server.git synced 2025-04-21 20:27:47 +00:00

Cleaned up a lot of the "ConnectedPlayer" objects, turning them into "Session" objects. A lot of duplicate lists were also removed.

This commit is contained in:
Filip Maj 2016-08-29 12:37:41 -04:00
parent 06e7ea59f4
commit cf38454c8f
7 changed files with 131 additions and 159 deletions

View file

@ -1,40 +1,24 @@
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.Common;
using FFXIVClassic_Map_Server.dataobjects;
using System.IO;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.dataobjects.chara;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.chara.player;
using FFXIVClassic_Map_Server.Properties;
namespace FFXIVClassic_Map_Server
{
class CommandProcessor
{
private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList;
private static Dictionary<uint, Item> gamedataItems = Server.GetGamedataItems();
// For the moment, this is the only predefined item
// TODO: make a list/enum in the future so that items can be given by name, instead of by id
const UInt32 ITEM_GIL = 1000001;
public CommandProcessor(Dictionary<uint, ConnectedPlayer> playerList)
{
mConnectedPlayerList = playerList;
}
public void ChangeProperty(uint id, uint value, string target)
{
SetActorPropetyPacket ChangeProperty = new SetActorPropetyPacket(target);
@ -43,9 +27,11 @@ namespace FFXIVClassic_Map_Server
ChangeProperty.AddInt(id, value);
ChangeProperty.AddTarget();
foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
Dictionary<uint, Session> sessionList = Server.GetServer().GetSessionList();
foreach (KeyValuePair<uint, Session> entry in sessionList)
{
SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.actorID), (entry.Value.actorID));
SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.id), (entry.Value.id));
BasePacket packet = BasePacket.CreatePacket(ChangePropertyPacket, true, false);
packet.DebugPrintPacket();
@ -60,13 +46,13 @@ namespace FFXIVClassic_Map_Server
/// </summary>
/// <param name="client"></param>
/// <param name="message"></param>
private void SendMessage(ConnectedPlayer client, String message)
private void SendMessage(Session session, String message)
{
if (client != null)
client.GetActor().QueuePacket(SendMessagePacket.BuildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
if (session != null)
session.GetActor().QueuePacket(SendMessagePacket.BuildPacket(session.id, session.id, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
}
internal bool DoCommand(string input, ConnectedPlayer client)
internal bool DoCommand(string input, Session session)
{
if (!input.Any() || input.Equals(""))
return false;
@ -88,7 +74,7 @@ namespace FFXIVClassic_Map_Server
if (cmd.Any())
{
// if client isnt null, take player to be the player actor
var player = client.GetActor();
var player = session.GetActor();
if (cmd.Equals("help"))
{
@ -125,11 +111,11 @@ namespace FFXIVClassic_Map_Server
if (split[0].Equals("reloaditems"))
{
Program.Log.Info(String.Format("Got request to reload item gamedata"));
SendMessage(client, "Reloading Item Gamedata...");
SendMessage(session, "Reloading Item Gamedata...");
gamedataItems.Clear();
gamedataItems = Database.GetItemGamedata();
Program.Log.Info(String.Format("Loaded {0} items.", gamedataItems.Count));
SendMessage(client, String.Format("Loaded {0} items.", gamedataItems.Count));
SendMessage(session, String.Format("Loaded {0} items.", gamedataItems.Count));
return true;
}
#endregion

View file

@ -110,7 +110,7 @@
<Compile Include="actors\chara\player\PlayerWork.cs" />
<Compile Include="dataobjects\DBWorld.cs" />
<Compile Include="dataobjects\InventoryItem.cs" />
<Compile Include="dataobjects\ConnectedPlayer.cs" />
<Compile Include="dataobjects\Session.cs" />
<Compile Include="dataobjects\Item.cs" />
<Compile Include="dataobjects\RecruitmentDetails.cs" />
<Compile Include="dataobjects\SearchEntry.cs" />

View file

@ -25,27 +25,17 @@ namespace FFXIVClassic_Map_Server
{
Server mServer;
CommandProcessor cp;
Dictionary<uint, ConnectedPlayer> mPlayers;
public PacketProcessor(Server server, Dictionary<uint, ConnectedPlayer> playerList)
public PacketProcessor(Server server)
{
mPlayers = playerList;
mServer = server;
cp = new CommandProcessor(playerList);
cp = new CommandProcessor();
}
public void ProcessPacket(ZoneConnection client, SubPacket subpacket)
{
ConnectedPlayer player = null;
if(mPlayers.ContainsKey(subpacket.header.targetId))
player = mPlayers[subpacket.header.targetId];
if (player == null)
{
player = new ConnectedPlayer(client, subpacket.header.targetId);
}
Session session = mServer.GetSession(subpacket.header.targetId);
subpacket.DebugPrintSubPacket();
@ -56,20 +46,19 @@ namespace FFXIVClassic_Map_Server
case 0x0001:
//subpacket.DebugPrintSubPacket();
PingPacket pingPacket = new PingPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(PongPacket.BuildPacket(player.actorID, pingPacket.time), true, false));
player.Ping();
client.QueuePacket(BasePacket.CreatePacket(PongPacket.BuildPacket(session.id, pingPacket.time), true, false));
session.Ping();
break;
//Unknown
case 0x0002:
subpacket.DebugPrintSubPacket();
player = new ConnectedPlayer(client, subpacket.header.targetId);
mPlayers[subpacket.header.targetId] = player;
session = mServer.AddSession(subpacket.header.targetId);
client.QueuePacket(_0x2Packet.BuildPacket(player.actorID), true, false);
client.QueuePacket(_0x2Packet.BuildPacket(session.id), true, false);
Server.GetWorldManager().DoLogin(player.GetActor());
Server.GetWorldManager().DoLogin(session.GetActor());
break;
//Chat Received
@ -80,17 +69,17 @@ namespace FFXIVClassic_Map_Server
if (chatMessage.message.StartsWith("!"))
{
if (cp.DoCommand(chatMessage.message, player))
if (cp.DoCommand(chatMessage.message, session))
return; ;
}
player.GetActor().BroadcastPacket(SendMessagePacket.BuildPacket(player.actorID, player.actorID, chatMessage.logType, player.GetActor().customDisplayName, chatMessage.message), false);
session.GetActor().BroadcastPacket(SendMessagePacket.BuildPacket(session.id, session.id, chatMessage.logType, session.GetActor().customDisplayName, chatMessage.message), false);
break;
//Langauge Code
case 0x0006:
LangaugeCodePacket langCode = new LangaugeCodePacket(subpacket.data);
player.languageCode = langCode.languageCode;
session.languageCode = langCode.languageCode;
break;
//Unknown - Happens a lot at login, then once every time player zones
case 0x0007:
@ -102,11 +91,11 @@ namespace FFXIVClassic_Map_Server
//Update Position
//subpacket.DebugPrintSubPacket();
UpdatePlayerPositionPacket posUpdate = new UpdatePlayerPositionPacket(subpacket.data);
player.UpdatePlayerActorPosition(posUpdate.x, posUpdate.y, posUpdate.z, posUpdate.rot, posUpdate.moveState);
player.GetActor().SendInstanceUpdate();
session.UpdatePlayerActorPosition(posUpdate.x, posUpdate.y, posUpdate.z, posUpdate.rot, posUpdate.moveState);
session.GetActor().SendInstanceUpdate();
if (player.GetActor().IsInZoneChange())
player.GetActor().SetZoneChanging(false);
if (session.GetActor().IsInZoneChange())
session.GetActor().SetZoneChanging(false);
break;
//Set Target
@ -114,13 +103,13 @@ namespace FFXIVClassic_Map_Server
//subpacket.DebugPrintSubPacket();
SetTargetPacket setTarget = new SetTargetPacket(subpacket.data);
player.GetActor().currentTarget = setTarget.actorID;
player.GetActor().BroadcastPacket(SetActorTargetAnimatedPacket.BuildPacket(player.actorID, player.actorID, setTarget.actorID), true);
session.GetActor().currentTarget = setTarget.actorID;
session.GetActor().BroadcastPacket(SetActorTargetAnimatedPacket.BuildPacket(session.id, session.id, setTarget.actorID), true);
break;
//Lock Target
case 0x00CC:
LockTargetPacket lockTarget = new LockTargetPacket(subpacket.data);
player.GetActor().currentLockedTarget = lockTarget.actorID;
session.GetActor().currentLockedTarget = lockTarget.actorID;
break;
//Start Event
case 0x012D:
@ -143,19 +132,19 @@ namespace FFXIVClassic_Map_Server
Actor ownerActor = Server.GetStaticActors(eventStart.scriptOwnerActorID);
player.GetActor().currentEventOwner = eventStart.scriptOwnerActorID;
player.GetActor().currentEventName = eventStart.triggerName;
session.GetActor().currentEventOwner = eventStart.scriptOwnerActorID;
session.GetActor().currentEventName = eventStart.triggerName;
if (ownerActor == null)
{
//Is it a instance actor?
ownerActor = Server.GetWorldManager().GetActorInWorld(player.GetActor().currentEventOwner);
ownerActor = Server.GetWorldManager().GetActorInWorld(session.GetActor().currentEventOwner);
if (ownerActor == null)
{
//Is it a Director?
if (player.GetActor().currentDirector != null && player.GetActor().currentEventOwner == player.GetActor().currentDirector.actorId)
ownerActor = player.GetActor().currentDirector;
if (session.GetActor().currentDirector != null && session.GetActor().currentEventOwner == session.GetActor().currentDirector.actorId)
ownerActor = session.GetActor().currentDirector;
else
{
Program.Log.Debug("\n===Event START===\nCould not find actor 0x{0:X} for event started by caller: 0x{1:X}\nEvent Starter: {2}\nParams: {3}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.triggerName, LuaUtils.DumpParams(eventStart.luaParams));
@ -164,7 +153,7 @@ namespace FFXIVClassic_Map_Server
}
}
player.GetActor().StartEvent(ownerActor, eventStart);
session.GetActor().StartEvent(ownerActor, eventStart);
Program.Log.Debug("\n===Event START===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nEvent Starter: {4}\nParams: {5}", eventStart.actorID, eventStart.scriptOwnerActorID, eventStart.val1, eventStart.val2, eventStart.triggerName, LuaUtils.DumpParams(eventStart.luaParams));
break;
@ -178,42 +167,42 @@ namespace FFXIVClassic_Map_Server
Program.Log.Debug("\n===Event UPDATE===\nSource Actor: 0x{0:X}\nCaller Actor: 0x{1:X}\nVal1: 0x{2:X}\nVal2: 0x{3:X}\nStep: 0x{4:X}\nParams: {5}", eventUpdate.actorID, eventUpdate.scriptOwnerActorID, eventUpdate.val1, eventUpdate.val2, eventUpdate.step, LuaUtils.DumpParams(eventUpdate.luaParams));
/*
//Is it a static actor? If not look in the player's instance
Actor updateOwnerActor = Server.GetStaticActors(player.GetActor().currentEventOwner);
Actor updateOwnerActor = Server.GetStaticActors(session.GetActor().currentEventOwner);
if (updateOwnerActor == null)
{
updateOwnerActor = Server.GetWorldManager().GetActorInWorld(player.GetActor().currentEventOwner);
updateOwnerActor = Server.GetWorldManager().GetActorInWorld(session.GetActor().currentEventOwner);
if (player.GetActor().currentDirector != null && player.GetActor().currentEventOwner == player.GetActor().currentDirector.actorId)
updateOwnerActor = player.GetActor().currentDirector;
if (session.GetActor().currentDirector != null && session.GetActor().currentEventOwner == session.GetActor().currentDirector.actorId)
updateOwnerActor = session.GetActor().currentDirector;
if (updateOwnerActor == null)
break;
}
*/
player.GetActor().UpdateEvent(eventUpdate);
session.GetActor().UpdateEvent(eventUpdate);
//LuaEngine.DoActorOnEventUpdated(player.GetActor(), updateOwnerActor, eventUpdate);
//LuaEngine.DoActorOnEventUpdated(session.GetActor(), updateOwnerActor, eventUpdate);
break;
case 0x012F:
//subpacket.DebugPrintSubPacket();
ParameterDataRequestPacket paramRequest = new ParameterDataRequestPacket(subpacket.data);
if (paramRequest.paramName.Equals("charaWork/exp"))
player.GetActor().SendCharaExpInfo();
session.GetActor().SendCharaExpInfo();
break;
/* RECRUITMENT */
//Start Recruiting
case 0x01C3:
StartRecruitingRequestPacket recruitRequestPacket = new StartRecruitingRequestPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(StartRecruitingResponse.BuildPacket(player.actorID, true), true, false));
client.QueuePacket(BasePacket.CreatePacket(StartRecruitingResponse.BuildPacket(session.id, true), true, false));
break;
//End Recruiting
case 0x01C4:
client.QueuePacket(BasePacket.CreatePacket(EndRecruitmentPacket.BuildPacket(player.actorID), true, false));
client.QueuePacket(BasePacket.CreatePacket(EndRecruitmentPacket.BuildPacket(session.id), true, false));
break;
//Party Window Opened, Request State
case 0x01C5:
client.QueuePacket(BasePacket.CreatePacket(RecruiterStatePacket.BuildPacket(player.actorID, true, true, 1), true, false));
client.QueuePacket(BasePacket.CreatePacket(RecruiterStatePacket.BuildPacket(session.id, true, true, 1), true, false));
break;
//Search Recruiting
case 0x01C7:
@ -229,7 +218,7 @@ namespace FFXIVClassic_Map_Server
details.subTaskId = 1;
details.comment = "This is a test details packet sent by the server. No implementation has been Created yet...";
details.num[0] = 1;
client.QueuePacket(BasePacket.CreatePacket(CurrentRecruitmentDetailsPacket.BuildPacket(player.actorID, details), true, false));
client.QueuePacket(BasePacket.CreatePacket(CurrentRecruitmentDetailsPacket.BuildPacket(session.id, details), true, false));
break;
//Accepted Recruiting
case 0x01C6:
@ -238,64 +227,64 @@ namespace FFXIVClassic_Map_Server
/* SOCIAL STUFF */
case 0x01C9:
AddRemoveSocialPacket addBlackList = new AddRemoveSocialPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(BlacklistAddedPacket.BuildPacket(player.actorID, true, addBlackList.name), true, false));
client.QueuePacket(BasePacket.CreatePacket(BlacklistAddedPacket.BuildPacket(session.id, true, addBlackList.name), true, false));
break;
case 0x01CA:
AddRemoveSocialPacket RemoveBlackList = new AddRemoveSocialPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(BlacklistRemovedPacket.BuildPacket(player.actorID, true, RemoveBlackList.name), true, false));
client.QueuePacket(BasePacket.CreatePacket(BlacklistRemovedPacket.BuildPacket(session.id, true, RemoveBlackList.name), true, false));
break;
case 0x01CB:
int offset1 = 0;
client.QueuePacket(BasePacket.CreatePacket(SendBlacklistPacket.BuildPacket(player.actorID, new String[] { "Test" }, ref offset1), true, false));
client.QueuePacket(BasePacket.CreatePacket(SendBlacklistPacket.BuildPacket(session.id, new String[] { "Test" }, ref offset1), true, false));
break;
case 0x01CC:
AddRemoveSocialPacket addFriendList = new AddRemoveSocialPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(FriendlistAddedPacket.BuildPacket(player.actorID, true, (uint)addFriendList.name.GetHashCode(), true, addFriendList.name), true, false));
client.QueuePacket(BasePacket.CreatePacket(FriendlistAddedPacket.BuildPacket(session.id, true, (uint)addFriendList.name.GetHashCode(), true, addFriendList.name), true, false));
break;
case 0x01CD:
AddRemoveSocialPacket RemoveFriendList = new AddRemoveSocialPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(FriendlistRemovedPacket.BuildPacket(player.actorID, true, RemoveFriendList.name), true, false));
client.QueuePacket(BasePacket.CreatePacket(FriendlistRemovedPacket.BuildPacket(session.id, true, RemoveFriendList.name), true, false));
break;
case 0x01CE:
int offset2 = 0;
client.QueuePacket(BasePacket.CreatePacket(SendFriendlistPacket.BuildPacket(player.actorID, new Tuple<long, string>[] { new Tuple<long, string>(01, "Test2") }, ref offset2), true, false));
client.QueuePacket(BasePacket.CreatePacket(SendFriendlistPacket.BuildPacket(session.id, new Tuple<long, string>[] { new Tuple<long, string>(01, "Test2") }, ref offset2), true, false));
break;
case 0x01CF:
client.QueuePacket(BasePacket.CreatePacket(FriendStatusPacket.BuildPacket(player.actorID, null), true, false));
client.QueuePacket(BasePacket.CreatePacket(FriendStatusPacket.BuildPacket(session.id, null), true, false));
break;
/* SUPPORT DESK STUFF */
//Request for FAQ/Info List
case 0x01D0:
FaqListRequestPacket faqRequest = new FaqListRequestPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(FaqListResponsePacket.BuildPacket(player.actorID, new string[] { "Testing FAQ1", "Coded style!" }), true, false));
client.QueuePacket(BasePacket.CreatePacket(FaqListResponsePacket.BuildPacket(session.id, new string[] { "Testing FAQ1", "Coded style!" }), true, false));
break;
//Request for body of a faq/info selection
case 0x01D1:
FaqBodyRequestPacket faqBodyRequest = new FaqBodyRequestPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(FaqBodyResponsePacket.BuildPacket(player.actorID, "HERE IS A GIANT BODY. Nothing else to say!"), true, false));
client.QueuePacket(BasePacket.CreatePacket(FaqBodyResponsePacket.BuildPacket(session.id, "HERE IS A GIANT BODY. Nothing else to say!"), true, false));
break;
//Request issue list
case 0x01D2:
GMTicketIssuesRequestPacket issuesRequest = new GMTicketIssuesRequestPacket(subpacket.data);
client.QueuePacket(BasePacket.CreatePacket(IssueListResponsePacket.BuildPacket(player.actorID, new string[] { "Test1", "Test2", "Test3", "Test4", "Test5" }), true, false));
client.QueuePacket(BasePacket.CreatePacket(IssueListResponsePacket.BuildPacket(session.id, new string[] { "Test1", "Test2", "Test3", "Test4", "Test5" }), true, false));
break;
//Request if GM ticket exists
case 0x01D3:
client.QueuePacket(BasePacket.CreatePacket(StartGMTicketPacket.BuildPacket(player.actorID, false), true, false));
client.QueuePacket(BasePacket.CreatePacket(StartGMTicketPacket.BuildPacket(session.id, false), true, false));
break;
//Request for GM response message
case 0x01D4:
client.QueuePacket(BasePacket.CreatePacket(GMTicketPacket.BuildPacket(player.actorID, "This is a GM Ticket Title", "This is a GM Ticket Body."), true, false));
client.QueuePacket(BasePacket.CreatePacket(GMTicketPacket.BuildPacket(session.id, "This is a GM Ticket Title", "This is a GM Ticket Body."), true, false));
break;
//GM Ticket Sent
case 0x01D5:
GMSupportTicketPacket gmTicket = new GMSupportTicketPacket(subpacket.data);
Program.Log.Info("Got GM Ticket: \n" + gmTicket.ticketTitle + "\n" + gmTicket.ticketBody);
client.QueuePacket(BasePacket.CreatePacket(GMTicketSentResponsePacket.BuildPacket(player.actorID, true), true, false));
client.QueuePacket(BasePacket.CreatePacket(GMTicketSentResponsePacket.BuildPacket(session.id, true), true, false));
break;
//Request to end ticket
case 0x01D6:
client.QueuePacket(BasePacket.CreatePacket(EndGMTicketPacket.BuildPacket(player.actorID), true, false));
client.QueuePacket(BasePacket.CreatePacket(EndGMTicketPacket.BuildPacket(session.id), true, false));
break;
default:
Program.Log.Debug("Unknown command 0x{0:X} received.", subpacket.gameMessage.opcode);

View file

@ -63,7 +63,7 @@ namespace FFXIVClassic_Map_Server
if (startServer)
{
Server server = new Server();
CommandProcessor cp = new CommandProcessor(server.GetConnectedPlayerList());
CommandProcessor cp = new CommandProcessor();
server.StartServer();
while (startServer)

View file

@ -17,7 +17,6 @@ namespace FFXIVClassic_Map_Server
public const int FFXIV_MAP_PORT = 54992;
public const int BUFFER_SIZE = 0xFFFF; //Max basepacket size is 0xFFFF
public const int BACKLOG = 100;
public const int HEALTH_THREAD_SLEEP_TIME = 5;
public const string STATIC_ACTORS_PATH = "./staticactors.bin";
@ -25,40 +24,16 @@ namespace FFXIVClassic_Map_Server
private Socket mServerSocket;
private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList = new Dictionary<uint, ConnectedPlayer>();
private ZoneConnection mWorldConnection = new ZoneConnection();
private Dictionary<uint, Session> mSessionList = new Dictionary<uint, Session>();
private LuaEngine mLuaEngine = new LuaEngine();
private static ZoneConnection mWorldConnection = new ZoneConnection();
private static WorldManager mWorldManager;
private static Dictionary<uint, Item> gamedataItems;
private static Dictionary<uint, Item> mGamedataItems;
private static StaticActors mStaticActors;
private PacketProcessor mProcessor;
private Thread mConnectionHealthThread;
private bool killHealthThread = false;
private void ConnectionHealth()
{
Program.Log.Info("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);
}
}
public Server()
{
mSelf = this;
@ -71,14 +46,10 @@ namespace FFXIVClassic_Map_Server
public bool StartServer()
{
mConnectionHealthThread = new Thread(new ThreadStart(ConnectionHealth));
mConnectionHealthThread.Name = "MapThread:Health";
//mConnectionHealthThread.Start();
mStaticActors = new StaticActors(STATIC_ACTORS_PATH);
gamedataItems = Database.GetItemGamedata();
Program.Log.Info("Loaded {0} items.", gamedataItems.Count);
mGamedataItems = Database.GetItemGamedata();
Program.Log.Info("Loaded {0} items.", mGamedataItems.Count);
mWorldManager = new WorldManager(this);
mWorldManager.LoadZoneList();
@ -119,22 +90,56 @@ namespace FFXIVClassic_Map_Server
Program.Log.Info("Map Server has started @ {0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port);
Console.ForegroundColor = ConsoleColor.Gray;
mProcessor = new PacketProcessor(this, mConnectedPlayerList);
mProcessor = new PacketProcessor(this);
//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
return true;
}
public void RemovePlayer(Player player)
#region Session Handling
public Session AddSession(uint id)
{
lock (mConnectedPlayerList)
Session session = new Session(id);
mSessionList.Add(id, session);
return session;
}
public void RemoveSession(uint id)
{
if (mConnectedPlayerList.ContainsKey(player.actorId))
mConnectedPlayerList.Remove(player.actorId);
if (mSessionList.ContainsKey(id))
{
mSessionList[id].GetActor().CleanupAndSave();
mSessionList.Remove(id);
}
}
public Session GetSession(uint id)
{
if (mSessionList.ContainsKey(id))
return mSessionList[id];
else
return null;
}
public Session GetSession(string name)
{
foreach (Session s in mSessionList.Values)
{
if (s.GetActor().customDisplayName.Equals(name))
return s;
}
return null;
}
public Dictionary<uint, Session> GetSessionList()
{
return mSessionList;
}
#endregion
#region Socket Handling
private void AcceptCallback(IAsyncResult result)
{
@ -186,8 +191,8 @@ namespace FFXIVClassic_Map_Server
public static Item GetItemGamedata(uint id)
{
if (gamedataItems.ContainsKey(id))
return gamedataItems[id];
if (mGamedataItems.ContainsKey(id))
return mGamedataItems[id];
else
return null;
}
@ -263,20 +268,19 @@ namespace FFXIVClassic_Map_Server
#endregion
public static ZoneConnection GetWorldConnection()
{
return mWorldConnection;
}
public static WorldManager GetWorldManager()
{
return mWorldManager;
}
public Dictionary<uint, ConnectedPlayer> GetConnectedPlayerList()
{
return mConnectedPlayerList;
}
public static Dictionary<uint, Item> GetGamedataItems()
{
return gamedataItems;
return mGamedataItems;
}
}

View file

@ -123,9 +123,9 @@ namespace FFXIVClassic_Map_Server.Actors
public PlayerWork playerWork = new PlayerWork();
public ConnectedPlayer playerSession;
public Session playerSession;
public Player(ConnectedPlayer cp, uint actorID) : base(actorID)
public Player(Session cp, uint actorID) : base(actorID)
{
playerSession = cp;
actorName = String.Format("_pc{0:00000000}", actorID);
@ -649,12 +649,10 @@ namespace FFXIVClassic_Map_Server.Actors
{
//Remove actor from zone and main server list
zone.RemoveActorFromZone(this);
Server.GetServer().RemovePlayer(this);
//Save Player
Database.SavePlayerPlayTime(this);
Database.SavePlayerPosition(this);
Program.Log.Info("{0} has been logged out and saved.", this.customDisplayName);
}

View file

@ -12,36 +12,31 @@ using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects
{
class ConnectedPlayer
class Session
{
public uint actorID = 0;
public uint id = 0;
Player playerActor;
public List<Actor> actorInstanceList = new List<Actor>();
public uint languageCode = 1;
private ZoneConnection zoneConnection;
private uint lastPingPacket = Utils.UnixTimeStampUTC();
public string errorMessage = "";
public ConnectedPlayer(ZoneConnection zc, uint actorId)
public Session(uint sessionId)
{
zoneConnection = zc;
this.actorID = actorId;
playerActor = new Player(this, actorId);
this.id = sessionId;
playerActor = new Player(this, sessionId);
actorInstanceList.Add(playerActor);
}
public void QueuePacket(BasePacket basePacket)
{
zoneConnection.QueuePacket(basePacket);
Server.GetWorldConnection().QueuePacket(basePacket);
}
public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
{
zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
Server.GetWorldConnection().QueuePacket(subPacket, isAuthed, isEncrypted);
}
public Player GetActor()