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:
parent
06e7ea59f4
commit
cf38454c8f
7 changed files with 131 additions and 159 deletions
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@ -1,40 +1,24 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading.Tasks;
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using System.Threading;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.dataobjects;
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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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using FFXIVClassic_Map_Server.Properties;
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namespace FFXIVClassic_Map_Server
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{
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class CommandProcessor
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{
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private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList;
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private static Dictionary<uint, Item> gamedataItems = Server.GetGamedataItems();
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// For the moment, this is the only predefined item
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// TODO: make a list/enum in the future so that items can be given by name, instead of by id
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const UInt32 ITEM_GIL = 1000001;
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public CommandProcessor(Dictionary<uint, ConnectedPlayer> playerList)
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{
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mConnectedPlayerList = playerList;
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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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@ -43,9 +27,11 @@ namespace FFXIVClassic_Map_Server
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ChangeProperty.AddInt(id, value);
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ChangeProperty.AddTarget();
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foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
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Dictionary<uint, Session> sessionList = Server.GetServer().GetSessionList();
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foreach (KeyValuePair<uint, Session> entry in sessionList)
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{
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SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.actorID), (entry.Value.actorID));
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SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.id), (entry.Value.id));
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BasePacket packet = BasePacket.CreatePacket(ChangePropertyPacket, true, false);
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packet.DebugPrintPacket();
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@ -60,13 +46,13 @@ namespace FFXIVClassic_Map_Server
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/// </summary>
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/// <param name="client"></param>
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/// <param name="message"></param>
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private void SendMessage(ConnectedPlayer client, String message)
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private void SendMessage(Session session, String message)
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{
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if (client != null)
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client.GetActor().QueuePacket(SendMessagePacket.BuildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
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if (session != null)
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session.GetActor().QueuePacket(SendMessagePacket.BuildPacket(session.id, session.id, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
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}
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internal bool DoCommand(string input, ConnectedPlayer client)
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internal bool DoCommand(string input, Session session)
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{
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if (!input.Any() || input.Equals(""))
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return false;
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@ -88,7 +74,7 @@ namespace FFXIVClassic_Map_Server
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if (cmd.Any())
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{
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// if client isnt null, take player to be the player actor
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var player = client.GetActor();
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var player = session.GetActor();
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if (cmd.Equals("help"))
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{
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@ -125,11 +111,11 @@ namespace FFXIVClassic_Map_Server
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if (split[0].Equals("reloaditems"))
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{
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Program.Log.Info(String.Format("Got request to reload item gamedata"));
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SendMessage(client, "Reloading Item Gamedata...");
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SendMessage(session, "Reloading Item Gamedata...");
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gamedataItems.Clear();
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gamedataItems = Database.GetItemGamedata();
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Program.Log.Info(String.Format("Loaded {0} items.", gamedataItems.Count));
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SendMessage(client, String.Format("Loaded {0} items.", gamedataItems.Count));
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SendMessage(session, String.Format("Loaded {0} items.", gamedataItems.Count));
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return true;
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}
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#endregion
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@ -110,7 +110,7 @@
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<Compile Include="actors\chara\player\PlayerWork.cs" />
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<Compile Include="dataobjects\DBWorld.cs" />
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<Compile Include="dataobjects\InventoryItem.cs" />
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<Compile Include="dataobjects\ConnectedPlayer.cs" />
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<Compile Include="dataobjects\Session.cs" />
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<Compile Include="dataobjects\Item.cs" />
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<Compile Include="dataobjects\RecruitmentDetails.cs" />
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<Compile Include="dataobjects\SearchEntry.cs" />
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@ -25,28 +25,18 @@ namespace FFXIVClassic_Map_Server
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{
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Server mServer;
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CommandProcessor cp;
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Dictionary<uint, ConnectedPlayer> mPlayers;
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public PacketProcessor(Server server, Dictionary<uint, ConnectedPlayer> playerList)
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public PacketProcessor(Server server)
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{
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mPlayers = playerList;
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mServer = server;
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cp = new CommandProcessor(playerList);
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cp = new CommandProcessor();
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}
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public void ProcessPacket(ZoneConnection client, SubPacket subpacket)
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{
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ConnectedPlayer player = null;
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if(mPlayers.ContainsKey(subpacket.header.targetId))
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player = mPlayers[subpacket.header.targetId];
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if (player == null)
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{
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player = new ConnectedPlayer(client, subpacket.header.targetId);
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}
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Session session = mServer.GetSession(subpacket.header.targetId);
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subpacket.DebugPrintSubPacket();
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//Normal Game Opcode
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@ -56,20 +46,19 @@ namespace FFXIVClassic_Map_Server
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case 0x0001:
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//subpacket.DebugPrintSubPacket();
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PingPacket pingPacket = new PingPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(PongPacket.BuildPacket(player.actorID, pingPacket.time), true, false));
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player.Ping();
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client.QueuePacket(BasePacket.CreatePacket(PongPacket.BuildPacket(session.id, pingPacket.time), true, false));
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session.Ping();
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break;
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//Unknown
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case 0x0002:
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subpacket.DebugPrintSubPacket();
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player = new ConnectedPlayer(client, subpacket.header.targetId);
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mPlayers[subpacket.header.targetId] = player;
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session = mServer.AddSession(subpacket.header.targetId);
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client.QueuePacket(_0x2Packet.BuildPacket(player.actorID), true, false);
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client.QueuePacket(_0x2Packet.BuildPacket(session.id), true, false);
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Server.GetWorldManager().DoLogin(player.GetActor());
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Server.GetWorldManager().DoLogin(session.GetActor());
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break;
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//Chat Received
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@ -80,17 +69,17 @@ namespace FFXIVClassic_Map_Server
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if (chatMessage.message.StartsWith("!"))
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{
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if (cp.DoCommand(chatMessage.message, player))
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if (cp.DoCommand(chatMessage.message, session))
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return; ;
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}
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player.GetActor().BroadcastPacket(SendMessagePacket.BuildPacket(player.actorID, player.actorID, chatMessage.logType, player.GetActor().customDisplayName, chatMessage.message), false);
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}
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session.GetActor().BroadcastPacket(SendMessagePacket.BuildPacket(session.id, session.id, chatMessage.logType, session.GetActor().customDisplayName, chatMessage.message), false);
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break;
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//Langauge Code
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case 0x0006:
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LangaugeCodePacket langCode = new LangaugeCodePacket(subpacket.data);
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player.languageCode = langCode.languageCode;
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LangaugeCodePacket langCode = new LangaugeCodePacket(subpacket.data);
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session.languageCode = langCode.languageCode;
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break;
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//Unknown - Happens a lot at login, then once every time player zones
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case 0x0007:
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@ -102,11 +91,11 @@ namespace FFXIVClassic_Map_Server
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//Update Position
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//subpacket.DebugPrintSubPacket();
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UpdatePlayerPositionPacket posUpdate = new UpdatePlayerPositionPacket(subpacket.data);
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player.UpdatePlayerActorPosition(posUpdate.x, posUpdate.y, posUpdate.z, posUpdate.rot, posUpdate.moveState);
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player.GetActor().SendInstanceUpdate();
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session.UpdatePlayerActorPosition(posUpdate.x, posUpdate.y, posUpdate.z, posUpdate.rot, posUpdate.moveState);
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session.GetActor().SendInstanceUpdate();
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if (player.GetActor().IsInZoneChange())
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player.GetActor().SetZoneChanging(false);
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if (session.GetActor().IsInZoneChange())
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session.GetActor().SetZoneChanging(false);
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break;
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//Set Target
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//subpacket.DebugPrintSubPacket();
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SetTargetPacket setTarget = new SetTargetPacket(subpacket.data);
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player.GetActor().currentTarget = setTarget.actorID;
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player.GetActor().BroadcastPacket(SetActorTargetAnimatedPacket.BuildPacket(player.actorID, player.actorID, setTarget.actorID), true);
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session.GetActor().currentTarget = setTarget.actorID;
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session.GetActor().BroadcastPacket(SetActorTargetAnimatedPacket.BuildPacket(session.id, session.id, setTarget.actorID), true);
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break;
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//Lock Target
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case 0x00CC:
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LockTargetPacket lockTarget = new LockTargetPacket(subpacket.data);
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player.GetActor().currentLockedTarget = lockTarget.actorID;
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session.GetActor().currentLockedTarget = lockTarget.actorID;
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break;
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//Start Event
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case 0x012D:
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Actor ownerActor = Server.GetStaticActors(eventStart.scriptOwnerActorID);
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player.GetActor().currentEventOwner = eventStart.scriptOwnerActorID;
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player.GetActor().currentEventName = eventStart.triggerName;
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session.GetActor().currentEventOwner = eventStart.scriptOwnerActorID;
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session.GetActor().currentEventName = eventStart.triggerName;
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if (ownerActor == null)
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{
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//Is it a instance actor?
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ownerActor = Server.GetWorldManager().GetActorInWorld(player.GetActor().currentEventOwner);
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ownerActor = Server.GetWorldManager().GetActorInWorld(session.GetActor().currentEventOwner);
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if (ownerActor == null)
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{
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//Is it a Director?
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if (player.GetActor().currentDirector != null && player.GetActor().currentEventOwner == player.GetActor().currentDirector.actorId)
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ownerActor = player.GetActor().currentDirector;
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if (session.GetActor().currentDirector != null && session.GetActor().currentEventOwner == session.GetActor().currentDirector.actorId)
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ownerActor = session.GetActor().currentDirector;
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else
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{
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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));
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}
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}
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player.GetActor().StartEvent(ownerActor, eventStart);
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session.GetActor().StartEvent(ownerActor, eventStart);
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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));
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break;
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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));
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/*
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//Is it a static actor? If not look in the player's instance
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Actor updateOwnerActor = Server.GetStaticActors(player.GetActor().currentEventOwner);
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Actor updateOwnerActor = Server.GetStaticActors(session.GetActor().currentEventOwner);
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if (updateOwnerActor == null)
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{
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updateOwnerActor = Server.GetWorldManager().GetActorInWorld(player.GetActor().currentEventOwner);
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updateOwnerActor = Server.GetWorldManager().GetActorInWorld(session.GetActor().currentEventOwner);
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if (player.GetActor().currentDirector != null && player.GetActor().currentEventOwner == player.GetActor().currentDirector.actorId)
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updateOwnerActor = player.GetActor().currentDirector;
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if (session.GetActor().currentDirector != null && session.GetActor().currentEventOwner == session.GetActor().currentDirector.actorId)
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updateOwnerActor = session.GetActor().currentDirector;
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if (updateOwnerActor == null)
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break;
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}
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*/
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player.GetActor().UpdateEvent(eventUpdate);
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session.GetActor().UpdateEvent(eventUpdate);
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//LuaEngine.DoActorOnEventUpdated(player.GetActor(), updateOwnerActor, eventUpdate);
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//LuaEngine.DoActorOnEventUpdated(session.GetActor(), updateOwnerActor, eventUpdate);
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break;
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case 0x012F:
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//subpacket.DebugPrintSubPacket();
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ParameterDataRequestPacket paramRequest = new ParameterDataRequestPacket(subpacket.data);
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if (paramRequest.paramName.Equals("charaWork/exp"))
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player.GetActor().SendCharaExpInfo();
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session.GetActor().SendCharaExpInfo();
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break;
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/* RECRUITMENT */
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//Start Recruiting
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case 0x01C3:
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StartRecruitingRequestPacket recruitRequestPacket = new StartRecruitingRequestPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(StartRecruitingResponse.BuildPacket(player.actorID, true), true, false));
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client.QueuePacket(BasePacket.CreatePacket(StartRecruitingResponse.BuildPacket(session.id, true), true, false));
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break;
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//End Recruiting
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case 0x01C4:
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client.QueuePacket(BasePacket.CreatePacket(EndRecruitmentPacket.BuildPacket(player.actorID), true, false));
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client.QueuePacket(BasePacket.CreatePacket(EndRecruitmentPacket.BuildPacket(session.id), true, false));
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break;
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//Party Window Opened, Request State
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case 0x01C5:
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client.QueuePacket(BasePacket.CreatePacket(RecruiterStatePacket.BuildPacket(player.actorID, true, true, 1), true, false));
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client.QueuePacket(BasePacket.CreatePacket(RecruiterStatePacket.BuildPacket(session.id, true, true, 1), true, false));
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break;
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//Search Recruiting
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case 0x01C7:
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@ -229,7 +218,7 @@ namespace FFXIVClassic_Map_Server
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details.subTaskId = 1;
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details.comment = "This is a test details packet sent by the server. No implementation has been Created yet...";
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details.num[0] = 1;
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client.QueuePacket(BasePacket.CreatePacket(CurrentRecruitmentDetailsPacket.BuildPacket(player.actorID, details), true, false));
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client.QueuePacket(BasePacket.CreatePacket(CurrentRecruitmentDetailsPacket.BuildPacket(session.id, details), true, false));
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break;
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//Accepted Recruiting
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case 0x01C6:
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@ -238,64 +227,64 @@ namespace FFXIVClassic_Map_Server
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/* SOCIAL STUFF */
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case 0x01C9:
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AddRemoveSocialPacket addBlackList = new AddRemoveSocialPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(BlacklistAddedPacket.BuildPacket(player.actorID, true, addBlackList.name), true, false));
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client.QueuePacket(BasePacket.CreatePacket(BlacklistAddedPacket.BuildPacket(session.id, true, addBlackList.name), true, false));
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break;
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case 0x01CA:
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AddRemoveSocialPacket RemoveBlackList = new AddRemoveSocialPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(BlacklistRemovedPacket.BuildPacket(player.actorID, true, RemoveBlackList.name), true, false));
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client.QueuePacket(BasePacket.CreatePacket(BlacklistRemovedPacket.BuildPacket(session.id, true, RemoveBlackList.name), true, false));
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break;
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case 0x01CB:
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int offset1 = 0;
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client.QueuePacket(BasePacket.CreatePacket(SendBlacklistPacket.BuildPacket(player.actorID, new String[] { "Test" }, ref offset1), true, false));
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client.QueuePacket(BasePacket.CreatePacket(SendBlacklistPacket.BuildPacket(session.id, new String[] { "Test" }, ref offset1), true, false));
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break;
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case 0x01CC:
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AddRemoveSocialPacket addFriendList = new AddRemoveSocialPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(FriendlistAddedPacket.BuildPacket(player.actorID, true, (uint)addFriendList.name.GetHashCode(), true, addFriendList.name), true, false));
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client.QueuePacket(BasePacket.CreatePacket(FriendlistAddedPacket.BuildPacket(session.id, true, (uint)addFriendList.name.GetHashCode(), true, addFriendList.name), true, false));
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break;
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case 0x01CD:
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AddRemoveSocialPacket RemoveFriendList = new AddRemoveSocialPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(FriendlistRemovedPacket.BuildPacket(player.actorID, true, RemoveFriendList.name), true, false));
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client.QueuePacket(BasePacket.CreatePacket(FriendlistRemovedPacket.BuildPacket(session.id, true, RemoveFriendList.name), true, false));
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break;
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case 0x01CE:
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int offset2 = 0;
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client.QueuePacket(BasePacket.CreatePacket(SendFriendlistPacket.BuildPacket(player.actorID, new Tuple<long, string>[] { new Tuple<long, string>(01, "Test2") }, ref offset2), true, false));
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client.QueuePacket(BasePacket.CreatePacket(SendFriendlistPacket.BuildPacket(session.id, new Tuple<long, string>[] { new Tuple<long, string>(01, "Test2") }, ref offset2), true, false));
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break;
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case 0x01CF:
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client.QueuePacket(BasePacket.CreatePacket(FriendStatusPacket.BuildPacket(player.actorID, null), true, false));
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client.QueuePacket(BasePacket.CreatePacket(FriendStatusPacket.BuildPacket(session.id, null), true, false));
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break;
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/* SUPPORT DESK STUFF */
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//Request for FAQ/Info List
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case 0x01D0:
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FaqListRequestPacket faqRequest = new FaqListRequestPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(FaqListResponsePacket.BuildPacket(player.actorID, new string[] { "Testing FAQ1", "Coded style!" }), true, false));
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client.QueuePacket(BasePacket.CreatePacket(FaqListResponsePacket.BuildPacket(session.id, new string[] { "Testing FAQ1", "Coded style!" }), true, false));
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break;
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//Request for body of a faq/info selection
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case 0x01D1:
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FaqBodyRequestPacket faqBodyRequest = new FaqBodyRequestPacket(subpacket.data);
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client.QueuePacket(BasePacket.CreatePacket(FaqBodyResponsePacket.BuildPacket(player.actorID, "HERE IS A GIANT BODY. Nothing else to say!"), true, false));
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client.QueuePacket(BasePacket.CreatePacket(FaqBodyResponsePacket.BuildPacket(session.id, "HERE IS A GIANT BODY. Nothing else to say!"), true, false));
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break;
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//Request issue list
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case 0x01D2:
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GMTicketIssuesRequestPacket issuesRequest = new GMTicketIssuesRequestPacket(subpacket.data);
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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);
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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";
|
||||
|
||||
|
@ -25,39 +24,15 @@ 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);
|
||||
}
|
||||
}
|
||||
private PacketProcessor mProcessor;
|
||||
|
||||
public Server()
|
||||
{
|
||||
|
@ -70,15 +45,11 @@ 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 (mSessionList.ContainsKey(id))
|
||||
{
|
||||
if (mConnectedPlayerList.ContainsKey(player.actorId))
|
||||
mConnectedPlayerList.Remove(player.actorId);
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
public uint languageCode = 1;
|
||||
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()
|
Loading…
Add table
Reference in a new issue