using FFXIVClassic_Map_Server; using FFXIVClassic.Common; using FFXIVClassic_Map_Server.packets; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.lua; using FFXIVClassic_Map_Server.packets.send.actor; 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 actorInstanceList = new List(); public uint languageCode = 1; private ClientConnection zoneConnection; private ClientConnection chatConnection; private uint lastPingPacket = Utils.UnixTimeStampUTC(); public string errorMessage = ""; public ConnectedPlayer(uint actorId) { this.actorID = actorId; playerActor = new Player(this, actorId); actorInstanceList.Add(playerActor); } public void SetConnection(int type, ClientConnection conn) { conn.connType = type; switch (type) { case BasePacket.TYPE_ZONE: zoneConnection = conn; break; case BasePacket.TYPE_CHAT: chatConnection = conn; break; } } public bool IsClientConnectionsReady() { return (zoneConnection != null && chatConnection != null); } public void Disconnect() { zoneConnection.Disconnect(); chatConnection.Disconnect(); } public bool IsDisconnected() { return (!zoneConnection.IsConnected() && !chatConnection.IsConnected()); } 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; } public void Ping() { lastPingPacket = Utils.UnixTimeStampUTC(); } public bool CheckIfDCing() { uint currentTime = Utils.UnixTimeStampUTC(); if (currentTime - lastPingPacket >= 5000) //Show D/C flag playerActor.SetDCFlag(true); else if (currentTime - lastPingPacket >= 30000) //DCed return true; else playerActor.SetDCFlag(false); return false; } public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState) { playerActor.oldPositionX = playerActor.positionX; playerActor.oldPositionY = playerActor.positionY; playerActor.oldPositionZ = playerActor.positionZ; playerActor.oldRotation = playerActor.rotation; playerActor.positionX = x; playerActor.positionY = y; playerActor.positionZ = z; playerActor.rotation = rot; playerActor.moveState = moveState; GetActor().zone.UpdateActorPosition(GetActor()); } public void UpdateInstance(List list) { List basePackets = new List(); List RemoveActorSubpackets = new List(); List posUpdateSubpackets = new List(); //Remove missing actors for (int i = 0; i < actorInstanceList.Count; i++) { if (!list.Contains(actorInstanceList[i])) { GetActor().QueuePacket(RemoveActorPacket.BuildPacket(playerActor.actorId, actorInstanceList[i].actorId)); actorInstanceList.RemoveAt(i); } } //Add new actors or move for (int i = 0; i < list.Count; i++) { Actor actor = list[i]; if (actor.actorId == playerActor.actorId) continue; if (actorInstanceList.Contains(actor)) { GetActor().QueuePacket(actor.CreatePositionUpdatePacket(playerActor.actorId)); } else { GetActor().QueuePacket(actor.GetSpawnPackets(playerActor.actorId, 1)); GetActor().QueuePacket(actor.GetInitPackets(playerActor.actorId)); GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId)); actorInstanceList.Add(actor); if (actor is Npc) { ((Npc)actor).DoOnActorSpawn(playerActor); } } } } public void ClearInstance() { actorInstanceList.Clear(); } } }