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

149 lines
4.5 KiB
C#

using FFXIVClassic_Map_Server;
using FFXIVClassic.Common;
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 Session
{
public uint id = 0;
Player playerActor;
public List<Actor> actorInstanceList = new List<Actor>();
public uint languageCode = 1;
private uint lastPingPacket = Utils.UnixTimeStampUTC();
public bool isUpdatesLocked = true;
public string errorMessage = "";
public Session(uint sessionId)
{
this.id = sessionId;
playerActor = new Player(this, sessionId);
actorInstanceList.Add(playerActor);
}
public void QueuePacket(BasePacket basePacket)
{
Server.GetWorldConnection().QueuePacket(basePacket);
}
public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
{
Server.GetWorldConnection().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)
{
if (isUpdatesLocked)
return;
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<Actor> list)
{
if (isUpdatesLocked)
return;
List<BasePacket> basePackets = new List<BasePacket>();
List<SubPacket> RemoveActorSubpackets = new List<SubPacket>();
List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
//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))
{
//Don't send for static characters (npcs)
if (actor is Character && ((Character)actor).isStatic)
continue;
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();
}
public void LockUpdates(bool f)
{
isUpdatesLocked = f;
}
}
}