mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-20 11:47:48 +00:00
152 lines
5.5 KiB
C#
152 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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.packets.send;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.Actors;
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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 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 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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ChangeProperty.SetTarget(target);
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ChangeProperty.AddInt(id, value);
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ChangeProperty.AddTarget();
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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.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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entry.Value.QueuePacket(packet);
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}
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}
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/// <summary>
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/// We only use the default options for SendMessagePacket.
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/// May as well make it less unwieldly to view
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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(Session session, String message)
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{
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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, 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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input.Trim();
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input = input.StartsWith("!") ? input.Substring(1) : input;
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var split = input.Split('"')
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.Select((str, index) => index % 2 == 0
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? str.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries)
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: new String[] { str }
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)
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.SelectMany(str => str).ToArray();
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split = split.Select(temp => temp.ToLower()).ToArray(); // Ignore case on commands
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var cmd = split[0];
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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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Player player = null;
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if (session != null)
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player = session.GetActor();
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if (cmd.Equals("help"))
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{
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// if there's another string after this, take it as the command we want the description for
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if (split.Length > 1)
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{
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LuaEngine.RunGMCommand(player, split[1], null, true);
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return true;
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}
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// print out all commands
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foreach (var str in Directory.GetFiles("./scripts/commands/gm/"))
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{
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var c = str.Replace(".lua", "");
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c = c.Replace("./scripts/commands/gm/", "");
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LuaEngine.RunGMCommand(player, c, null, true);
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}
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return true;
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}
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LuaEngine.RunGMCommand(player, cmd.ToString(), split.ToArray());
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return true;
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}
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// Debug
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//SendMessage(client, string.Join(",", split));
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if (split.Length >= 1)
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{
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// TODO: reloadzones
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#region !reloaditems
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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(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(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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#region !property
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else if (split[0].Equals("property"))
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{
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if (split.Length == 4)
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{
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ChangeProperty(Utils.MurmurHash2(split[1], 0), Convert.ToUInt32(split[2], 16), split[3]);
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}
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return true;
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}
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#endregion
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#region !property2
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else if (split[0].Equals("property2"))
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{
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if (split.Length == 4)
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{
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ChangeProperty(Convert.ToUInt32(split[1], 16), Convert.ToUInt32(split[2], 16), split[3]);
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}
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return true;
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}
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#endregion
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}
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return false;
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}
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}
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}
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