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sapphire/src/world/Manager/PlayerMgr.cpp

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#include "PlayerMgr.h"
#include <Service.h>
#include <Exd/ExdData.h>
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#include <Territory/Land.h>
#include <Manager/TerritoryMgr.h>
#include <Manager/AchievementMgr.h>
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#include <Manager/PartyMgr.h>
#include <Manager/HousingMgr.h>
#include <Manager/QuestMgr.h>
#include <Script/ScriptMgr.h>
#include <Common.h>
#include <Database/ZoneDbConnection.h>
#include <Database/DbWorkerPool.h>
#include <Network/GameConnection.h>
#include <Network/CommonActorControl.h>
#include <Network/PacketDef/Zone/ServerZoneDef.h>
#include <Network/PacketWrappers/ActorControlPacket.h>
#include <Network/PacketWrappers/ActorControlSelfPacket.h>
#include <Network/PacketWrappers/ActorControlTargetPacket.h>
#include <Network/PacketWrappers/InitZonePacket.h>
#include <Network/PacketWrappers/ModelEquipPacket.h>
#include <Network/PacketWrappers/PlayerSetupPacket.h>
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#include <Network/PacketWrappers/ConditionPacket.h>
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#include <Network/PacketWrappers/RestingPacket.h>
#include <Network/PacketWrappers/ServerNoticePacket.h>
#include <Network/PacketWrappers/ChatPacket.h>
#include <Network/PacketWrappers/HudParamPacket.h>
#include <Network/Util/PlayerUtil.h>
#include <Actor/Player.h>
#include <Actor/BNpc.h>
#include <Inventory/Item.h>
#include <Util/UtilMath.h>
using namespace Sapphire;
using namespace Sapphire::World::Manager;
using namespace Sapphire::Network::Packets;
using namespace Sapphire::Network::Packets::WorldPackets::Server;
using namespace Sapphire::Network::ActorControl;
Sapphire::Entity::PlayerPtr PlayerMgr::getPlayer( uint32_t entityId )
{
//std::lock_guard<std::mutex> lock( m_sessionMutex );
auto it = m_playerMapById.find( entityId );
if( it != m_playerMapById.end() )
return ( it->second );
// not found (new character?) - we'll load from DB and hope it's there
return loadPlayer( entityId );
}
Sapphire::Entity::PlayerPtr PlayerMgr::getPlayer( uint64_t characterId )
{
//std::lock_guard<std::mutex> lock( m_sessionMutex );
auto it = m_playerMapByCharacterId.find( characterId );
if( it != m_playerMapByCharacterId.end() )
return ( it->second );
// not found (new character?) - we'll load from DB and hope it's there
return loadPlayer( characterId );
}
Sapphire::Entity::PlayerPtr PlayerMgr::getPlayer( const std::string& playerName )
{
//std::lock_guard<std::mutex> lock( m_sessionMutex );
auto it = m_playerMapByName.find( playerName );
if( it != m_playerMapByName.end() )
return ( it->second );
// not found (new character?) - we'll load from DB and hope it's there
return loadPlayer( playerName );
}
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std::vector< Sapphire::Entity::PlayerPtr > PlayerMgr::searchPlayersByName( const std::string& playerName )
{
std::vector< Sapphire::Entity::PlayerPtr > results{};
for( auto& it : m_playerMapByName )
{
if( it.first.find( playerName ) != std::string::npos )
results.push_back( it.second );
}
return results;
}
std::string PlayerMgr::getPlayerNameFromDb( uint64_t characterId, bool forceDbLoad )
{
if( !forceDbLoad )
{
auto it = m_playerMapByCharacterId.find( characterId );
if( it != m_playerMapByCharacterId.end() )
return ( it->second->getName() );
}
auto& db = Common::Service< Db::DbWorkerPool< Db::ZoneDbConnection > >::ref();
auto res = db.query( "SELECT name FROM charainfo WHERE characterid = " + std::to_string( characterId ) );
if( !res->next() )
return "Unknown";
std::string playerName = res->getString( 1 );
return playerName;
}
Sapphire::Entity::PlayerPtr PlayerMgr::addPlayer( uint64_t characterId )
{
auto pPlayer = Entity::make_Player();
if( !pPlayer->loadFromDb( characterId ) )
return nullptr;
m_playerMapById[ pPlayer->getId() ] = pPlayer;
m_playerMapByCharacterId[ pPlayer->getCharacterId() ] = pPlayer;
m_playerMapByName[ pPlayer->getName() ] = pPlayer;
return pPlayer;
}
Sapphire::Entity::PlayerPtr PlayerMgr::loadPlayer( uint32_t entityId )
{
auto& db = Common::Service< Db::DbWorkerPool< Db::ZoneDbConnection > >::ref();
auto res = db.query( "SELECT CharacterId FROM charainfo WHERE EntityId = " + std::to_string( entityId ) );
if( !res || !res->next() )
return nullptr;
uint64_t characterId = res->getUInt64( 1 );
return addPlayer( characterId );
}
Sapphire::Entity::PlayerPtr PlayerMgr::loadPlayer( uint64_t characterId )
{
return addPlayer( characterId );
}
Sapphire::Entity::PlayerPtr PlayerMgr::loadPlayer( const std::string& playerName )
{
auto& db = Common::Service< Db::DbWorkerPool< Db::ZoneDbConnection > >::ref();
auto res = db.query( "SELECT CharacterId FROM charainfo WHERE Name = " + playerName );
if( !res || !res->next() )
return nullptr;
uint64_t characterId = res->getUInt64( 1 );
return addPlayer( characterId );
}
bool PlayerMgr::loadPlayers()
{
auto& db = Common::Service< Db::DbWorkerPool< Db::ZoneDbConnection > >::ref();
auto res = db.query( "SELECT CharacterId FROM charainfo" );
// no players or failed
while( res->next() )
{
uint64_t characterId = res->getUInt64( 1 );
if( !addPlayer( characterId ) )
return false;
}
return true;
}
Sapphire::Entity::PlayerPtr PlayerMgr::syncPlayer( uint64_t characterId )
{
auto pPlayer = getPlayer( characterId );
if( !pPlayer )
return nullptr;
// get our cached last db write
auto lastCacheSync = pPlayer->getLastDBWrite();
// update this player's last db write
if( !pPlayer->syncLastDBWrite() )
return nullptr;
// get db last write
auto dbSync = pPlayer->getLastDBWrite();
// db was updated and we lost track of it - update
// @todo for now, always reload the player on login.
//if( dbSync != lastCacheSync )
{
// clear current maps
m_playerMapById[ pPlayer->getId() ] = nullptr;
m_playerMapByName[ pPlayer->getName() ] = nullptr;
m_playerMapByCharacterId[ pPlayer->getCharacterId() ] = nullptr;
if( !pPlayer->loadFromDb( characterId ) )
return nullptr;
m_playerMapById[ pPlayer->getId() ] = pPlayer;
m_playerMapByCharacterId[ pPlayer->getCharacterId() ] = pPlayer;
m_playerMapByName[ pPlayer->getName() ] = pPlayer;
}
return pPlayer;
}
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void PlayerMgr::onConditionChanged( Entity::Player& player, bool updateInRange )
{
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server().queueForPlayer( player.getCharacterId(), std::make_shared< ConditionPacket >( player ) );
if( updateInRange )
server().queueForPlayers( player.getInRangePlayerIds( true ),
makeActorControl( player.getId(), SetStatusIcon, static_cast< uint8_t >( player.getOnlineStatus() ) ) );
}
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void PlayerMgr::onAchievementListChanged( Entity::Player& player )
{
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auto achvData = player.getAchievementData();
auto achvPacket = makeZonePacket< FFXIVIpcAchievement >( player.getId() );
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std::memcpy( &achvPacket->data().complete[ 0 ], &achvData.unlockList[ 0 ], sizeof( achvPacket->data().complete ) );
std::memcpy( &achvPacket->data().history[ 0 ], &achvData.history[ 0 ], sizeof( achvPacket->data().history ) );
server().queueForPlayer( player.getCharacterId(), achvPacket );
}
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void PlayerMgr::onAchievementProgressChanged( Entity::Player& player, uint32_t achievementId )
{
auto& achvMgr = Common::Service< Manager::AchievementMgr >::ref();
auto achvProgress = achvMgr.getAchievementDataById( player, achievementId );
auto pAchvProgressPacket = makeActorControl( player.getId(), AchievementSetRate, achievementId, achvProgress.first, achvProgress.second );
server().queueForPlayer( player.getCharacterId(), pAchvProgressPacket );
}
void PlayerMgr::onUnlockAchievement( Entity::Player& player, uint32_t achievementId )
{
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onAchievementListChanged( player );
server().queueForPlayer( player.getCharacterId(), makeActorControl( player.getId(), AchievementComplete, achievementId ) );
server().queueForPlayer( player.getCharacterId(), makeActorControl( player.getId(), AchievementObtainMsg, achievementId ) );
}
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void PlayerMgr::onRestingTick( Entity::Player& player )
{
server().queueForPlayers( player.getInRangePlayerIds( true ), std::make_shared< RestingPacket >( player ) );
}
void PlayerMgr::sendItemLevel( Entity::Player& player )
{
server().queueForPlayer( player.getCharacterId(), makeActorControl( player.getId(), SetItemLevel, player.getItemLevel(), 0 ) );
}
void PlayerMgr::onLevelUp( Entity::Player& player )
{
player.calculateStats();
Network::Util::Player::sendBaseParams( player );
Network::Util::Player::sendHudParam( player );
auto inRangePlayerIds = player.getInRangePlayerIds( true );
server().queueForPlayers( inRangePlayerIds, makeHudParam( player ) );
server().queueForPlayers( inRangePlayerIds, makeActorControl( player.getId(), LevelUpEffect, static_cast< uint8_t >( player.getClass() ),
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player.getLevel(), player.getLevel() - 1 ) );
Network::Util::Player::sendStatusUpdate( player );
auto& achvMgr = Common::Service< World::Manager::AchievementMgr >::ref();
achvMgr.progressAchievementByType< Common::Achievement::Type::Classjob >( player, static_cast< uint32_t >( player.getClass() ) );
}
void PlayerMgr::onSetLevelForClass( Entity::Player& player, Common::ClassJob classJob )
{
auto& achvMgr = Common::Service< World::Manager::AchievementMgr >::ref();
server().queueForPlayer( player.getCharacterId(), makeActorControlSelf( player.getId(), Network::ActorControl::ClassJobUpdate,
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static_cast< uint8_t >( classJob ), player.getLevelForClass( classJob ) ) );
achvMgr.progressAchievementByType< Common::Achievement::Type::Classjob >( player, static_cast< uint32_t >( classJob ) );
}
void PlayerMgr::onGainExp( Entity::Player& player, uint32_t exp )
{
if( exp != 0 )
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server().queueForPlayer( player.getCharacterId(), makeActorControlSelf( player.getId(), GainExpMsg,
static_cast< uint8_t >( player.getClass() ), exp ) );
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server().queueForPlayer( player.getCharacterId(), makeActorControlSelf( player.getId(), UpdateUiExp,
static_cast< uint8_t >( player.getClass() ), player.getExp() ) );
}
void PlayerMgr::onUnlockOrchestrion( Entity::Player& player, uint8_t songId, uint32_t itemId )
{
player.learnSong( songId, itemId );
server().queueForPlayer( player.getCharacterId(), makeActorControlSelf( player.getId(), ToggleOrchestrionUnlock, songId, 1, itemId ) );
}
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void PlayerMgr::onGearChanged( Entity::Player& player )
{
server().queueForPlayers( player.getInRangePlayerIds( true ), std::make_shared< ModelEquipPacket >( player ) );
}
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void PlayerMgr::onCompanionUpdate( Entity::Player& player, uint8_t companionId )
{
auto& exdData = Common::Service< Data::ExdData >::ref();
auto companion = exdData.getRow< Excel::Companion >( companionId );
if( !companion )
return;
player.setCompanion( companionId );
Network::Util::Player::sendActorControl( player.getInRangePlayerIds( true ), player, ToggleCompanion, companionId );
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}
void PlayerMgr::onMountUpdate( Entity::Player& player, uint32_t mountId )
{
auto inRangePlayerIds = player.getInRangePlayerIds( true );
if( mountId != 0 )
{
Network::Util::Player::sendActorControl( inRangePlayerIds, player, SetStatus, static_cast< uint8_t >( Common::ActorStatus::Mounted ) );
Network::Util::Player::sendActorControlSelf( inRangePlayerIds, player, 0x39e, 12 );
}
else
{
Network::Util::Player::sendActorControl( inRangePlayerIds, player, SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
Network::Util::Player::sendActorControlSelf( inRangePlayerIds, player, Dismount, 1 );
}
auto mountPacket = makeZonePacket< FFXIVIpcMount >( player.getId() );
mountPacket->data().id = mountId;
server().queueForPlayers( inRangePlayerIds, mountPacket );
}
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void PlayerMgr::onMobKill( Entity::Player& player, Entity::BNpc& bnpc )
{
auto& scriptMgr = Common::Service< Scripting::ScriptMgr >::ref();
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scriptMgr.onBNpcKill( player, bnpc );
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if( player.hasReward( Common::UnlockEntry::HuntingLog ) )
{
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player.updateHuntingLog( bnpc.getBNpcNameId() );
}
}
void PlayerMgr::onHateListChanged( Entity::Player& player )
{
auto& teriMgr = Common::Service< World::Manager::TerritoryMgr >::ref();
auto hateListPacket = makeZonePacket< FFXIVIpcHateList >( player.getId() );
auto hateRankPacket = makeZonePacket< FFXIVIpcHaterList >( player.getId() );
auto actorIdToHateSlotMap = player.getActorIdToHateSlotMap();
hateListPacket->data().Count = static_cast< uint8_t >( actorIdToHateSlotMap.size() );
hateRankPacket->data().Count = static_cast< uint8_t >( actorIdToHateSlotMap.size() );
auto it = actorIdToHateSlotMap.begin();
auto zone = teriMgr.getTerritoryByGuId( player.getTerritoryId() );
if( !zone )
return;
for( int32_t i = 0; it != actorIdToHateSlotMap.end(); ++it, ++i )
{
auto pBNpc = zone->getActiveBNpcByEntityId( it->first );
if( !pBNpc )
continue;
auto hateValue = pBNpc->hateListGetValue( player.getAsChara() );
if( hateValue == 0 )
continue;
auto hatePercent = ( hateValue / static_cast< float >( pBNpc->hateListGetHighestValue() ) ) * 100.f;
hateListPacket->data().List[ i ].Id = player.getId();
hateListPacket->data().List[ i ].Value = hateValue;
hateRankPacket->data().List[ i ].Id = it->first;
hateRankPacket->data().List[ i ].Rate = static_cast< uint8_t >( hatePercent );
}
server().queueForPlayer( player.getCharacterId(), { hateListPacket, hateRankPacket } );
}
void PlayerMgr::sendLoginMessage( Entity::Player& player )
{
auto motd = server().getConfig().motd;
std::istringstream ss( motd );
std::string msg;
while( std::getline( ss, msg, ';' ) )
{
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sendServerNotice( player, msg );
}
}
void PlayerMgr::onLogin( Entity::Player &player )
{
}
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void PlayerMgr::onLogout( Entity::Player &player )
{
}
void PlayerMgr::onDeath( Entity::Player& player )
{
auto& scriptMgr = Common::Service< Scripting::ScriptMgr >::ref();
scriptMgr.onPlayerDeath( player );
}
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void PlayerMgr::onMoveZone( Sapphire::Entity::Player& player )
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{
auto& teriMgr = Common::Service< World::Manager::TerritoryMgr >::ref();
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto& partyMgr = Common::Service< World::Manager::PartyMgr >::ref();
auto pZone = teriMgr.getTerritoryByGuId( player.getTerritoryId() );
if( !pZone )
{
Logger::error( "Territory GuID#{} not found!", player.getTerritoryId() );
return;
}
auto& teri = *pZone;
auto initPacket = makeZonePacket< FFXIVIpcLogin >( player.getId() );
initPacket->data().playerActorId = player.getId();
server().queueForPlayer( player.getCharacterId(), initPacket );
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player.sendInventory();
if( player.isLogin() )
{
server().queueForPlayer( player.getCharacterId(), makeActorControlSelf( player.getId(), SetConfigFlags, player.getConfigFlags(), 1 ) );
server().queueForPlayer( player.getCharacterId(), makeActorControlSelf( player.getId(), SetMaxGearSets, player.getMaxGearSets() ) );
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}
// set flags, will be reset automatically by zoning ( only on client side though )
//setStateFlag( PlayerStateFlag::BetweenAreas );
//setStateFlag( PlayerStateFlag::BetweenAreas1 );
Network::Util::Player::sendHuntingLog( player );
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if( player.isLogin() )
server().queueForPlayer( player.getCharacterId(), makePlayerSetup( player ) );
player.sendRecastGroups();
Network::Util::Player::sendBaseParams( player );
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sendItemLevel( player );
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if( player.isLogin() )
{
auto classInfo = makeZonePacket< FFXIVIpcChangeClass >( player.getId() );
classInfo->data().ClassJob = static_cast< uint8_t >( player.getClass() );
classInfo->data().Lv = player.getLevel();
classInfo->data().Lv1 = player.getLevel();
if( player.isLogin() )
classInfo->data().Login = 1;
server().queueForPlayer( player.getCharacterId(), classInfo );
server().queueForPlayer( player.getCharacterId(), makeActorControl( player.getId(), 0x112, 0x24 ) ); // unknown
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auto contentFinderList = makeZonePacket< FFXIVIpcContentAttainFlags >( player.getId() );
std::memset( &contentFinderList->data(), 0xFF, sizeof( contentFinderList->data() ) );
server().queueForPlayer( player.getCharacterId(), contentFinderList );
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player.clearSoldItems();
}
if( Sapphire::LandPtr pLand = housingMgr.getLandByOwnerId( player.getCharacterId() ) )
{
uint32_t state = 0;
if( pLand->getHouse() )
{
state |= Common::LandFlags::CHARA_HOUSING_LAND_DATA_FLAG_HOUSE;
// todo: remove this, debug for now
state |= Common::LandFlags::CHARA_HOUSING_LAND_DATA_FLAG_AETHERYTE;
}
player.setLandFlags( Common::LandFlagsSlot::Private, state, pLand->getLandIdent() );
}
housingMgr.sendLandFlags( player );
server().queueForPlayer( player.getCharacterId(), makeInitZone( player, teri ) );
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teri.onPlayerZoneIn( player );
if( player.isLogin() )
{
server().queueForPlayer( player.getCharacterId(),
{
makeZonePacket< FFXIVIpcDailyQuests >( player.getId() ),
makeZonePacket< FFXIVIpcQuestRepeatFlags >( player.getId() )
} );
auto &questMgr = Common::Service< World::Manager::QuestMgr >::ref();
questMgr.sendQuestsInfo( player );
Network::Util::Player::sendGrandCompany( player );
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}
}
void PlayerMgr::onUpdate( Entity::Player& player, uint64_t tickCount )
{
if( player.getHp() <= 0 && player.getStatus() != Common::ActorStatus::Dead )
{
player.die();
onDeath( player );
}
if( !player.isAlive() )
return;
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auto mainWeap = player.getItemAt( Common::GearSet0, Common::GearSetSlot::MainHand );
if( mainWeap && !player.checkAction() && ( player.getTargetId() && player.getStance() == Common::Stance::Active && player.isAutoattackOn() ) )
{
// @TODO i dislike this, iterating over all in range actors when you already know the id of the actor you need...
for( const auto& actor : player.getInRangeActors() )
{
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if( actor->getId() != player.getTargetId() || !actor->getAsChara()->isAlive() )
continue;
auto chara = actor->getAsChara();
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// default autoattack range
float range = 3.f + chara->getRadius() + player.getRadius() * 0.5f;
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// default autoattack range for ranged classes
auto classJob = player.getClass();
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if( classJob == Common::ClassJob::Machinist || classJob == Common::ClassJob::Bard || classJob == Common::ClassJob::Archer )
range = 25.f + chara->getRadius() + player.getRadius() * 0.5f;
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if( Common::Util::distance( player.getPos(), actor->getPos() ) <= range )
{
if( ( tickCount - player.getLastAttack() ) > mainWeap->getDelay() )
{
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player.setLastAttack( tickCount );
player.autoAttack( actor->getAsChara() );
}
}
}
}
}
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void PlayerMgr::setCondition( Sapphire::Entity::Player& player, Common::PlayerCondition flag )
{
auto prevOnlineStatus = player.getOnlineStatus();
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player.setCondition( flag );
auto newOnlineStatus = player.getOnlineStatus();
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onConditionChanged( player, prevOnlineStatus != newOnlineStatus );
}
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void PlayerMgr::removeCondition( Sapphire::Entity::Player& player, Common::PlayerCondition flag )
{
auto prevOnlineStatus = player.getOnlineStatus();
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player.removeCondition( flag );
auto newOnlineStatus = player.getOnlineStatus();
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onConditionChanged( player, prevOnlineStatus != newOnlineStatus );
}
////////// Helper ///////////
void PlayerMgr::sendServerNotice( Entity::Player& player, const std::string& message ) //Purple Text
{
server().queueForPlayer( player.getCharacterId(), std::make_shared< ServerNoticePacket >( player.getId(), message ) );
}
void PlayerMgr::sendUrgent( Entity::Player& player, const std::string& message ) //Red Text
{
server().queueForPlayer( player.getCharacterId(), std::make_shared< ChatPacket >( player, Common::ChatType::ServerUrgent, message ) );
}
void PlayerMgr::sendDebug( Entity::Player& player, const std::string& message ) //Grey Text
{
server().queueForPlayer( player.getCharacterId(), std::make_shared< ChatPacket >( player, Common::ChatType::SystemMessage, message ) );
}
void PlayerMgr::sendLogMessage( Entity::Player& player, uint32_t messageId, uint32_t param2, uint32_t param3,
uint32_t param4, uint32_t param5, uint32_t param6 )
{
server().queueForPlayer( player.getCharacterId(), makeActorControlTarget( player.getId(), ActorControlType::LogMsg, messageId,
param2, param3, param4, param5, param6 ) );
}