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sapphire/src/servers/Server_Zone/Network/Handlers/CFHandlers.cpp

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#include <src/servers/Server_Common/Common.h>
#include <src/servers/Server_Common/Network/CommonNetwork.h>
#include <src/servers/Server_Common/Network/GamePacketNew.h>
#include <src/servers/Server_Common/Logging/Logger.h>
#include <src/servers/Server_Common/Network/PacketContainer.h>
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#include "src/servers/Server_Zone/Network/GameConnection.h"
#include "src/servers/Server_Zone/Session.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/ServerNoticePacket.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/ActorControlPacket142.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/ActorControlPacket143.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/ActorControlPacket144.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/PlayerStateFlagsPacket.h"
#include "src/servers/Server_Zone/Actor/Player.h"
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#include "src/servers/Server_Zone/Forwards.h"
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extern Core::Logger g_log;
using namespace Core::Common;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::cfDutyInfoRequest( const Packets::GamePacket& inPacket,
Entity::PlayerPtr pPlayer )
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{
GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() );
queueOutPacket( dutyInfoPacket );
GamePacketNew< FFXIVIpcCFPlayerInNeed > inNeedsPacket( pPlayer->getId() );
queueOutPacket( inNeedsPacket );
}
void Core::Network::GameConnection::cfRegisterDuty( const Packets::GamePacket& inPacket,
Entity::PlayerPtr pPlayer)
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{
// TODO use for loop for this
auto contentId1 = inPacket.getValAt< uint16_t >( 46 );
auto contentId2 = inPacket.getValAt< uint16_t >( 48 );
auto contentId3 = inPacket.getValAt< uint16_t >( 50 );
auto contentId4 = inPacket.getValAt< uint16_t >( 52 );
auto contentId5 = inPacket.getValAt< uint16_t >( 54 );
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pPlayer->sendDebug("Duty register request");
pPlayer->sendDebug("ContentId1" + std::to_string(contentId1));
pPlayer->sendDebug("ContentId2" + std::to_string(contentId2));
pPlayer->sendDebug("ContentId3" + std::to_string(contentId3));
pPlayer->sendDebug("ContentId4" + std::to_string(contentId4));
pPlayer->sendDebug("ContentId5" + std::to_string(contentId5));
// let's cancel it because otherwise you can't register it again
GamePacketNew< FFXIVIpcCFNotify > cfCancelPacket( pPlayer->getId() );
cfCancelPacket.data().state1 = 3;
cfCancelPacket.data().state2 = 1; // Your registration is withdrawn.
queueOutPacket( cfCancelPacket );
}
void Core::Network::GameConnection::cfRegisterRoulette( const Packets::GamePacket& inPacket,
Entity::PlayerPtr pPlayer)
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{
pPlayer->sendDebug("Roulette register");
}
void Core::Network::GameConnection::cfDutyAccepted( const Packets::GamePacket& inPacket,
Entity::PlayerPtr pPlayer)
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{
pPlayer->sendDebug("TODO: Duty accept");
}