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sapphire/src/world/Network/Handlers/PacketHandlers.cpp

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#include <Common.h>
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#include <Vector3.cpp>
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#include <Network/CommonNetwork.h>
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#include <Network/GamePacket.h>
#include <Network/CommonActorControl.h>
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#include <Logging/Logger.h>
#include <Network/PacketContainer.h>
#include <Network/PacketDef/Chat/ServerChatDef.h>
#include <Database/DatabaseDef.h>
#include <Util/Util.h>
#include <datReader/DatCategories/bg/LgbTypes.h>
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#include <datReader/DatCategories/bg/lgb.h>
#include <unordered_map>
#include <Network/PacketDef/Zone/ClientZoneDef.h>
#include <Logging/Logger.h>
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#include <Service.h>
#include "Network/GameConnection.h"
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#include "Territory/Territory.h"
#include "Territory/HousingZone.h"
#include "Territory/Land.h"
#include "Territory/ZonePosition.h"
#include "Territory/House.h"
#include "Territory/InstanceObjectCache.h"
#include "Network/PacketWrappers/PlayerSetupPacket.h"
#include "Network/PacketWrappers/PingPacket.h"
#include "Network/PacketWrappers/MoveActorPacket.h"
#include "Network/PacketWrappers/ChatPacket.h"
#include "Network/PacketWrappers/ServerNoticePacket.h"
#include "Network/PacketWrappers/ActorControlPacket.h"
#include "Network/PacketWrappers/ActorControlSelfPacket.h"
#include "Network/PacketWrappers/ActorControlTargetPacket.h"
#include "Network/PacketWrappers/EventStartPacket.h"
#include "Network/PacketWrappers/EventFinishPacket.h"
#include "Network/PacketWrappers/PlayerStateFlagsPacket.h"
#include "Manager/DebugCommandMgr.h"
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#include "Manager/EventMgr.h"
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#include "Manager/MarketMgr.h"
#include "Manager/TerritoryMgr.h"
#include "Manager/HousingMgr.h"
#include "Manager/RNGMgr.h"
#include "Action/Action.h"
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#include "Session.h"
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#include "ServerMgr.h"
#include "Forwards.h"
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using namespace Sapphire::Common;
using namespace Sapphire::Network::Packets;
using namespace Sapphire::Network::Packets::Server;
using namespace Sapphire::Network::ActorControl;
using namespace Sapphire::World::Manager;
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void Sapphire::Network::GameConnection::fcInfoReqHandler( const Sapphire::Network::Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
// TODO: use new packet struct for this
//GamePacketPtr pPe( new GamePacket( 0xDD, 0x78, player.getId(), player.getId() ) );
//pPe->setValAt< uint8_t >( 0x48, 0x01 );
//queueOutPacket( pPe );
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}
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void Sapphire::Network::GameConnection::setSearchInfoHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcSetSearchInfo >( inPacket );
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const auto inval = packet.data().status1;
const auto inval1 = packet.data().status2;
const auto status = packet.data().status;
const auto selectRegion = packet.data().language;
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player.setSearchInfo( selectRegion, 0, packet.data().searchComment );
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player.setOnlineStatusMask( status );
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if( player.isNewAdventurer() && !( inval & 0x01000000 ) )
// mark player as not new adventurer anymore
player.setNewAdventurer( false );
else if( inval & 0x01000000 )
// mark player as new adventurer
player.setNewAdventurer( true );
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auto statusPacket = makeZonePacket< FFXIVIpcSetOnlineStatus >( player.getId() );
statusPacket->data().onlineStatusFlags = status;
queueOutPacket( statusPacket );
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auto searchInfoPacket = makeZonePacket< FFXIVIpcSetSearchInfo >( player.getId() );
searchInfoPacket->data().onlineStatusFlags = status;
searchInfoPacket->data().selectRegion = player.getSearchSelectRegion();
strcpy( searchInfoPacket->data().searchMessage, player.getSearchMessage() );
queueOutPacket( searchInfoPacket );
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player.sendToInRangeSet( makeActorControl( player.getId(), SetStatusIcon,
static_cast< uint8_t >( player.getOnlineStatus() ) ), true );
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}
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void Sapphire::Network::GameConnection::reqSearchInfoHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto searchInfoPacket = makeZonePacket< FFXIVIpcInitSearchInfo >( player.getId() );
searchInfoPacket->data().onlineStatusFlags = player.getOnlineStatusMask();
searchInfoPacket->data().selectRegion = player.getSearchSelectRegion();
strcpy( searchInfoPacket->data().searchMessage, player.getSearchMessage() );
queueOutPacket( searchInfoPacket );
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}
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void Sapphire::Network::GameConnection::reqExamineSearchCommentHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
auto targetId = *reinterpret_cast< const uint32_t* >( &inPacket.data[ 0x10 ] );
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auto& serverMgr = Common::Service< World::ServerMgr >::ref();
auto pSession = serverMgr.getSession( targetId );
Logger::debug( "reqExamineSearchCommentHandler: {0}", targetId );
if( pSession )
{
auto pPlayer = pSession->getPlayer();
if( pPlayer )
{
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if( pPlayer->isActingAsGm() || pPlayer->getZoneId() != player.getZoneId() )
return;
// retail sends the requester's id as both (isForSelf)
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auto searchInfoPacket = makeZonePacket< FFXIVIpcExamineSearchComment >( player.getId() );
searchInfoPacket->data().charId = targetId;
strcpy( searchInfoPacket->data().searchComment, pPlayer->getSearchMessage() );
player.queuePacket( searchInfoPacket );
}
}
}
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void Sapphire::Network::GameConnection::reqExamineFcInfo( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
auto targetId = *reinterpret_cast< const uint32_t* >( &inPacket.data[ 0x18 ] );
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auto& serverMgr = Common::Service< World::ServerMgr >::ref();
auto pSession = serverMgr.getSession( targetId );
Logger::debug( "reqExamineFcInfo: {0}", targetId );
if( pSession )
{
auto pPlayer = pSession->getPlayer();
if( pPlayer )
{
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if( pPlayer->isActingAsGm() || pPlayer->getZoneId() != player.getZoneId() )
return;
// retail sends the requester's id as both (isForSelf)
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auto examineFcInfoPacket = makeZonePacket< FFXIVIpcExamineFreeCompanyInfo >( player.getId() );
examineFcInfoPacket->data().charId = targetId;
// todo: populate with fc info
player.queuePacket( examineFcInfoPacket );
}
}
}
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void Sapphire::Network::GameConnection::linkshellListHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto linkshellListPacket = makeZonePacket< FFXIVIpcLinkshellList >( player.getId() );
queueOutPacket( linkshellListPacket );
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}
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void Sapphire::Network::GameConnection::updatePositionHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
// if the player is marked for zoning we no longer want to update his pos
if( player.isMarkedForZoning() )
return;
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const auto updatePositionPacket = ZoneChannelPacket< Client::FFXIVIpcUpdatePosition >( inPacket );
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bool bPosChanged = true;
if( updatePositionPacket.data().position == player.getPos() )
bPosChanged = false;
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//if( !bPosChanged && player.getRot() == updatePositionPacket.data().rotation )
//return;
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player.setRot( updatePositionPacket.data().rotation );
player.setPos( updatePositionPacket.data().position );
if( ( player.getCurrentAction() != nullptr ) && bPosChanged )
player.getCurrentAction()->setInterrupted( Common::ActionInterruptType::RegularInterrupt );
// if no one is in range, don't bother trying to send a position update
if( !player.hasInRangeActor() )
return;
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auto clientAnimationType = updatePositionPacket.data().clientAnimationType;
auto animationState = updatePositionPacket.data().animationState;
auto animationType = updatePositionPacket.data().animationType;
auto headRotation = updatePositionPacket.data().headPosition;
uint8_t orgAnimationType = animationType;
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uint8_t unknownRotation = 0;
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uint16_t animationSpeed = MoveSpeed::Walk;
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animationType |= clientAnimationType;
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if( animationType & MoveType::Strafing )
{
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if( animationType & MoveType::Walking )
headRotation = 0xFF;
else if( headRotation < 0x7F )
headRotation += 0x7F;
else if( headRotation > 0x7F )
headRotation -= 0x7F;
}
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if( animationType == MoveType::Running )
{
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headRotation = 0x7F;
animationSpeed = MoveSpeed::Run;
}
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if( animationType & MoveType::Jumping )
{
if( animationState == MoveState::LeaveCollision )
{
if( orgAnimationType & clientAnimationType )
animationType += 0x10;
else
animationType += 0x04;
}
if( animationState == MoveState::StartFalling )
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player.m_falling = true;
if( animationState == MoveState::EnterCollision )
{
animationType = 2;
player.m_falling = false;
}
}
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if( player.m_falling )
{
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animationType += 0x10;
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unknownRotation = 0x7F;
}
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uint64_t currentTime = Util::getTimeMs();
player.m_lastMoveTime = currentTime;
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player.m_lastMoveflag = animationType;
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auto movePacket = std::make_shared< MoveActorPacket >( player, headRotation, animationType, animationState, animationSpeed, unknownRotation );
player.sendToInRangeSet( movePacket );
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}
void
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Sapphire::Network::GameConnection::reqEquipDisplayFlagsHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
player.setEquipDisplayFlags( inPacket.data[ 0x10 ] );
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player.sendDebug( "EquipDisplayFlag CHANGE: {0}", player.getEquipDisplayFlags() );
}
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void Sapphire::Network::GameConnection::zoneLineHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcZoneLineHandler >( inPacket );
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const auto zoneLineId = packet.data().zoneLineId;
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auto& teriMgr = Common::Service< TerritoryMgr >::ref();
auto& instanceObjectCache = Common::Service< InstanceObjectCache >::ref();
auto tInfo = player.getCurrentTerritory()->getTerritoryTypeInfo();
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auto pExitRange = instanceObjectCache.getExitRange( player.getTerritoryTypeId(), zoneLineId );
Common::FFXIVARR_POSITION3 targetPos{};
uint32_t targetZone;
float rotation = 0.0f;
if( pExitRange )
{
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auto pPopRange = instanceObjectCache.getPopRange( pExitRange->data.destTerritoryType,
pExitRange->data.destInstanceObjectId );
if( pPopRange )
{
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targetZone = pExitRange->data.destTerritoryType;
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rotation = pPopRange->header.transform.rotation.y;
targetPos = Common::FFXIVARR_POSITION3 { pPopRange->header.transform.translation.x,
pPopRange->header.transform.translation.y,
pPopRange->header.transform.translation.z };
player.sendDebug( "ZoneLine #{0} found.", zoneLineId );
auto preparePacket = makeZonePacket< FFXIVIpcPrepareZoning >( player.getId() );
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preparePacket->data().targetZone = pExitRange->data.destTerritoryType;
player.queuePacket( preparePacket );
}
}
player.sendDebug( "Walking ZoneLine#{0}", zoneLineId );
player.performZoning( targetZone, targetPos, rotation );
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}
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void Sapphire::Network::GameConnection::discoveryHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto& instanceObjectCache = Common::Service< InstanceObjectCache >::ref();
auto tInfo = player.getCurrentTerritory()->getTerritoryTypeInfo();
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcDiscoveryHandler >( inPacket );
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const auto positionRef = packet.data().positionRef;
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auto pRefInfo = instanceObjectCache.getMapRange( player.getTerritoryTypeId(), positionRef );
player.sendDebug( "Discovery ref pos id#{0}", positionRef );
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if( pRefInfo )
{
auto discoveryPacket = makeZonePacket< FFXIVIpcDiscovery >( player.getId() );
discoveryPacket->data().mapId = tInfo->map;
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discoveryPacket->data().mapPartId = pRefInfo->data.discoveryIndex;
player.queuePacket( discoveryPacket );
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player.discover( tInfo->map, pRefInfo->data.discoveryIndex );
}
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}
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void Sapphire::Network::GameConnection::playTimeHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto playTimePacket = makeZonePacket< FFXIVIpcPlayTime >( player.getId() );
playTimePacket->data().playTimeInMinutes = player.getPlayTime() / 60;
player.queuePacket( playTimePacket );
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}
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void Sapphire::Network::GameConnection::initHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
// init handler means this is a login procedure
player.setIsLogin( true );
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player.sendZonePackets();
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}
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void Sapphire::Network::GameConnection::blackListHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
uint8_t count = inPacket.data[ 0x11 ];
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auto blackListPacket = makeZonePacket< FFXIVIpcBlackList >( player.getId() );
blackListPacket->data().sequence = count;
// TODO: Fill with actual blacklist data
//blackListPacket.data().entry[0].contentId = 1;
//sprintf( blackListPacket.data().entry[0].name, "Test Test" );
queueOutPacket( blackListPacket );
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}
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void Sapphire::Network::GameConnection::pingHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcPingHandler >( inPacket );
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queueOutPacket( std::make_shared< Server::PingPacket >( player, packet.data().timestamp ) );
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player.setLastPing( Common::Util::getTimeSeconds() );
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}
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void Sapphire::Network::GameConnection::finishLoadingHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
player.sendQuestInfo();
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// TODO: load and save this data instead of hardcoding
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auto gcPacket = makeZonePacket< FFXIVGCAffiliation >( player.getId() );
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gcPacket->data().gcId = player.getGc();
gcPacket->data().gcRank[ 0 ] = player.getGcRankArray()[ 0 ];
gcPacket->data().gcRank[ 1 ] = player.getGcRankArray()[ 1 ];
gcPacket->data().gcRank[ 2 ] = player.getGcRankArray()[ 2 ];
player.queuePacket( gcPacket );
player.getCurrentTerritory()->onFinishLoading( player );
// player is done zoning
player.setLoadingComplete( true );
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// if this is a login event
if( player.isLogin() )
{
// fire the onLogin Event
player.onLogin();
player.setIsLogin( false );
}
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// spawn the player for himself
player.spawn( player.getAsPlayer() );
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player.gaugeClear();
player.sendActorGauge();
// notify the zone of a change in position to force an "inRangeActor" update
player.getCurrentTerritory()->updateActorPosition( player );
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}
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void Sapphire::Network::GameConnection::socialListHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
uint8_t type = inPacket.data[ 0x1A ];
uint8_t count = inPacket.data[ 0x1B ];
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if( type == 1 )
{ // party list
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auto listPacket = makeZonePacket< FFXIVIpcSocialList >( player.getId() );
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listPacket->data().type = 1;
listPacket->data().sequence = count;
int32_t entrysizes = sizeof( listPacket->data().entries );
memset( listPacket->data().entries, 0, sizeof( listPacket->data().entries ) );
listPacket->data().entries[ 0 ].bytes[ 2 ] = player.getCurrentTerritory()->getTerritoryTypeId();
listPacket->data().entries[ 0 ].bytes[ 3 ] = 0x80;
listPacket->data().entries[ 0 ].bytes[ 4 ] = 0x02;
listPacket->data().entries[ 0 ].bytes[ 6 ] = 0x3B;
listPacket->data().entries[ 0 ].bytes[ 11 ] = 0x10;
listPacket->data().entries[ 0 ].classJob = static_cast< uint8_t >( player.getClass() );
listPacket->data().entries[ 0 ].contentId = player.getContentId();
listPacket->data().entries[ 0 ].level = player.getLevel();
listPacket->data().entries[ 0 ].zoneId = player.getCurrentTerritory()->getTerritoryTypeId();
listPacket->data().entries[ 0 ].zoneId1 = 0x0100;
// TODO: no idea what this does
//listPacket.data().entries[0].one = 1;
memcpy( listPacket->data().entries[ 0 ].name, player.getName().c_str(), strlen( player.getName().c_str() ) );
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// GC icon
listPacket->data().entries[ 0 ].bytes1[ 0 ] = 2;
// client language J = 0, E = 1, D = 2, F = 3
listPacket->data().entries[ 0 ].bytes1[ 1 ] = 1;
// user language settings flag J = 1, E = 2, D = 4, F = 8
listPacket->data().entries[ 0 ].bytes1[ 2 ] = 1 + 2;
listPacket->data().entries[ 0 ].onlineStatusMask = player.getOnlineStatusMask();
queueOutPacket( listPacket );
}
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else if( type == 2 )
{ // friend list
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auto listPacket = makeZonePacket< FFXIVIpcSocialList >( player.getId() );
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listPacket->data().type = 2;
listPacket->data().sequence = count;
memset( listPacket->data().entries, 0, sizeof( listPacket->data().entries ) );
}
else if( type == 0x0e )
{ // player search result
// TODO: implement player search
}
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}
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void Sapphire::Network::GameConnection::chatHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto& debugCommandMgr = Common::Service< DebugCommandMgr >::ref();
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcChatHandler >( inPacket );
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if( packet.data().message[ 0 ] == '!' )
{
// execute game console command
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debugCommandMgr.execCommand( const_cast< char* >( packet.data().message ) + 1, player );
return;
}
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auto chatType = packet.data().chatType;
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//ToDo, need to implement sending GM chat types.
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auto chatPacket = std::make_shared< Server::ChatPacket >( player, chatType, packet.data().message );
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switch( chatType )
{
case ChatType::Say:
{
if( player.isActingAsGm() )
chatPacket->data().chatType = ChatType::GMSay;
player.getCurrentTerritory()->queuePacketForRange( player, 50, chatPacket );
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break;
}
case ChatType::Yell:
{
if( player.isActingAsGm() )
chatPacket->data().chatType = ChatType::GMYell;
player.getCurrentTerritory()->queuePacketForRange( player, 6000, chatPacket );
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break;
}
case ChatType::Shout:
{
if( player.isActingAsGm() )
chatPacket->data().chatType = ChatType::GMShout;
player.getCurrentTerritory()->queuePacketForRange( player, 6000, chatPacket );
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break;
}
default:
{
player.getCurrentTerritory()->queuePacketForRange( player, 50, chatPacket );
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break;
}
}
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}
// TODO: this handler needs to be improved for timed logout, also the session should be instantly removed
// currently we wait for the session to just time out after logout, this can be a problem is the user tries to
// log right back in.
// Also the packet needs to be converted to an ipc structure
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void Sapphire::Network::GameConnection::logoutHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto logoutPacket = makeZonePacket< FFXIVIpcLogout >( player.getId() );
logoutPacket->data().flags1 = 0x02;
logoutPacket->data().flags2 = 0x2000;
queueOutPacket( logoutPacket );
player.setMarkedForRemoval();
}
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void Sapphire::Network::GameConnection::tellHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcTellHandler >( inPacket );
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auto& serverMgr = Common::Service< World::ServerMgr >::ref();
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auto pSession = serverMgr.getSession( packet.data().targetPCName );
if( !pSession )
{
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auto tellErrPacket = makeZonePacket< FFXIVIpcTellErrNotFound >( player.getId() );
strcpy( tellErrPacket->data().receipientName, packet.data().targetPCName );
sendSinglePacket( tellErrPacket );
return;
}
auto pTargetPlayer = pSession->getPlayer();
if( pTargetPlayer->hasStateFlag( PlayerStateFlag::BetweenAreas ) )
{
// send error for player between areas
// TODO: implement me
return;
}
if( pTargetPlayer->hasStateFlag( PlayerStateFlag::BoundByDuty ) && !player.isActingAsGm() )
{
// send error for player bound by duty
// TODO: implement me
return;
}
if( pTargetPlayer->getOnlineStatus() == OnlineStatus::Busy && !player.isActingAsGm() )
{
// send error for player being busy
// TODO: implement me ( i've seen this done with packet type 67 i think )
return;
}
auto tellPacket = makeChatPacket< FFXIVIpcTell >( player.getId() );
strcpy( tellPacket->data().msg, packet.data().message );
strcpy( tellPacket->data().receipientName, player.getName().c_str() );
// TODO: world id from server
tellPacket->data().contentId = player.getContentId();
tellPacket->data().worldId = 67;
if( player.isActingAsGm() )
{
tellPacket->data().flags |= TellFlags::GmTellMsg;
}
pTargetPlayer->queueChatPacket( tellPacket );
}
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void Sapphire::Network::GameConnection::performNoteHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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auto performPacket = makeZonePacket< FFXIVIpcPerformNote >( player.getId() );
memcpy( &performPacket->data().data[ 0 ], &inPacket.data[ 0x10 ], 32 );
player.sendToInRangeSet( performPacket );
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}
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void Sapphire::Network::GameConnection::landRenameHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcRenameLandHandler >( inPacket );
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auto& housingMgr = Common::Service< HousingMgr >::ref();
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auto landSetId = housingMgr.toLandSetId( packet.data().ident.territoryTypeId, packet.data().ident.wardNum );
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auto pZone = housingMgr.getHousingZoneByLandSetId( landSetId );
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if( !pZone )
return;
auto pLand = pZone->getLand( packet.data().ident.landId );
if( !pLand )
return;
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// todo: check perms for fc houses and shit
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if( pLand->getOwnerId() != player.getId() )
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return;
auto pHouse = pLand->getHouse();
if( pHouse )
pHouse->setHouseName( packet.data().houseName );
// todo: this packet is weird, retail sends it with some unknown shit at the start but it doesn't seem to do anything
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auto nameUpdatePacket = makeZonePacket< Server::FFXIVIpcLandUpdateHouseName >( player.getId() );
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memcpy( &nameUpdatePacket->data().houseName, &packet.data().houseName, sizeof( packet.data().houseName ) );
// todo: who does this get sent to? just the person who renamed it?
player.queuePacket( nameUpdatePacket );
}
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void Sapphire::Network::GameConnection::buildPresetHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcBuildPresetHandler >( inPacket );
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auto& housingMgr = Common::Service< HousingMgr >::ref();
housingMgr.buildPresetEstate( player, packet.data().plotNum, packet.data().itemId );
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}
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void Sapphire::Network::GameConnection::housingUpdateGreetingHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
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{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcHousingUpdateHouseGreeting >( inPacket );
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auto& housingMgr = Common::Service< HousingMgr >::ref();
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housingMgr.updateEstateGreeting( player, packet.data().ident, std::string( packet.data().greeting ) );
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}
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void Sapphire::Network::GameConnection::reqPlaceHousingItem( const Packets::FFXIVARR_PACKET_RAW& inPacket,
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Entity::Player& player )
{
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auto& housingMgr = Common::Service< HousingMgr >::ref();
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcReqPlaceHousingItem >( inPacket );
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const auto& data = packet.data();
if( data.shouldPlaceItem == 1 )
{
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housingMgr.reqPlaceHousingItem( player, data.landId, data.sourceInvContainerId, data.sourceInvSlotId,
data.position, data.rotation );
}
else
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housingMgr.reqPlaceItemInStore( player, data.landId, data.sourceInvContainerId, data.sourceInvSlotId );
}
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void Sapphire::Network::GameConnection::reqMoveHousingItem( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
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auto& housingMgr = Common::Service< HousingMgr >::ref();
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcHousingUpdateObjectPosition >( inPacket );
const auto& data = packet.data();
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housingMgr.reqMoveHousingItem( player, data.ident, data.slot, data.pos, data.rotation );
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}
void Sapphire::Network::GameConnection::housingEditExterior( const Packets::FFXIVARR_PACKET_RAW& inPacket, Entity::Player& player )
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
const auto packet = ZoneChannelPacket< Client::FFXIVIpcHousingEditExterior >( inPacket );
std::vector< uint16_t > containerList;
std::vector< uint8_t > slotList;
for( int i = 0; i < 9; i++ )
{
auto container = packet.data().container[i];
containerList.push_back( container );
slotList.push_back( container != 0x270F ? static_cast< uint8_t >( packet.data().slot[i] ) : 0xFF );
}
housingMgr.editExterior( player, packet.data().landId, containerList, slotList, packet.data().removeFlag );
}
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void Sapphire::Network::GameConnection::marketBoardSearch( const Packets::FFXIVARR_PACKET_RAW& inPacket,
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Entity::Player& player )
{
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auto& marketMgr = Common::Service< MarketMgr >::ref();
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcMarketBoardSearch >( inPacket );
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const auto& data = packet.data();
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std::string_view searchStr( data.searchStr );
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marketMgr.searchMarketboard( player, data.itemSearchCategory, data.maxEquipLevel, data.classJobId, data.searchStr,
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data.requestId, data.startIdx );
}
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void Sapphire::Network::GameConnection::marketBoardRequestItemInfo( const Packets::FFXIVARR_PACKET_RAW& inPacket,
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Entity::Player& player )
{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcMarketBoardRequestItemListingInfo >( inPacket );
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auto& marketMgr = Common::Service< MarketMgr >::ref();
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marketMgr.requestItemListingInfo( player, packet.data().catalogId, packet.data().requestId );
}
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void Sapphire::Network::GameConnection::marketBoardRequestItemListings( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
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const auto packet = ZoneChannelPacket< Client::FFXIVIpcMarketBoardRequestItemListings >( inPacket );
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auto& marketMgr = Common::Service< MarketMgr >::ref();
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marketMgr.requestItemListings( player, packet.data().itemCatalogId );
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}
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void Sapphire::Network::GameConnection::worldInteractionhandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
const auto packet = ZoneChannelPacket< Client::FFXIVIpcWorldInteractionHandler >( inPacket );
auto action = packet.data().action;
player.sendDebug( "WorldInteraction {}", action );
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switch( action )
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{
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case 0x1F5: // emote
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{
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auto emote = packet.data().param1;
if( emote == 0x32 || emote == 0x33 ) // "/sit"
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{
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auto param4 = packet.data().param4;
auto& exdData = Common::Service< Data::ExdDataGenerated >::ref();
auto emoteData = exdData.get< Data::Emote >( emote );
if( !emoteData )
break;
player.setPos( packet.data().position );
if( emote == 0x32 && player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = param4;
setpos->data().waitForLoad = 18;
setpos->data().unknown1 = 1;
setpos->data().x = packet.data().position.x;
setpos->data().y = packet.data().position.y;
setpos->data().z = packet.data().position.z;
player.sendToInRangeSet( setpos, false );
}
player.sendToInRangeSet( makeActorControlTarget( player.getId(), ActorControl::ActorControlType::Emote, emote, 0, 0, param4, 0xE0000000 ), true );
if( emote == 0x32 && emoteData->emoteMode != 0 )
{
player.setStance( Common::Stance::Passive );
player.setAutoattack( false );
player.setPersistentEmote( emoteData->emoteMode );
player.setStatus( Common::ActorStatus::EmoteMode );
}
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}
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break;
}
case 0x1F8:
{
if( player.getPersistentEmote() > 0 )
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{
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auto param2 = packet.data().param2;
player.setPos( packet.data().position );
if( player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = param2;
setpos->data().waitForLoad = 18;
setpos->data().unknown1 = 2;
setpos->data().x = packet.data().position.x;
setpos->data().y = packet.data().position.y;
setpos->data().z = packet.data().position.z;
player.sendToInRangeSet( setpos, false );
}
player.setPersistentEmote( 0 );
player.emoteInterrupt();
player.setStatus( Common::ActorStatus::Idle );
auto pSetStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
player.sendToInRangeSet( pSetStatusPacket );
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}
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break;
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}
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case 0x25E: // coming out from water
case 0xD1: // underwater town portal
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{
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auto p = makeZonePacket< FFXIVIpcPrepareZoning >( player.getId() );
p->data().targetZone = player.getCurrentTerritory()->getTerritoryTypeId();
p->data().param4 = action == 0xD1 ? 14 : 227;
p->data().hideChar = action == 0xD1 ? 2 : 1;
p->data().fadeOut = action == 0xD1 ? 24 : 25;
p->data().fadeOutTime = 1;
p->data().unknown = action == 0xD1 ? 4 : 6;
auto x = packet.data().position.x;
auto y = packet.data().position.y;
auto z = packet.data().position.z;
auto rot = player.getRot();
if( action == 0xD1 )
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{
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auto exitRange = packet.data().param1;
auto& instanceObjectCache = Common::Service< InstanceObjectCache >::ref();
auto exit = instanceObjectCache.getExitRange( p->data().targetZone, exitRange );
if( exit )
{
player.sendDebug( "exitRange {0} found!", exitRange );
auto destZone = exit->data.destTerritoryType;
if( destZone == 0 )
destZone = p->data().targetZone;
else
p->data().targetZone = destZone;
auto pop = instanceObjectCache.getPopRange( destZone, exit->data.destInstanceObjectId );
if( pop )
{
player.sendDebug( "popRange {0} found!", exit->data.destInstanceObjectId );
x = pop->header.transform.translation.x;
y = pop->header.transform.translation.y;
z = pop->header.transform.translation.z;
//rot = pop->header.transform.rotation.y; all x/y/z not correct, maybe we don't need it since we have to be facing the portal anyway?
}
else
{
player.sendUrgent( "popRange {0} not found in {1}!", exit->data.destInstanceObjectId, destZone );
}
}
else
{
player.sendUrgent( "exitRange {0} not found in {1}!", exitRange, p->data().targetZone );
}
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}
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player.queuePacket( p );
player.setPos( x, y, z, true );
player.setRot( rot );
auto setPos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setPos->data().r16 = Common::Util::floatToUInt16Rot( player.getRot() );
setPos->data().x = x;
setPos->data().y = y;
setPos->data().z = z;
setPos->data().waitForLoad = action == 0xD1 ? 24 : 25;
setPos->data().unknown1 = 0;
player.queuePacket( setPos ); // this packet needs a delay of 0.8 second to wait for the client finishing its water animation otherwise it looks odd.
break;
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}
}
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}
void Sapphire::Network::GameConnection::diveHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket, Entity::Player& player )
{
const auto packetIn = ZoneChannelPacket< Client::FFXIVIpcDive >( inPacket );
auto p = makeZonePacket< FFXIVIpcPrepareZoning >( player.getId() );
p->data().targetZone = player.getCurrentTerritory()->getTerritoryTypeId();
p->data().param4 = 218;
p->data().hideChar = 1;
p->data().fadeOut = 25;
p->data().fadeOutTime = 1;
p->data().unknown = 6;
player.queuePacket( p );
player.setStance( Common::Stance::Passive );
auto x = packetIn.data().posTarget.x;
auto y = packetIn.data().posTarget.y;
auto z = packetIn.data().posTarget.z;
player.setPos( x, y, z, true );
auto setPos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setPos->data().r16 = Common::Util::floatToUInt16Rot( player.getRot() );
setPos->data().x = x;
setPos->data().y = y;
setPos->data().z = z;
setPos->data().waitForLoad = 25;
setPos->data().unknown1 = 0;
player.queuePacket( setPos ); // need delay, same as above.
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}