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https://github.com/SapphireServer/Sapphire.git
synced 2025-05-08 03:37:45 +00:00
warpmgr vfx; get threadcount for nav export;
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parent
a55e912d9f
commit
62136f66a7
5 changed files with 46 additions and 33 deletions
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@ -34,7 +34,7 @@ using namespace Sapphire;
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// garbage to ignore models
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bool noObj = false;
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std::string gamePath( "H:\\Games\\ffxiv3.05\\game\\sqpack" );
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std::string gamePath( "C:\\Data\\Dev\\ffxiv3.35\\game\\sqpack" );
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std::unordered_map< uint16_t, std::string > zoneNameMap;
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std::map< std::string, std::string > exportedTeriMap;
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@ -311,7 +311,7 @@ int main( int argc, char* argv[] )
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bool generateNavmesh = true;
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bool dumpAllZones = true;
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int nJobs = 4;
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int nJobs = std::thread::hardware_concurrency();
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int exportFileType = 0;
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if( !noObj )
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@ -474,7 +474,7 @@ void DebugCommandMgr::add( char* data, Entity::Player& player, std::shared_ptr<
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actorControl->data().param2 = param2;
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actorControl->data().param3 = param3;
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actorControl->data().param4 = param4;
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pSession->getZoneConnection()->queueOutPacket( actorControl );
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player.sendToInRangeSet( actorControl, true );
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/*sscanf(params.c_str(), "%x %x %x %x %x %x %x", &opcode, ¶m1, ¶m2, ¶m3, ¶m4, ¶m5, ¶m6, &playerId);
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@ -46,33 +46,17 @@ void WarpMgr::requestMoveTerritory( Entity::Player& player, Common::WarpType war
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player.updatePrevTerritory();
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player.sendToInRangeSet( makeActorControl( player.getId(), WarpStart, warpType, 1, pTeri->getTerritoryTypeId() ), true );
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player.sendToInRangeSet( makeActorControl( player.getId(), ActorDespawnEffect, warpType ) );
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Common::Service< PlayerMgr >::ref().onSetStateFlag( player, PlayerStateFlag::BetweenAreas );
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auto moveTerritoryPacket = makeZonePacket< FFXIVIpcMoveTerritory >( player.getId() );
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moveTerritoryPacket->data().index = -1;
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moveTerritoryPacket->data().territoryType = pTeri->getTerritoryTypeId();
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moveTerritoryPacket->data().zoneId = player.getTerritoryTypeId();
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moveTerritoryPacket->data().worldId = server.getWorldId();
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moveTerritoryPacket->data().worldId1 = server.getWorldId();
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moveTerritoryPacket->data().landId = -1;
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moveTerritoryPacket->data().landSetId = -1;
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moveTerritoryPacket->data().landTerritoryId = -1;
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strcpy( moveTerritoryPacket->data().worldName, "Sapphire" );
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server.queueForPlayer( player.getCharacterId(), moveTerritoryPacket );
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// create warp task
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auto& taskMgr = Common::Service< TaskMgr >::ref();
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taskMgr.queueTask( makeMoveTerritoryTask( player, warpType, targetTerritoryId, targetPos, targetRot, 2000 ) );
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taskMgr.queueTask( makeMoveTerritoryTask( player, warpType, targetTerritoryId, targetPos, targetRot, 1000 ) );
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}
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void WarpMgr::requestWarp( Entity::Player& player, Common::WarpType warpType, Common::FFXIVARR_POSITION3 targetPos, float targetRot )
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{
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m_entityIdToWarpInfoMap[ player.getId() ] = { 0, warpType, targetPos, targetRot };
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player.sendToInRangeSet( makeActorControl( player.getId(), WarpStart, warpType, 1, 0, player.getTerritoryTypeId(), 1 ), true );
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player.sendToInRangeSet( makeActorControl( player.getId(), ActorDespawnEffect, warpType ) );
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player.sendToInRangeSet( makeActorControlSelf( player.getId(), WarpStart, warpType, warpType, 0, player.getTerritoryTypeId(), 1 ), true );
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player.sendToInRangeSet( makeActorControl( player.getId(), ActorDespawnEffect, warpType, player.getTerritoryTypeId() ) );
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auto& taskMgr = Common::Service< TaskMgr >::ref();
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taskMgr.queueTask( makeWarpTask( player, warpType, targetPos, targetRot, 1000 ) );
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@ -87,35 +71,37 @@ void WarpMgr::finishWarp( Entity::Player& player )
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if( it != m_entityIdToWarpInfoMap.end() )
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warpType = it->second.m_warpType;
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uint32_t vfxType = 0; // seems to only be used for raise animation?
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bool raiseAnim = player.getStatus() == Common::ActorStatus::Dead ? 1 : 0;
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switch( warpType )
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{
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case WarpType::WARP_TYPE_REISE:
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case WarpType::WARP_TYPE_HOME_POINT:
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case WarpType::WARP_TYPE_EXIT_RANGE:
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{
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if( player.getStatus() == Common::ActorStatus::Dead )
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{
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player.resetHp();
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player.resetMp();
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player.setStatus( Common::ActorStatus::Idle );
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vfxType = 1;
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}
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}
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}
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auto zoneInPacket = makeActorControlSelf( player.getId(), Appear, warpType, vfxType, 0, 0 );
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auto warpFinishAnim = warpType - 1;
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auto zoneInPacket = makeActorControlSelf( player.getId(), Appear, warpFinishAnim, raiseAnim, 0, 0 );
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auto setStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
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player.setZoningType( Common::ZoningType::None );
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if( !player.getGmInvis() )
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player.sendToInRangeSet( zoneInPacket );
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player.sendToInRangeSet( setStatusPacket, true );
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auto& server = Common::Service< WorldServer >::ref();
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server.queueForPlayer( player.getCharacterId(), zoneInPacket );
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player.sendToInRangeSet( setStatusPacket, true );
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playerMgr.onUnsetStateFlag( player, PlayerStateFlag::BetweenAreas );
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}
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@ -169,12 +155,12 @@ void WarpMgr::requestPlayerTeleport( Entity::Player& player, uint16_t aetheryteI
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}
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else if( teleportType == 3 ) // return
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{
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warpType = WarpType::WARP_TYPE_HOME_POINT;
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warpType = WarpType::WARP_TYPE_EXIT_RANGE;
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player.setZoningType( Common::ZoningType::Return );
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}
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else if( teleportType == 4 ) // return
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else if( teleportType == 4 ) // return dead
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{
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warpType = WarpType::WARP_TYPE_REISE;
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warpType = WarpType::WARP_TYPE_EXIT_RANGE;
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player.setZoningType( Common::ZoningType::ReturnDead );
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}
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@ -6,9 +6,20 @@
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#include <Service.h>
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#include <Manager/TerritoryMgr.h>
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#include <Manager/PlayerMgr.h>
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#include <Network/PacketContainer.h>
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#include <Network/PacketDef/Zone/ServerZoneDef.h>
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#include <Network/CommonActorControl.h>
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#include <Network/PacketWrappers/ActorControlSelfPacket.h>
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#include <Network/PacketWrappers/ActorControlPacket.h>
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using namespace Sapphire::World;
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using namespace Sapphire::World::Manager;
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using namespace Sapphire::Common;
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using namespace Sapphire::Network::ActorControl;
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using namespace Sapphire::Network::Packets;
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using namespace Sapphire::Network::Packets::WorldPackets::Server;
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MoveTerritoryTask::MoveTerritoryTask( Entity::Player& player, Common::WarpType warpType,
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uint32_t targetTerritoryId, Common::FFXIVARR_POSITION3 targetPos, float targetRot, uint64_t delayTime ) : Task( delayTime )
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@ -29,6 +40,22 @@ void MoveTerritoryTask::execute()
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if( !pPlayer )
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return;
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pPlayer->sendToInRangeSet( makeActorControlSelf( pPlayer->getId(), WarpStart, m_warpInfo.m_warpType, 1, 0, m_warpInfo.m_targetTerritoryId, 1 ), true );
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pPlayer->sendToInRangeSet( makeActorControl( pPlayer->getId(), ActorDespawnEffect, m_warpInfo.m_warpType, m_warpInfo.m_targetTerritoryId ) );
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Common::Service< PlayerMgr >::ref().onSetStateFlag( *pPlayer, Common::PlayerStateFlag::BetweenAreas );
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auto moveTerritoryPacket = makeZonePacket< WorldPackets::Server::FFXIVIpcMoveTerritory >( pPlayer->getId() );
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moveTerritoryPacket->data().index = -1;
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moveTerritoryPacket->data().territoryType = m_warpInfo.m_targetTerritoryId;
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moveTerritoryPacket->data().zoneId = pPlayer->getTerritoryTypeId();
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moveTerritoryPacket->data().worldId = server.getWorldId();
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moveTerritoryPacket->data().worldId1 = server.getWorldId();
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moveTerritoryPacket->data().landId = -1;
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moveTerritoryPacket->data().landSetId = -1;
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moveTerritoryPacket->data().landTerritoryId = -1;
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strcpy( moveTerritoryPacket->data().worldName, "Sapphire" );
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server.queueForPlayer( pPlayer->getCharacterId(), moveTerritoryPacket );
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pPlayer->setPos( m_warpInfo.m_targetPos, false );
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pPlayer->setRot( m_warpInfo.m_targetRot );
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@ -32,8 +32,8 @@ void WarpTask::execute()
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if( !pPlayer )
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return;
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pPlayer->setPos( m_warpInfo.m_targetPos, false );
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pPlayer->sendToInRangeSet( makeWarp( pPlayer->getId(), m_warpInfo.m_warpType, m_warpInfo.m_targetPos, m_warpInfo.m_targetRot ), true );
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pPlayer->setPos( m_warpInfo.m_targetPos, false );
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}
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std::string WarpTask::toString()
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