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Removal of redundant namespace qualifiers

This commit is contained in:
Mordred 2017-08-17 17:45:45 +02:00
parent 61be1ec2c3
commit 94637b6795
7 changed files with 56 additions and 77 deletions

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@ -54,8 +54,8 @@ using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server; using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::actionHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint16_t commandId = inPacket.getValAt< uint16_t >( 0x20 ); uint16_t commandId = inPacket.getValAt< uint16_t >( 0x20 );
uint64_t param1 = inPacket.getValAt< uint64_t >( 0x24 ); uint64_t param1 = inPacket.getValAt< uint64_t >( 0x24 );

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@ -1,61 +1,38 @@
#include <Server_Common/Common.h> #include <Server_Common/Common.h>
#include <Server_Common/CommonNetwork.h> #include <Server_Common/CommonNetwork.h>
#include <Server_Common/Database.h>
#include <Server_Common/GamePacketNew.h> #include <Server_Common/GamePacketNew.h>
#include <Server_Common/Logger.h> #include <Server_Common/Logger.h>
#include <Server_Common/ExdData.h>
#include <Server_Common/PacketContainer.h> #include <Server_Common/PacketContainer.h>
#include <boost/format.hpp>
#include "GameConnection.h" #include "GameConnection.h"
#include "Session.h" #include "Session.h"
#include "Zone.h"
#include "ZonePosition.h"
#include "ServerZone.h"
#include "ZoneMgr.h"
#include "InitUIPacket.h"
#include "PingPacket.h"
#include "MoveActorPacket.h"
#include "ChatPacket.h"
#include "ServerNoticePacket.h" #include "ServerNoticePacket.h"
#include "ActorControlPacket142.h" #include "ActorControlPacket142.h"
#include "ActorControlPacket143.h" #include "ActorControlPacket143.h"
#include "ActorControlPacket144.h" #include "ActorControlPacket144.h"
#include "EventStartPacket.h"
#include "EventFinishPacket.h"
#include "PlayerStateFlagsPacket.h" #include "PlayerStateFlagsPacket.h"
#include "GameCommandHandler.h"
#include "Player.h" #include "Player.h"
#include "Inventory.h"
#include "Forwards.h" #include "Forwards.h"
#include "EventHelper.h"
#include "Action.h"
#include "ActionTeleport.h"
extern Core::Logger g_log; extern Core::Logger g_log;
extern Core::Db::Database g_database;
extern Core::ServerZone g_serverZone;
extern Core::ZoneMgr g_zoneMgr;
extern Core::Data::ExdData g_exdData;
extern Core::GameCommandHandler g_gameCommandMgr;
using namespace Core::Common; using namespace Core::Common;
using namespace Core::Network::Packets; using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server; using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::cfDutyInfoRequest( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::cfDutyInfoRequest( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() ); GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() );
queueOutPacket( dutyInfoPacket ); queueOutPacket( dutyInfoPacket );
@ -65,8 +42,8 @@ void Core::Network::GameConnection::cfDutyInfoRequest( const Core::Network::Pack
} }
void Core::Network::GameConnection::cfRegisterDuty( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::cfRegisterDuty( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer) Entity::PlayerPtr pPlayer)
{ {
// TODO use for loop for this // TODO use for loop for this
auto contentId1 = inPacket.getValAt< uint16_t >( 46 ); auto contentId1 = inPacket.getValAt< uint16_t >( 46 );
@ -89,14 +66,14 @@ void Core::Network::GameConnection::cfRegisterDuty( const Core::Network::Packets
queueOutPacket( cfCancelPacket ); queueOutPacket( cfCancelPacket );
} }
void Core::Network::GameConnection::cfRegisterRoulette( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::cfRegisterRoulette( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer) Entity::PlayerPtr pPlayer)
{ {
pPlayer->sendDebug("Roulette register"); pPlayer->sendDebug("Roulette register");
} }
void Core::Network::GameConnection::cfDutyAccepted( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::cfDutyAccepted( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer) Entity::PlayerPtr pPlayer)
{ {
pPlayer->sendDebug("TODO: Duty accept"); pPlayer->sendDebug("TODO: Duty accept");
} }

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@ -29,8 +29,8 @@ using namespace Core::Common;
using namespace Core::Network::Packets; using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server; using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::eventHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::eventHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint16_t eventHandlerId = inPacket.getValAt< uint16_t >( 0x12 ); uint16_t eventHandlerId = inPacket.getValAt< uint16_t >( 0x12 );

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@ -92,8 +92,8 @@ enum GmCommand
Jump = 0x025E, Jump = 0x025E,
JumpNpc = 0x025F, JumpNpc = 0x025F,
}; };
void Core::Network::GameConnection::gm1Handler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t commandId = inPacket.getValAt< uint32_t >( 0x20 ); uint32_t commandId = inPacket.getValAt< uint32_t >( 0x20 );
uint32_t param1 = inPacket.getValAt< uint32_t >( 0x24 ); uint32_t param1 = inPacket.getValAt< uint32_t >( 0x24 );
@ -338,8 +338,8 @@ void Core::Network::GameConnection::gm1Handler( const Core::Network::Packets::Ga
} }
void Core::Network::GameConnection::gm2Handler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::gm2Handler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t commandId = inPacket.getValAt< uint32_t >( 0x20 ); uint32_t commandId = inPacket.getValAt< uint32_t >( 0x20 );
std::string param1 = inPacket.getStringAt( 0x34 ); std::string param1 = inPacket.getStringAt( 0x34 );

View file

@ -54,8 +54,8 @@ using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server; using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::inventoryModifyHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::inventoryModifyHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t seq = inPacket.getValAt< uint32_t >( 0x20 ); uint32_t seq = inPacket.getValAt< uint32_t >( 0x20 );
uint8_t action = inPacket.getValAt< uint8_t >( 0x24 ); uint8_t action = inPacket.getValAt< uint8_t >( 0x24 );

View file

@ -53,16 +53,16 @@ using namespace Core::Common;
using namespace Core::Network::Packets; using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server; using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::fcInfoReqHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::fcInfoReqHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
GamePacketPtr pPe( new GamePacket( 0xDD, 0x78, pPlayer->getId(), pPlayer->getId() ) ); GamePacketPtr pPe( new GamePacket( 0xDD, 0x78, pPlayer->getId(), pPlayer->getId() ) );
pPe->setValAt< uint8_t >( 0x48, 0x01 ); pPe->setValAt< uint8_t >( 0x48, 0x01 );
queueOutPacket( pPe ); queueOutPacket( pPe );
} }
void Core::Network::GameConnection::setSearchInfoHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::setSearchInfoHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t inval = inPacket.getValAt< uint32_t >( 0x20 ); uint32_t inval = inPacket.getValAt< uint32_t >( 0x20 );
uint32_t inval1 = inPacket.getValAt< uint32_t >( 0x24 ); uint32_t inval1 = inPacket.getValAt< uint32_t >( 0x24 );
@ -96,8 +96,8 @@ void Core::Network::GameConnection::setSearchInfoHandler( const Core::Network::P
true ); true );
} }
void Core::Network::GameConnection::reqSearchInfoHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::reqSearchInfoHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
GamePacketNew< FFXIVIpcInitSearchInfo > searchInfoPacket( pPlayer->getId() ); GamePacketNew< FFXIVIpcInitSearchInfo > searchInfoPacket( pPlayer->getId() );
searchInfoPacket.data().onlineStatusFlags = pPlayer->getOnlineStatusMask(); searchInfoPacket.data().onlineStatusFlags = pPlayer->getOnlineStatusMask();
@ -106,15 +106,15 @@ void Core::Network::GameConnection::reqSearchInfoHandler( const Core::Network::P
queueOutPacket( searchInfoPacket ); queueOutPacket( searchInfoPacket );
} }
void Core::Network::GameConnection::linkshellListHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::linkshellListHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
GamePacketNew< FFXIVIpcLinkshellList > linkshellListPacket( pPlayer->getId() ); GamePacketNew< FFXIVIpcLinkshellList > linkshellListPacket( pPlayer->getId() );
queueOutPacket( linkshellListPacket ); queueOutPacket( linkshellListPacket );
} }
void Core::Network::GameConnection::updatePositionHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::updatePositionHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
// if the player is marked for zoning we no longer want to update his pos // if the player is marked for zoning we no longer want to update his pos
if( pPlayer->isMarkedForZoning() ) if( pPlayer->isMarkedForZoning() )
@ -291,8 +291,8 @@ void Core::Network::GameConnection::updatePositionHandler( const Core::Network::
void Core::Network::GameConnection::zoneLineHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::zoneLineHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t zoneLineId = inPacket.getValAt< uint32_t >( 0x20 ); uint32_t zoneLineId = inPacket.getValAt< uint32_t >( 0x20 );
@ -336,8 +336,8 @@ void Core::Network::GameConnection::zoneLineHandler( const Core::Network::Packet
} }
void Core::Network::GameConnection::discoveryHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::discoveryHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t ref_position_id = inPacket.getValAt< uint32_t >( 0x20 ); uint32_t ref_position_id = inPacket.getValAt< uint32_t >( 0x20 );
@ -365,8 +365,8 @@ void Core::Network::GameConnection::discoveryHandler( const Core::Network::Packe
} }
void Core::Network::GameConnection::playTimeHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::playTimeHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
GamePacketNew< FFXIVIpcPlayTime > playTimePacket( pPlayer->getId() ); GamePacketNew< FFXIVIpcPlayTime > playTimePacket( pPlayer->getId() );
playTimePacket.data().playTimeInMinutes = pPlayer->getPlayTime() / 60; playTimePacket.data().playTimeInMinutes = pPlayer->getPlayTime() / 60;
@ -374,8 +374,8 @@ void Core::Network::GameConnection::playTimeHandler( const Core::Network::Packet
} }
void Core::Network::GameConnection::initHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::initHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
// init handler means this is a login procedure // init handler means this is a login procedure
pPlayer->setIsLogin( true ); pPlayer->setIsLogin( true );
@ -384,8 +384,8 @@ void Core::Network::GameConnection::initHandler( const Core::Network::Packets::G
} }
void Core::Network::GameConnection::blackListHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::blackListHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint8_t count = inPacket.getValAt< uint8_t >( 0x21 ); uint8_t count = inPacket.getValAt< uint8_t >( 0x21 );
@ -399,8 +399,8 @@ void Core::Network::GameConnection::blackListHandler( const Core::Network::Packe
} }
void Core::Network::GameConnection::pingHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::pingHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
int32_t inVal = inPacket.getValAt< int32_t >( 0x20 ); int32_t inVal = inPacket.getValAt< int32_t >( 0x20 );
PingPacket pingPacket( pPlayer, inVal ); PingPacket pingPacket( pPlayer, inVal );
@ -410,8 +410,8 @@ void Core::Network::GameConnection::pingHandler( const Core::Network::Packets::G
} }
void Core::Network::GameConnection::finishLoadingHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::finishLoadingHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
// player is done zoning // player is done zoning
pPlayer->setLoadingComplete( true ); pPlayer->setLoadingComplete( true );
@ -431,8 +431,8 @@ void Core::Network::GameConnection::finishLoadingHandler( const Core::Network::P
pPlayer->getCurrentZone()->changeActorPosition( pPlayer ); pPlayer->getCurrentZone()->changeActorPosition( pPlayer );
} }
void Core::Network::GameConnection::socialListHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::socialListHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint8_t type = inPacket.getValAt< uint8_t >( 0x2A ); uint8_t type = inPacket.getValAt< uint8_t >( 0x2A );
@ -489,8 +489,8 @@ void Core::Network::GameConnection::socialListHandler( const Core::Network::Pack
} }
void Core::Network::GameConnection::chatHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::chatHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
std::string chatString( inPacket.getStringAt( 0x3a ) ); std::string chatString( inPacket.getStringAt( 0x3a ) );
@ -539,8 +539,8 @@ void Core::Network::GameConnection::chatHandler( const Core::Network::Packets::G
// currently we wait for the session to just time out after logout, this can be a problem is the user tries to // 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. // log right back in.
// Also the packet needs to be converted to an ipc structure // Also the packet needs to be converted to an ipc structure
void Core::Network::GameConnection::logoutHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::logoutHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
GamePacketNew< FFXIVIpcLogout > logoutPacket( pPlayer->getId() ); GamePacketNew< FFXIVIpcLogout > logoutPacket( pPlayer->getId() );
logoutPacket.data().flags1 = 0x02; logoutPacket.data().flags1 = 0x02;

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@ -48,8 +48,8 @@ using namespace Core::Common;
using namespace Core::Network::Packets; using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server; using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::skillHandler( const Core::Network::Packets::GamePacket& inPacket, void Core::Network::GameConnection::skillHandler( const Packets::GamePacket& inPacket,
Core::Entity::PlayerPtr pPlayer ) Entity::PlayerPtr pPlayer )
{ {
uint32_t action = inPacket.getValAt< uint32_t >( 0x24 ); uint32_t action = inPacket.getValAt< uint32_t >( 0x24 );
@ -61,7 +61,9 @@ void Core::Network::GameConnection::skillHandler( const Core::Network::Packets::
{ {
std::string actionIdStr = boost::str( boost::format( "%|04X|" ) % action ); std::string actionIdStr = boost::str( boost::format( "%|04X|" ) % action );
pPlayer->sendDebug( "---------------------------------------" ); pPlayer->sendDebug( "---------------------------------------" );
pPlayer->sendDebug( "ActionHandler ( " + actionIdStr + " | " + g_exdData.m_actionInfoMap[action].name + " | " + std::to_string( targetId ) + " )" ); pPlayer->sendDebug( "ActionHandler ( " + actionIdStr + " | " +
g_exdData.m_actionInfoMap[action].name +
" | " + std::to_string( targetId ) + " )" );
pPlayer->queuePacket( ActorControlPacket142( pPlayer->getId(), ActorControlType::ActionStart, 0x01, action ) ); pPlayer->queuePacket( ActorControlPacket142( pPlayer->getId(), ActorControlType::ActionStart, 0x01, action ) );