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Split of content finder handlers

This commit is contained in:
Mordred 2017-08-17 00:07:42 +02:00
parent 140b457a2a
commit 99b86c63a2
2 changed files with 104 additions and 82 deletions

View file

@ -0,0 +1,102 @@
#include <Server_Common/Common.h>
#include <Server_Common/CommonNetwork.h>
#include <Server_Common/Database.h>
#include <Server_Common/GamePacketNew.h>
#include <Server_Common/Logger.h>
#include <Server_Common/ExdData.h>
#include <Server_Common/PacketContainer.h>
#include <boost/format.hpp>
#include "GameConnection.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 "ActorControlPacket142.h"
#include "ActorControlPacket143.h"
#include "ActorControlPacket144.h"
#include "EventStartPacket.h"
#include "EventFinishPacket.h"
#include "PlayerStateFlagsPacket.h"
#include "GameCommandHandler.h"
#include "Player.h"
#include "Inventory.h"
#include "Forwards.h"
#include "EventHelper.h"
#include "Action.h"
#include "ActionTeleport.h"
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::Network::Packets;
using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::cfDutyInfoRequest(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() );
queueOutPacket( dutyInfoPacket );
GamePacketNew< FFXIVIpcCFPlayerInNeed > inNeedsPacket( pPlayer->getId() );
queueOutPacket( inNeedsPacket );
}
void Core::Network::GameConnection::cfRegisterDuty(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
// TODO use for loop for this
auto contentId1 = pInPacket->getValAt< uint16_t >( 46 );
auto contentId2 = pInPacket->getValAt< uint16_t >( 48 );
auto contentId3 = pInPacket->getValAt< uint16_t >( 50 );
auto contentId4 = pInPacket->getValAt< uint16_t >( 52 );
auto contentId5 = pInPacket->getValAt< uint16_t >( 54 );
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(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
pPlayer->sendDebug("Roulette register");
}
void Core::Network::GameConnection::cfDutyAccepted(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
pPlayer->sendDebug("TODO: Duty accept");
}

View file

@ -698,38 +698,6 @@ void Core::Network::GameConnection::socialListHandler( Core::Network::Packets::G
else if( type == 0x0e )
{ // player search result
// TODO: implement player search
/*CGamePacket * pPE = new CGamePacket(0xCC, 0x3A0, pPlayer->getId(), pPlayer->getId());
pPE->setInt8At(0x2C, 0x0E);
pPE->setInt8At(0x2D, count);
std::set<CPlayer*> tmpSet = m_playerSearchResult;
std::set<CPlayer*>::iterator it;
int32_t i = 0x30;
for(it = tmpSet.begin(); it != tmpSet.end(); it++)
{
if((*it)->getId() == pPlayer->getId())
{
continue;
}
pPE->setInt64At(i, (*it)->getContentId());
pPE->setInt8At(i+0x16, 0x2);
pPE->setInt16At(i+0x0A, (*it)->getZone()->getLayoutId());
pPE->setInt16At(i+0x0C, (*it)->getZone()->getLayoutId());
pPE->setInt16At(i+0x0E, 0x46);
pPE->setInt16At(i+0x14, 0x100);
pPE->setInt16At(i+0x1A, 0x8000);
pPE->setInt16At(i + 0x20, static_cast<uint8_t>((*it)->getClass()));
pPE->setInt16At(i+0x22,(*it)->getLevel());
pPE->setStringAt(i+0x26, (*it)->getName());
i += 0x48;
}
pPlayer->queuePacket(pPE);*/
}
}
@ -740,8 +708,7 @@ void Core::Network::GameConnection::chatHandler( Core::Network::Packets::GamePac
std::string chatString( pInPacket->getStringAt( 0x3a ) );
uint32_t sourceId;
sourceId = pInPacket->getValAt< uint32_t >( 0x24 );
uint32_t sourceId = pInPacket->getValAt< uint32_t >( 0x24 );
if( chatString.at( 0 ) == '@' )
{
@ -793,50 +760,3 @@ void Core::Network::GameConnection::logoutHandler( Core::Network::Packets::GameP
logoutPacket.data().flags2 = 0x2000;
queueOutPacket( logoutPacket );
}
void Core::Network::GameConnection::cfDutyInfoRequest(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() );
queueOutPacket( dutyInfoPacket );
GamePacketNew< FFXIVIpcCFPlayerInNeed > inNeedsPacket( pPlayer->getId() );
queueOutPacket( inNeedsPacket );
}
void Core::Network::GameConnection::cfRegisterDuty(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
// TODO use for loop for this
auto contentId1 = pInPacket->getValAt< uint16_t >( 46 );
auto contentId2 = pInPacket->getValAt< uint16_t >( 48 );
auto contentId3 = pInPacket->getValAt< uint16_t >( 50 );
auto contentId4 = pInPacket->getValAt< uint16_t >( 52 );
auto contentId5 = pInPacket->getValAt< uint16_t >( 54 );
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(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
pPlayer->sendDebug("Roulette register");
}
void Core::Network::GameConnection::cfDutyAccepted(Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer)
{
pPlayer->sendDebug("TODO: Duty accept");
}