#include #include #include #include #include #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" #include "src/servers/Server_Zone/Forwards.h" 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 ) { 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) { // 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 ); 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getId() ); cfCancelPacket.data().state1 = 3; cfCancelPacket.data().state2 = 1; // Your registration is withdrawn.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) { pPlayer->sendDebug("Roulette register"); } void Core::Network::GameConnection::cfDutyAccepted( const Packets::GamePacket& inPacket, Entity::PlayerPtr pPlayer) { pPlayer->sendDebug("TODO: Duty accept"); }