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sapphire/src/world/Network/Handlers/ClientTriggerHandler.cpp
2024-06-20 17:55:51 +09:00

632 lines
20 KiB
C++

#include <Common.h>
#include <Network/CommonNetwork.h>
#include <Network/GamePacket.h>
#include <Logging/Logger.h>
#include <Exd/ExdDataGenerated.h>
#include <Network/PacketContainer.h>
#include <Network/CommonActorControl.h>
#include <Network/PacketDef/Zone/ClientZoneDef.h>
#include <Util/Util.h>
#include <datReader/DatCategories/bg/LgbTypes.h>
#include <datReader/DatCategories/bg/lgb.h>
#include "Territory/Territory.h"
#include "Territory/ZonePosition.h"
#include <Territory/InstanceObjectCache.h>
#include "Manager/HousingMgr.h"
#include "Network/GameConnection.h"
#include "Network/PacketWrappers/ExaminePacket.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 "Manager/DebugCommandMgr.h"
#include "Manager/EventMgr.h"
#include "Action/Action.h"
#include "Session.h"
#include "ServerMgr.h"
#include "Forwards.h"
#include <Service.h>
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;
void examineHandler( Sapphire::Entity::Player& player, uint32_t targetId )
{
using namespace Sapphire;
auto& serverMgr = Common::Service< World::ServerMgr >::ref();
auto pSession = serverMgr.getSession( targetId );
if( pSession )
{
auto pTarget = pSession->getPlayer();
if( pTarget )
{
if( pTarget->isActingAsGm() || pTarget->getZoneId() != player.getZoneId() )
{
player.queuePacket( makeActorControl( player.getId(), ActorControlType::ExamineError ) );
}
else
{
player.queuePacket( std::make_shared< ExaminePacket >( player, pTarget ) );
}
}
}
}
void Sapphire::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )
{
const auto packet = ZoneChannelPacket< Client::FFXIVIpcClientTrigger >( inPacket );
const auto commandId = packet.data().commandId;
const auto p1u64 = *reinterpret_cast< const uint64_t* >( &packet.data().param1 );
const auto p1 = packet.data().param1;
const auto p2 = packet.data().param2;
const auto p3 = packet.data().param3;
const auto p4 = packet.data().param4;
const auto pos = packet.data().position;
Logger::debug( "[{0}] Type: {1:X} (p1u64:{2:X} p1:{3} p2:{4} p3:{5} p4:{6} x:{7} y:{8} z:{9}",
m_pSession->getId(), commandId, p1u64, p1, p2, p3, p4, pos.x, pos.y, pos.z );
//Logger::Log(LoggingSeverity::debug, "[" + std::to_string(m_pSession->getId()) + "] " + pInPacket->toString());
switch( commandId )
{
case ClientTriggerType::ToggleSheathe: // Toggle sheathe
{
if( p1 == 1 )
player.setStance( Common::Stance::Active );
else
{
player.setStance( Common::Stance::Passive );
player.setAutoattack( false );
}
player.sendToInRangeSet( makeActorControl( player.getId(), 0, p1, 1 ) );
break;
}
case ClientTriggerType::ToggleAutoAttack: // Toggle auto-attack
{
if( p1 == 1 )
{
player.setAutoattack( true );
player.setStance( Common::Stance::Active );
}
else
player.setAutoattack( false );
// the client seems to ignore source actor of this packet and always set auto-attack on itself. causing everyone on screen take their weapons out
player.queuePacket( makeActorControl( player.getId(), 1, p1, 1 ) );
//player.sendToInRangeSet( makeActorControl( player.getId(), 1, p1, 1 ) );
break;
}
case ClientTriggerType::ChangeTarget: // Change target
{
uint64_t targetId = p1u64;
player.changeTarget( targetId );
break;
}
case ClientTriggerType::DismountReq:
{
player.dismount();
break;
}
case ClientTriggerType::SpawnCompanionReq:
{
player.spawnCompanion( static_cast< uint16_t >( p1 ) );
break;
}
case ClientTriggerType::DespawnCompanionReq:
{
player.spawnCompanion( 0 );
break;
}
case ClientTriggerType::RemoveStatusEffect: // Remove status (clicking it off)
{
// todo: check if status can be removed by client from exd
player.removeSingleStatusEffectById( static_cast< uint32_t >( p1 ) );
break;
}
case ClientTriggerType::CastCancel: // Cancel cast
{
if( player.getCurrentAction() )
player.getCurrentAction()->setInterrupted( Common::ActionInterruptType::RegularInterrupt );
break;
}
case ClientTriggerType::Examine:
{
uint32_t targetId = p1u64;
examineHandler( player, targetId );
break;
}
case ClientTriggerType::MarkPlayer: // Mark player
{
break;
}
case ClientTriggerType::SetTitleReq: // Set player title
{
player.setTitle( static_cast< uint16_t >( p1 ) );
break;
}
case ClientTriggerType::TitleList: // Get title list
{
player.sendTitleList();
break;
}
case ClientTriggerType::UpdatedSeenHowTos: // Update howtos seen
{
uint32_t howToId = p1;
player.updateHowtosSeen( howToId );
break;
}
case ClientTriggerType::CharaNameReq:
{
uint64_t targetContentId = p1u64;
// todo: look up player by content id
/*
auto packet = makeZonePacket< FFXIVIpcCharaNameReq >( player.getId() );
packet->data().contentId = targetContentId;
// lookup the name
strcpy( packet->data().name, name );
player.queuePacket( packet );
*/
break;
}
case ClientTriggerType::EmoteReq: // emote
case ClientTriggerType::EmoteWithWarp:
{
uint64_t targetId = player.getTargetId();
uint32_t emoteId = p1;
bool isSilent = p3 == 1;
auto& exdData = Common::Service< Data::ExdDataGenerated >::ref();
auto emoteData = exdData.get< Data::Emote >( emoteId );
if( !emoteData )
return;
if( commandId == ClientTriggerType::EmoteWithWarp )
{
player.setPos( packet.data().position );
player.setRot( Util::floatFromUInt16Rot( static_cast< uint16_t >( p4 ) ) );
if( player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = static_cast< uint16_t >( p4 );
setpos->data().waitForLoad = 18;
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.emote( emoteId, targetId, isSilent, commandId == ClientTriggerType::EmoteWithWarp ? static_cast< uint16_t >( p4 ) : 0 );
bool isPersistent = emoteData->emoteMode != 0;
if( isPersistent )
{
player.setStance( Common::Stance::Passive );
player.setAutoattack( false );
player.setPersistentEmote( emoteData->emoteMode );
player.setStatus( Common::ActorStatus::EmoteMode );
}
if( emoteData->drawsWeapon )
{
player.setStance( Common::Stance::Active );
}
break;
}
case ClientTriggerType::EmoteCancel: // emote cancel
case ClientTriggerType::PersistentEmoteCancel: // cancel persistent emote
case ClientTriggerType::EmoteCancelWithWarp:
{
if( commandId == ClientTriggerType::EmoteCancelWithWarp )
{
player.setPos( packet.data().position );
if( player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = p2;
setpos->data().waitForLoad = 18;
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.emoteInterrupt();
if( player.getPersistentEmote() )
{
player.setPersistentEmote( 0 );
player.setStatus( Common::ActorStatus::Idle );
auto pSetStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
player.sendToInRangeSet( pSetStatusPacket );
}
break;
}
case ClientTriggerType::PoseChange: // change pose
case ClientTriggerType::PoseReapply: // reapply pose
{
player.setPose( static_cast< uint8_t >( p2 ) );
auto pSetStatusPacket = makeActorControl( player.getId(), SetPose, p1, p2 );
player.sendToInRangeSet( pSetStatusPacket, true );
break;
}
case ClientTriggerType::PoseCancel: // cancel pose
{
player.setPose( static_cast< uint8_t >( p2 ) );
auto pSetStatusPacket = makeActorControl( player.getId(), SetPose, p1, p2 );
player.sendToInRangeSet( pSetStatusPacket, false );
break;
}
case ClientTriggerType::Return: // return dead / accept raise
{
switch( static_cast < ResurrectType >( p1 ) )
{
case ResurrectType::RaiseSpell:
// todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet)
player.returnToHomepoint();
break;
case ResurrectType::Return:
player.returnToHomepoint();
break;
default:
break;
}
}
case ClientTriggerType::FinishZoning: // Finish zoning
{
player.finishZoning();
break;
}
case ClientTriggerType::Teleport: // Teleport
{
player.teleportQuery( static_cast< uint16_t >( p1 ) );
break;
}
case ClientTriggerType::DyeItem: // Dye item
{
// p1 = item to dye container
// p2 = item to dye slot
// p3 = dye bag container
// p4 = dye bag slot
player.setDyeingInfo( p1, p2, p3, p4 );
break;
}
case ClientTriggerType::DirectorInitFinish: // Director init finish
{
player.getCurrentTerritory()->onInitDirector( player );
break;
}
case ClientTriggerType::DirectorSync: // Director init finish
{
player.getCurrentTerritory()->onDirectorSync( player );
break;
}
case ClientTriggerType::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere
{
player.setOnEnterEventDone( true );
break;
}
case ClientTriggerType::RequestInstanceLeave:
{
// todo: apply cf penalty if applicable, make sure player isn't in combat
player.exitInstance();
break;
}
case ClientTriggerType::AbandonQuest:
{
player.removeQuest( static_cast< uint16_t >( p1 ) );
break;
}
case ClientTriggerType::RequestHousingBuildPreset:
{
auto zone = player.getCurrentTerritory();
auto hZone = std::dynamic_pointer_cast< HousingZone >( zone );
if (!hZone)
return;
player.setActiveLand( static_cast< uint8_t >( p1 ), hZone->getWardNum() );
auto pShowBuildPresetUIPacket = makeActorControl( player.getId(), ShowBuildPresetUI, p1 );
player.queuePacket( pShowBuildPresetUIPacket );
break;
}
case ClientTriggerType::RequestLandSignFree:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto ident = housingMgr.clientTriggerParamsToLandIdent( p1, p2 );
housingMgr.sendLandSignFree( player, ident );
break;
}
case ClientTriggerType::RequestLandSignOwned:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto ident = housingMgr.clientTriggerParamsToLandIdent( p1, p2, false );
housingMgr.sendLandSignOwned( player, ident );
break;
}
case ClientTriggerType::RequestWardLandInfo:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
housingMgr.sendWardLandInfo( player, static_cast< uint8_t >( p2 ), static_cast< uint8_t >( p1 ) );
break;
}
case ClientTriggerType::RequestLandRelinquish:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto plot = static_cast< uint8_t >( p2 & 0xFF );
housingMgr.relinquishLand( player, plot );
break;
}
case ClientTriggerType::RequestEstateRename:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto ident = housingMgr.clientTriggerParamsToLandIdent( p1, p2 );
housingMgr.requestEstateRename( player, ident );
break;
}
case ClientTriggerType::RequestEstateEditGreeting:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto ident = housingMgr.clientTriggerParamsToLandIdent( p1, p2 );
housingMgr.requestEstateEditGreeting( player, ident );
break;
}
case ClientTriggerType::RequestEstateEditGuestAccessSettings:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto ident = housingMgr.clientTriggerParamsToLandIdent( p1, p2 );
housingMgr.requestEstateEditGuestAccess( player, ident );
break;
}
case ClientTriggerType::RequestHousingItemUI:
{
// close ui
if( p1 == 1 )
break;
// p2 is 0 when inside a house
uint8_t ward = ( p2 >> 16 ) & 0xFF;
uint8_t plot = ( p2 & 0xFF );
auto pShowHousingItemUIPacket = makeActorControl( player.getId(), ShowHousingItemUI, 0, plot );
player.queuePacket( pShowHousingItemUIPacket );
//TODO: show item housing container
break;
}
case ClientTriggerType::RequestEstateGreeting:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto ident = housingMgr.clientTriggerParamsToLandIdent( p1, p2 );
housingMgr.sendEstateGreeting( player, ident );
break;
}
case ClientTriggerType::RequestLandInventory:
{
uint8_t plot = ( p2 & 0xFF );
auto& housingMgr = Common::Service< HousingMgr >::ref();
uint16_t inventoryType = Common::InventoryType::HousingExteriorPlacedItems;
if( p3 == 1 )
inventoryType = Common::InventoryType::HousingExteriorStoreroom;
housingMgr.sendEstateInventory( player, inventoryType, plot );
break;
}
case ClientTriggerType::RequestEstateInventory:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
// p1 = 1 - storeroom
// p1 = 0 - placed items
if( p1 == 1 )
housingMgr.sendInternalEstateInventoryBatch( player, true );
else
housingMgr.sendInternalEstateInventoryBatch( player );
break;
}
case ClientTriggerType::RequestHousingItemRemove:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
auto slot = p4 & 0xFF;
auto sendToStoreroom = ( p4 >> 16 ) != 0;
//player, plot, containerId, slot, sendToStoreroom
housingMgr.reqRemoveHousingItem( player, static_cast< uint16_t >( p2 ), static_cast< uint16_t >( p3 ), static_cast< uint8_t >( slot ), sendToStoreroom );
break;
}
case ClientTriggerType::RequestEstateExteriorRemodel:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
housingMgr.reqEstateExteriorRemodel( player, static_cast< uint16_t >( p1 ) );
break;
}
case ClientTriggerType::RequestEstateInteriorRemodel:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
housingMgr.reqEstateInteriorRemodel( player );
break;
}
case ClientTriggerType::RequestEstateHallRemoval:
{
auto& housingMgr = Common::Service< HousingMgr >::ref();
housingMgr.removeHouse( player, static_cast< uint16_t >( p1 ) );
break;
}
case ClientTriggerType::UpdateEstateGuestAccess:
{
auto canTeleport = ( p3 & 0xFF ) == 1;
auto unk1 = ( p3 >> 8 & 0xFF ) == 1; // todo: related to fc? or unused?
auto privateEstateAccess = ( p3 >> 16 & 0xFF ) == 1;
auto unk = ( p3 >> 24 & 0xFF ) == 1; // todo: related to fc? or unused?
player.sendDebug( "can teleport: {0}, unk: {1}, privateEstateAccess: {2}, unk: {3}",
canTeleport, unk1, privateEstateAccess, unk );
break;
}
case ClientTriggerType::RequestEventBattle:
{
auto packet = makeActorControlSelf( player.getId(), ActorControl::EventBattleDialog, 0, p2, p3 );
player.queuePacket( packet );
break;
}
case ClientTriggerType::CutscenePlayed:
{
player.sendDebug( "cutscene: {}", p1 );
break;
}
case ClientTriggerType::OpenPerformInstrumentUI:
{
//p1 = instrument, 0 = end
player.sendDebug( "perform: {}", p1 );
if( p1 == 0 )
{
player.sendToInRangeSet( makeActorControl( player.getId(), ActorControl::SetStatus, 1, 0, 0, 0 ), true );
player.unsetStateFlag( PlayerStateFlag::Performing );
}
else
{
player.sendToInRangeSet( makeActorControl( player.getId(), ActorControl::SetStatus, 16, p1, 0, 0 ), true );
player.setStateFlag( PlayerStateFlag::Performing );
}
break;
}
case ClientTriggerType::CameraMode:
{
if( ( p1 & 0xFF ) == 1 )
{
player.setOnlineStatusMask( player.getOnlineStatusMask() | 0x0000000000040000 );
}
else
{
player.setOnlineStatusMask( player.getOnlineStatusMask() & 0xFFFFFFFFFFFBFFFF );
}
break;
}
case 0x25E: // coming out from water (no 3.x name)
case 0xD1: // underwater town portal (3.x NEWBIE_TELEPO_INQUIRY)
{
auto p = makeZonePacket< FFXIVIpcPrepareZoning >( player.getId() );
p->data().targetZone = player.getCurrentTerritory()->getTerritoryTypeId();
p->data().param4 = commandId == 0xD1 ? 14 : 227;
p->data().hideChar = commandId == 0xD1 ? 2 : 1;
p->data().fadeOut = commandId == 0xD1 ? 24 : 25;
p->data().fadeOutTime = 1;
p->data().unknown = commandId == 0xD1 ? 4 : 6;
auto x = pos.x;
auto y = pos.y;
auto z = pos.z;
auto rot = player.getRot();
if( commandId == 0xD1 )
{
auto& instanceObjectCache = Common::Service< InstanceObjectCache >::ref();
auto exit = instanceObjectCache.getExitRange( p->data().targetZone, p1 );
if( exit )
{
player.sendDebug( "exitRange {0} found!", p1 );
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}!", p1, p->data().targetZone );
}
}
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 = commandId == 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;
}
default:
{
Logger::debug( "[{0}] Unhandled action: {1:04X}", m_pSession->getId(), commandId );
break;
}
}
}