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kawari/src/world/connection.rs

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use mlua::{UserData, UserDataFields, UserDataMethods};
use tokio::net::TcpStream;
use crate::{
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common::{Position, timestamp_secs},
opcodes::ServerZoneIpcType,
packet::{
CompressionType, ConnectionType, PacketSegment, PacketState, SegmentType, parse_packet,
send_packet,
},
};
use super::{
Inventory, Item, Zone,
ipc::{
ActorSetPos, ClientZoneIpcSegment, ContainerInfo, ContainerType, InitZone, ItemInfo,
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ServerZoneIpcData, ServerZoneIpcSegment, StatusEffect, StatusEffectList, UpdateClassInfo,
WeatherChange,
},
};
#[derive(Debug, Default, Clone, Copy)]
pub struct PlayerData {
pub actor_id: u32,
pub content_id: u64,
pub account_id: u32,
}
impl UserData for PlayerData {
fn add_fields<F: UserDataFields<Self>>(fields: &mut F) {
fields.add_field_method_get("content_id", |_, this| Ok(this.content_id));
}
}
/// Represents a single connection between an instance of the client and the world server
pub struct ZoneConnection {
pub socket: TcpStream,
pub state: PacketState,
pub player_data: PlayerData,
pub zone: Option<Zone>,
pub spawn_index: u8,
pub position: Position,
pub inventory: Inventory,
}
impl ZoneConnection {
pub async fn parse_packet(
&mut self,
data: &[u8],
) -> (Vec<PacketSegment<ClientZoneIpcSegment>>, ConnectionType) {
parse_packet(data, &mut self.state).await
}
pub async fn send_segment(&mut self, segment: PacketSegment<ServerZoneIpcSegment>) {
send_packet(
&mut self.socket,
&mut self.state,
ConnectionType::Zone,
CompressionType::Oodle,
&[segment],
)
.await;
}
pub async fn set_player_position(&mut self, position: Position) {
// set pos
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::ActorSetPos,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::ActorSetPos(ActorSetPos {
unk: 0x020fa3b8,
position,
..Default::default()
}),
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
}
pub async fn change_zone(&mut self, new_zone_id: u16) {
self.zone = Some(Zone::load(new_zone_id));
// Player Class Info
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::UpdateClassInfo,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::UpdateClassInfo(UpdateClassInfo {
class_id: 35,
unknown: 1,
synced_level: 90,
class_level: 90,
..Default::default()
}),
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
// link shell information
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::LinkShellInformation,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::LinkShellInformation { unk: [0; 456] },
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
// TODO: send unk16?
// Init Zone
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::InitZone,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::InitZone(InitZone {
server_id: 0,
zone_id: self.zone.as_ref().unwrap().id,
weather_id: 1,
..Default::default()
}),
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
}
pub async fn change_weather(&mut self, new_weather_id: u16) {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::WeatherChange,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::WeatherChange(WeatherChange {
weather_id: new_weather_id,
transistion_time: 1.0,
}),
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
pub fn get_free_spawn_index(&mut self) -> u8 {
self.spawn_index += 1;
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self.spawn_index
}
pub async fn send_inventory(&mut self) {
// item list
{
let equipped = self.inventory.equipped;
let mut send_slot = async |slot_index: u16, item: &Item| {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::ItemInfo,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::ItemInfo(ItemInfo {
container: ContainerType::Equipped,
slot: slot_index,
quantity: item.quantity,
catalog_id: item.id,
condition: 30000,
..Default::default()
}),
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
};
send_slot(0, &equipped.main_hand).await;
send_slot(1, &equipped.off_hand).await;
send_slot(2, &equipped.head).await;
send_slot(3, &equipped.body).await;
send_slot(4, &equipped.hands).await;
send_slot(6, &equipped.legs).await;
send_slot(7, &equipped.feet).await;
send_slot(8, &equipped.ears).await;
send_slot(9, &equipped.neck).await;
send_slot(10, &equipped.wrists).await;
send_slot(11, &equipped.right_ring).await;
send_slot(12, &equipped.left_ring).await;
send_slot(13, &equipped.soul_crystal).await;
}
// inform the client they have items equipped
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::ContainerInfo,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::ContainerInfo(ContainerInfo {
container: ContainerType::Equipped,
num_items: self.inventory.equipped.num_items(),
..Default::default()
}),
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
}
pub async fn send_message(&mut self, message: &str) {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::ServerChatMessage,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::ServerChatMessage {
message: message.to_string(),
unk: 0,
},
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
pub async fn process_lua_player(&mut self, player: &mut LuaPlayer) {
for segment in &player.queued_segments {
self.send_segment(segment.clone()).await;
}
player.queued_segments.clear();
}
}
#[derive(Default)]
pub struct LuaPlayer {
pub player_data: PlayerData,
queued_segments: Vec<PacketSegment<ServerZoneIpcSegment>>,
}
impl LuaPlayer {
fn queue_segment(&mut self, segment: PacketSegment<ServerZoneIpcSegment>) {
self.queued_segments.push(segment);
}
fn send_message(&mut self, message: &str) {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::ServerChatMessage,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::ServerChatMessage {
message: message.to_string(),
unk: 0,
},
..Default::default()
};
self.queue_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
});
}
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fn give_status_effect(&mut self, effect_id: u16, duration: f32) {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::StatusEffectList,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::StatusEffectList(StatusEffectList {
statues: [StatusEffect {
effect_id,
param: 0,
duration,
source_actor_id: self.player_data.actor_id,
}; 30],
..Default::default()
}),
..Default::default()
};
self.queue_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
});
}
}
impl UserData for LuaPlayer {
fn add_methods<M: UserDataMethods<Self>>(methods: &mut M) {
methods.add_method_mut("send_message", |_, this, message: String| {
this.send_message(&message);
Ok(())
});
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methods.add_method_mut(
"give_status_effect",
|_, this, (effect_id, duration): (u16, f32)| {
this.give_status_effect(effect_id, duration);
Ok(())
},
);
}
}