bcbe62af06
Add packets related to playing events and scenes
2025-03-28 23:00:32 -04:00
bbbe426617
Improve how the status effect list is sent and created
...
There is now a dedicated StatusEffects struct that provides a nicer API
to work with these. The list is also sent when needed and only when a
status effect changes, as the client handles the ticking down of
durations itself.
2025-03-28 23:00:32 -04:00
c5e04ba33f
Begin wiring status effect Lua API
2025-03-28 23:00:32 -04:00
652beadaa4
Send the welcome server message in the onBeginLogin Lua function
...
I finally got a proof-of-concept working, and am somewhat happy with how I can
start building this API now.
2025-03-28 23:00:32 -04:00
a99b0e7c17
Pass PlayerData to onBeginLogin function
2025-03-28 23:00:32 -04:00
bbe9215902
Add mlua for server-side scripting support
...
This isn't hooked up to anything yet, just trying it out.
2025-03-28 23:00:32 -04:00
4142143bc8
Move Zone IPC over to the new JSON opcodes file
2025-03-26 19:23:14 -04:00
d11c6ad090
Restore and add the remaining 7.2 opcodes
...
Now Kawari is back to it's full functionality, save for tests being
broken and out of date and PlayerSetup has the wrong padding. Success!
2025-03-26 19:23:14 -04:00
c29f8ad7df
Run Clippy auto-fix, disable large enum size warning
2025-03-23 18:14:14 -04:00
70ec1b99c9
Fill inventory with racial starting gear
2025-03-23 17:49:53 -04:00
8a03c82480
Create Inventory struct, move inventory filling logic to ZoneConnection
...
This still uses hardcoded item ids, but this should much more extensible.
2025-03-23 17:43:06 -04:00
a36c6dff90
Send a (currently hardcoded) list of equipped items to the client
2025-03-23 17:10:47 -04:00
90a78fcaa8
ActorControl and ActorMove packet fixes, add support for //gm invis
...
I don't think this is the right kind of invisibility, but it's more of a test of
ActorControlSelf really. I have also been trying (and failing) to make the
client show another player.
2025-03-23 15:28:53 -04:00
d47779c8d6
Add display flags
...
This is based off of the display flags from Sapphire, and the weird UNK one that
I see in game.
2025-03-23 13:03:58 -04:00
37dbef99db
More CommonSpawn, PlayerSpawn and NPCSpawn struct improvements
...
This is just a barrage of random stuff I needed to fix, along with finally
figuring out what subkinds are.
2025-03-23 12:16:15 -04:00
45f92e9e54
Add OnlineStatus and GameMasterRank enums
2025-03-23 11:37:00 -04:00
9111ef6a82
Add debug command to spawn a monster (Tiny Mandragora), various fixes
...
This fixes various problems in CommonSpawn, adds a test for an enemy NPC spawn,
and an unkwon packet I get when entering some zones.
2025-03-23 10:33:49 -04:00
b3f5500d2f
Check user-agent in Patch server
2025-03-23 07:25:23 -04:00
d8971b09cc
Remove erroneous Position import
2025-03-23 06:34:47 -04:00
fb05caaa31
Store zone id and position in the World database
...
This isn't updated by the server yet, but will be soon in the future.
2025-03-22 19:05:29 -04:00
4b740068d4
Remove hardcoded initial zone, derive it from selected City-State
...
This currently might spawn you in the ground in Ul'dah and probably Limsa too,
until I determine the correct spawn location.
2025-03-22 18:53:53 -04:00
15ed586fd0
Fix CharaMake structure, derive City-State from class picked in creation
2025-03-22 18:34:27 -04:00
107a00aa92
Move lobby character actions to LobbyConnection, support deleting characters
2025-03-22 17:32:00 -04:00
6190001caa
Remove more hardcoded values for character
...
Since we are now backed by a database, the remaining usages are erroneous and
should be removed.
2025-03-22 17:06:16 -04:00
a91c59aaaa
Remove hardcoded world id & name, make it configurable
...
Now the world isn't hardcoded to Gilgamesh, and is configurable. It's also now
the "Dev" server listed in the excel sheet which makes a more sensible default.
2025-03-22 17:00:21 -04:00
3f27d2b3df
Change configuration format to YAML, allow configuring the address and ports
...
This removes all of the hardcoded localhost stuff, and allows changing the ports
of various services.
2025-03-22 16:47:21 -04:00
f523aa189f
Move login & world database code/logic to their own modules and structs
...
This should remove some of the pollution I added while working on these
features.
2025-03-22 16:15:29 -04:00
4b67b22c9f
Show the actual character list on the lobby screen
...
This doesn't do any actual account checking yet, but it works pretty well.
2025-03-21 21:26:32 -04:00
0900d0b94e
Implement basic character persistence, World <-> Lobby server communication
...
This is unfortunately lumped into one big commit, and is very hacky and WIP but
does indeed work! Since the Lobby and World server are two separate servers, it
uses it's own custom IPC packets (reusing the same packet structures as regular
game ones.)
The characters you create in the Lobby server are now saved in the World server,
but this is not yet reflected in the Lobby screen.
2025-03-21 19:56:16 -04:00
f4536f2cb7
Implement basic support for actions
...
This only works for sprint, and it adds 30 sprint buffs. It also regularly
crashes the server afterwards usually.
2025-03-19 00:28:47 -04:00
788cbf114a
Add support for the GM command to change the weather
...
You can now change the weather with `//gm weather <id>`.
2025-03-18 23:48:00 -04:00
4927fa9119
Send ActorControl and StatusEffectList packets in vain
...
This was hopefully supposed to show the player spawned by !spawnactor, but it
still doesn't work...
2025-03-18 23:30:59 -04:00
bd67eb0127
Add support for spawning NPCs, and a debug command to do it
...
Since the structs are so similar, I created a CommonSpawn struct to hold most of
the interesting fields.
2025-03-18 22:13:28 -04:00
1f2283af14
Specify a connection type when sending packets
2025-03-18 20:33:12 -04:00
fecfa821ad
Use PatchList from Physis
...
This is what the Physis implementation was based off of anyway, so it should be
more or less a drop-in replacement.
2025-03-17 17:36:43 -04:00
aee23a200b
Create timestamp_msecs function, run Clippy auto-fix
2025-03-17 17:31:22 -04:00
a7f56a62a1
Rename FFXIVOodle to OodleNetwork, move out of a folder
...
I was thinking I was going to add other modules but it wasn't needed, so it
doesn't need to live in a folder.
2025-03-17 17:22:09 -04:00
c510d955bd
Document more random things, move session_id from PacketState to LobbyConnection
2025-03-17 16:58:48 -04:00
3140dad378
Remove leftover bits of debugging logging
2025-03-16 18:35:11 -04:00
f5d75301b2
Re-organize the IPC structures so they live in their own server-specific module
...
My old setup of throwing *all* of the IPC types and opcodes into *one* enum was
becoming unbearable. Now that we have multiple things using the same opcodes
(because they can overlap) I think it's time to repay this technical debt.
This overhauls the structure of the project to move IPC structs into their own
modules, and separate the opcode data/lists into separate ones depending on if
it's clientbound and serverbound.
Nothing has changed functionall, but this is going to make it way easier to add
more IPC in the future.
2025-03-16 17:43:29 -04:00
23050e7b95
Move more structs out of the root src/ folder and into their respective server
2025-03-16 15:39:44 -04:00
22acdc4a3b
Print IP address when lobby & world servers are started
2025-03-16 14:51:18 -04:00
053730017f
Remove unused code & imports
2025-03-16 14:50:40 -04:00
b1b0d9ac9f
Only send the welcome server message on initial login, not for every zone change
2025-03-16 14:49:18 -04:00
a72199e5af
Use the same nameday/deity/etc information everywhere, add tests for PlayerSpawn
...
This doesn't really fix anything functionally, but makes the Character window
look nicer. The same (currently unchangable) data is now reflected in the lobby.
2025-03-16 14:43:30 -04:00
0bf4cd1264
Create CharacterMode enum
2025-03-16 14:13:26 -04:00
3bbf345cd6
Run Clippy auto-fix
2025-03-16 14:09:12 -04:00
51f6ad6744
Grab bag of various fixes
...
I have unsuccessfully tried to spawn another actor, the game recieves it (and
adds it to the object table) but they are marked invisible. Besises, this also
contains various field improvements and initial support for social lists.
2025-03-16 14:07:56 -04:00
3aaa8ae3eb
Move zone changing into ZoneConnection's purview
...
I suspect that we have to rigidly control the fade in/out or whatever
PrepareZoning is, and it's just a good idea in general.
2025-03-15 20:49:07 -04:00
f372f3173d
Create dedicated Connection implementations to handle future server work
...
The current situation of throw-every-piece-of-logic-into-one-file for each
server isn't working out. So now there is a new ZoneConnection/LobbyConnection
struct that will be delegating tasks to their own Handlers (for example, there
could be a ChatHandler.)
I'm not sure how well this architecture will scale, but it's better than what
we have right now.
2025-03-15 20:38:10 -04:00