OpenFusion/src/PlayerManager.cpp

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#include "CNProtocol.hpp"
#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "CNShardServer.hpp"
#include "CNShared.hpp"
#include "settings.hpp"
#include <algorithm>
#include <vector>
#include <cmath>
std::map<CNSocket*, PlayerView> PlayerManager::players;
void PlayerManager::init() {
// register packet types
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ENTER, PlayerManager::enterPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LOADING_COMPLETE, PlayerManager::loadPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVE, PlayerManager::movePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_STOP, PlayerManager::stopPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMP, PlayerManager::jumpPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMPPAD, PlayerManager::jumppadPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LAUNCHER, PlayerManager::launchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ZIPLINE, PlayerManager::ziplinePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, PlayerManager::movePlatformPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, PlayerManager::moveSlopePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, PlayerManager::gotoPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, PlayerManager::heartbeatPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
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}
void PlayerManager::addPlayer(CNSocket* key, Player plr) {
players[key] = PlayerView();
players[key].viewable = std::list<CNSocket*>();
players[key].plr = plr;
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players[key].lastHeartbeat = 0;
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std::cout << U16toU8(plr.PCStyle.szFirstName) << " " << U16toU8(plr.PCStyle.szLastName) << " has joined!" << std::endl;
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std::cout << players.size() << " players" << std::endl;
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}
void PlayerManager::removePlayer(CNSocket* key) {
PlayerView cachedView = players[key];
// if players have them in their viewable lists, remove it
for (CNSocket* otherSock : players[key].viewable) {
players[otherSock].viewable.remove(key); // gone
// now sent PC_EXIT packet
sP_FE2CL_PC_EXIT* exitPacket = (sP_FE2CL_PC_EXIT*)xmalloc(sizeof(sP_FE2CL_PC_EXIT));
exitPacket->iID = players[key].plr.iID;
otherSock->sendPacket(new CNPacketData((void*)exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT), otherSock->getFEKey()));
}
players.erase(key);
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std::cout << U16toU8(cachedView.plr.PCStyle.szFirstName) << U16toU8(cachedView.plr.PCStyle.szLastName) << " has left!" << std::endl;
std::cout << players.size() << " players" << std::endl;
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}
Player PlayerManager::getPlayer(CNSocket* key) {
return players[key].plr;
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
players[sock].plr.x = X;
players[sock].plr.y = Y;
players[sock].plr.z = Z;
std::vector<CNSocket*> noView;
std::vector<CNSocket*> yesView;
// TODO: oh god this is sooooo perfomance heavy the more players you have
for (auto pair : players) {
if (pair.first == sock)
continue; // ignore our own connection
int diffX = abs(pair.second.plr.x - X); // the map is like a grid, X and Y are your position on the map, Z is the height. very different from other games...
int diffY = abs(pair.second.plr.y - Y);
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if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) {
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yesView.push_back(pair.first);
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} else {
noView.push_back(pair.first);
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}
}
std::list<CNSocket*>::iterator i = players[sock].viewable.begin();
while (i != players[sock].viewable.end()) {
CNSocket* otherSock = *i;
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if (std::find(noView.begin(), noView.end(), otherSock) != noView.end()) {
// sock shouldn't be visible, send PC_EXIT packet & remove them
sP_FE2CL_PC_EXIT* exitPacket = (sP_FE2CL_PC_EXIT*)xmalloc(sizeof(sP_FE2CL_PC_EXIT));
sP_FE2CL_PC_EXIT* exitPacketOther = (sP_FE2CL_PC_EXIT*)xmalloc(sizeof(sP_FE2CL_PC_EXIT));
exitPacket->iID = players[sock].plr.iID;
exitPacketOther->iID = players[otherSock].plr.iID;
otherSock->sendPacket(new CNPacketData((void*)exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT), otherSock->getFEKey()));
sock->sendPacket(new CNPacketData((void*)exitPacketOther, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT), sock->getFEKey()));
players[sock].viewable.erase(i++);
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players[otherSock].viewable.remove(sock);
continue;
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}
++i;
}
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for (CNSocket* otherSock : yesView) {
if (std::find(players[sock].viewable.begin(), players[sock].viewable.end(), otherSock) == players[sock].viewable.end()) {
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// this needs to be added to the viewable players, send PC_ENTER
sP_FE2CL_PC_NEW* newPlayer = (sP_FE2CL_PC_NEW*)xmalloc(sizeof(sP_FE2CL_PC_NEW)); // current connection to other player
sP_FE2CL_PC_NEW* newOtherPlayer = (sP_FE2CL_PC_NEW*)xmalloc(sizeof(sP_FE2CL_PC_NEW)); // other player to current connection
Player otherPlr = players[otherSock].plr;
Player plr = players[sock].plr;
newPlayer->PCAppearanceData.iID = plr.iID;
newPlayer->PCAppearanceData.iHP = plr.HP;
newPlayer->PCAppearanceData.iLv = plr.level;
newPlayer->PCAppearanceData.iX = plr.x;
newPlayer->PCAppearanceData.iY = plr.y;
newPlayer->PCAppearanceData.iZ = plr.z;
newPlayer->PCAppearanceData.iAngle = plr.angle;
newPlayer->PCAppearanceData.PCStyle = plr.PCStyle;
memcpy(newPlayer->PCAppearanceData.ItemEquip, plr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
newOtherPlayer->PCAppearanceData.iID = otherPlr.iID;
newOtherPlayer->PCAppearanceData.iHP = otherPlr.HP;
newOtherPlayer->PCAppearanceData.iLv = otherPlr.level;
newOtherPlayer->PCAppearanceData.iX = otherPlr.x;
newOtherPlayer->PCAppearanceData.iY = otherPlr.y;
newOtherPlayer->PCAppearanceData.iZ = otherPlr.z;
newOtherPlayer->PCAppearanceData.iAngle = otherPlr.angle;
newOtherPlayer->PCAppearanceData.PCStyle = otherPlr.PCStyle;
memcpy(newOtherPlayer->PCAppearanceData.ItemEquip, otherPlr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket(new CNPacketData((void*)newOtherPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW), sock->getFEKey()));
otherSock->sendPacket(new CNPacketData((void*)newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW), otherSock->getFEKey()));
players[sock].viewable.push_back(otherSock);
players[otherSock].viewable.push_back(sock);
}
}
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NPCManager::updatePlayerNPCS(sock, players[sock]);
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}
void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_ENTER))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_ENTER* enter = (sP_CL2FE_REQ_PC_ENTER*)data->buf;
sP_FE2CL_REP_PC_ENTER_SUCC* response = (sP_FE2CL_REP_PC_ENTER_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_ENTER_SUCC));
sP_FE2CL_PC_MOTD_LOGIN* motd = (sP_FE2CL_PC_MOTD_LOGIN*)xmalloc(sizeof(sP_FE2CL_PC_MOTD_LOGIN));
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// TODO: check if serialkey exists, if it doesn't send sP_FE2CL_REP_PC_ENTER_FAIL
Player plr = CNSharedData::getPlayer(enter->iEnterSerialKey);
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_ENTER:" << std::endl;
std::cout << "\tID: " << U16toU8(enter->szID) << std::endl;
std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
std::cout << "\tTemp: " << enter->iTempValue << std::endl;
std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
)
response->iID = rand();
response->uiSvrTime = getTime();
response->PCLoadData2CL.iUserLevel = 1;
response->PCLoadData2CL.iHP = 1000 * plr.level;
response->PCLoadData2CL.iLevel = plr.level;
response->PCLoadData2CL.iMentor = 1;
response->PCLoadData2CL.iMentorCount = 4;
response->PCLoadData2CL.iMapNum = 0;
response->PCLoadData2CL.iX = plr.x;
response->PCLoadData2CL.iY = plr.y;
response->PCLoadData2CL.iZ = plr.z;
response->PCLoadData2CL.iActiveNanoSlotNum = -1;
response->PCLoadData2CL.iFatigue = 50;
response->PCLoadData2CL.PCStyle = plr.PCStyle;
response->PCLoadData2CL.PCStyle2 = plr.PCStyle2;
for (int i = 0; i < AEQUIP_COUNT; i++)
response->PCLoadData2CL.aEquip[i] = plr.Equip[i];
// protocol-agnostic sItemBase usage
sItemBase item;
memset(&item, 0, sizeof(sItemBase));
item.iID = 495;
for (int i = 0; i < AINVEN_COUNT; i++) {
switch (i) {
case 6: case 8: case 11: case 13: case 20:
case 24: case 26: case 27: case 28:
plr.Inven[i] = item;
break;
default:
memset(&plr.Inven[i], 0, sizeof(sItemBase));
}
response->PCLoadData2CL.aInven[i] = plr.Inven[i];
}
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// don't ask..
for (int i = 1; i < 37; i++) {
response->PCLoadData2CL.aNanoBank[i].iID = i;
response->PCLoadData2CL.aNanoBank[i].iSkillID = 1;
response->PCLoadData2CL.aNanoBank[i].iStamina = 150;
}
response->PCLoadData2CL.aNanoSlots[0] = 1;
response->PCLoadData2CL.aNanoSlots[1] = 2;
response->PCLoadData2CL.aNanoSlots[2] = 3;
response->PCLoadData2CL.aQuestFlag[0] = -1;
plr.iID = response->iID;
plr.SerialKey = enter->iEnterSerialKey;
plr.HP = response->PCLoadData2CL.iHP;
motd->iType = 1;
U8toU16(settings::MOTDSTRING, (char16_t*)motd->szSystemMsg);
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sock->setEKey(CNSocketEncryption::createNewKey(response->uiSvrTime, response->iID + 1, response->PCLoadData2CL.iFusionMatter + 1));
sock->setFEKey(plr.FEKey);
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_ENTER_SUCC, sizeof(sP_FE2CL_REP_PC_ENTER_SUCC), sock->getFEKey()));
// transmit MOTD after entering the game, so the client hopefully changes modes on time
sock->sendPacket(new CNPacketData((void*)motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN), sock->getFEKey()));
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addPlayer(sock, plr);
}
void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_LOADING_COMPLETE))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_LOADING_COMPLETE* complete = (sP_CL2FE_REQ_PC_LOADING_COMPLETE*)data->buf;
sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC* response = (sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
std::cout << "\tPC_ID: " << complete->iPC_ID << std::endl;
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)
response->iPC_ID = complete->iPC_ID;
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC), sock->getFEKey()));
}
void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVE))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ);
players[sock].plr.angle = moveData->iAngle;
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_MOVE* moveResponse = (sP_FE2CL_PC_MOVE*)xmalloc(sizeof(sP_FE2CL_PC_MOVE));
moveResponse->iID = players[sock].plr.iID;
moveResponse->cKeyValue = moveData->cKeyValue;
moveResponse->iX = moveData->iX;
moveResponse->iY = moveData->iY;
moveResponse->iZ = moveData->iZ;
moveResponse->iAngle = moveData->iAngle;
moveResponse->fVX = moveData->fVX;
moveResponse->fVY = moveData->fVY;
moveResponse->fVZ = moveData->fVZ;
moveResponse->iSpeed = moveData->iSpeed;
moveResponse->iCliTime = moveData->iCliTime; // maybe don't send this??? seems unneeded...
moveResponse->iSvrTime = tm;
otherSock->sendPacket(new CNPacketData((void*)moveResponse, P_FE2CL_PC_MOVE, sizeof(sP_FE2CL_PC_MOVE), otherSock->getFEKey()));
}
}
void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_STOP))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_STOP* stopData = (sP_CL2FE_REQ_PC_STOP*)data->buf;
updatePlayerPosition(sock, stopData->iX, stopData->iY, stopData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_STOP* stopResponse = (sP_FE2CL_PC_STOP*)xmalloc(sizeof(sP_FE2CL_PC_STOP));
stopResponse->iID = players[sock].plr.iID;
stopResponse->iX = stopData->iX;
stopResponse->iY = stopData->iY;
stopResponse->iZ = stopData->iZ;
stopResponse->iCliTime = stopData->iCliTime; // maybe don't send this??? seems unneeded...
stopResponse->iSvrTime = tm;
otherSock->sendPacket(new CNPacketData((void*)stopResponse, P_FE2CL_PC_STOP, sizeof(sP_FE2CL_PC_STOP), otherSock->getFEKey()));
}
}
void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_JUMP))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_JUMP* jumpData = (sP_CL2FE_REQ_PC_JUMP*)data->buf;
updatePlayerPosition(sock, jumpData->iX, jumpData->iY, jumpData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_JUMP* jumpResponse = (sP_FE2CL_PC_JUMP*)xmalloc(sizeof(sP_FE2CL_PC_JUMP));
jumpResponse->iID = players[sock].plr.iID;
jumpResponse->cKeyValue = jumpData->cKeyValue;
jumpResponse->iX = jumpData->iX;
jumpResponse->iY = jumpData->iY;
jumpResponse->iZ = jumpData->iZ;
jumpResponse->iAngle = jumpData->iAngle;
jumpResponse->iVX = jumpData->iVX;
jumpResponse->iVY = jumpData->iVY;
jumpResponse->iVZ = jumpData->iVZ;
jumpResponse->iSpeed = jumpData->iSpeed;
jumpResponse->iCliTime = jumpData->iCliTime; // maybe don't send this??? seems unneeded...
jumpResponse->iSvrTime = tm;
otherSock->sendPacket(new CNPacketData((void*)jumpResponse, P_FE2CL_PC_JUMP, sizeof(sP_FE2CL_PC_JUMP), otherSock->getFEKey()));
}
}
void PlayerManager::jumppadPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_JUMPPAD))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_JUMPPAD* jumppadData = (sP_CL2FE_REQ_PC_JUMPPAD*)data->buf;
updatePlayerPosition(sock, jumppadData->iX, jumppadData->iY, jumppadData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_JUMPPAD* jumppadResponse = (sP_FE2CL_PC_JUMPPAD*)xmalloc(sizeof(sP_FE2CL_PC_JUMPPAD));
jumppadResponse->iPC_ID = players[sock].plr.iID;
jumppadResponse->cKeyValue = jumppadData->cKeyValue;
jumppadResponse->iX = jumppadData->iX;
jumppadResponse->iY = jumppadData->iY;
jumppadResponse->iZ = jumppadData->iZ;
jumppadResponse->iVX = jumppadData->iVX;
jumppadResponse->iVY = jumppadData->iVY;
jumppadResponse->iVZ = jumppadData->iVZ;
jumppadResponse->iCliTime = jumppadData->iCliTime;
jumppadResponse->iSvrTime = tm;
otherSock->sendPacket(new CNPacketData((void*)jumppadResponse, P_FE2CL_PC_JUMPPAD, sizeof(sP_FE2CL_PC_JUMPPAD), otherSock->getFEKey()));
}
}
void PlayerManager::launchPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_LAUNCHER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_LAUNCHER* launchData = (sP_CL2FE_REQ_PC_LAUNCHER*)data->buf;
updatePlayerPosition(sock, launchData->iX, launchData->iY, launchData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_LAUNCHER* launchResponse = (sP_FE2CL_PC_LAUNCHER*)xmalloc(sizeof(sP_FE2CL_PC_LAUNCHER));
launchResponse->iPC_ID = players[sock].plr.iID;
launchResponse->iX = launchData->iX;
launchResponse->iY = launchData->iY;
launchResponse->iZ = launchData->iZ;
launchResponse->iVX = launchData->iVX;
launchResponse->iVY = launchData->iVY;
launchResponse->iVZ = launchData->iVZ;
launchResponse->iSpeed = launchData->iSpeed;
launchResponse->iAngle = launchData->iAngle;
launchResponse->iCliTime = launchData->iCliTime;
launchResponse->iSvrTime = tm;
otherSock->sendPacket(new CNPacketData((void*)launchResponse, P_FE2CL_PC_LAUNCHER, sizeof(sP_FE2CL_PC_LAUNCHER), otherSock->getFEKey()));
}
}
void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ZIPLINE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_ZIPLINE* ziplineData = (sP_CL2FE_REQ_PC_ZIPLINE*)data->buf;
updatePlayerPosition(sock, ziplineData->iX, ziplineData->iY, ziplineData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_ZIPLINE* ziplineResponse = (sP_FE2CL_PC_ZIPLINE*)xmalloc(sizeof(sP_FE2CL_PC_ZIPLINE));
ziplineResponse->iPC_ID = players[sock].plr.iID;
ziplineResponse->iCliTime = ziplineData->iCliTime;
ziplineResponse->iSvrTime = tm;
ziplineResponse->iX = ziplineData->iX;
ziplineResponse->iY = ziplineData->iY;
ziplineResponse->iZ = ziplineData->iZ;
ziplineResponse->fVX = ziplineData->fVX;
ziplineResponse->fVY = ziplineData->fVY;
ziplineResponse->fVZ = ziplineData->fVZ;
ziplineResponse->fMovDistance = ziplineData->fMovDistance;
ziplineResponse->fMaxDistance = ziplineData->fMaxDistance;
ziplineResponse->fDummy = ziplineData->fDummy; //wtf is this for?
ziplineResponse->iStX = ziplineData->iStX;
ziplineResponse->iStY = ziplineData->iStY;
ziplineResponse->iStZ = ziplineData->iStZ;
ziplineResponse->bDown = ziplineData->bDown;
ziplineResponse->iSpeed = ziplineData->iSpeed;
ziplineResponse->iAngle = ziplineData->iAngle;
ziplineResponse->iRollMax = ziplineData->iRollMax;
ziplineResponse->iRoll = ziplineData->iRoll;
otherSock->sendPacket(new CNPacketData((void*)ziplineResponse, P_FE2CL_PC_ZIPLINE, sizeof(sP_FE2CL_PC_ZIPLINE), otherSock->getFEKey()));
}
}
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void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVEPLATFORM))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_MOVEPLATFORM* platformData = (sP_CL2FE_REQ_PC_MOVEPLATFORM*)data->buf;
updatePlayerPosition(sock, platformData->iX, platformData->iY, platformData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_MOVEPLATFORM* platResponse = (sP_FE2CL_PC_MOVEPLATFORM*)xmalloc(sizeof(sP_FE2CL_PC_MOVEPLATFORM));
platResponse->iPC_ID = players[sock].plr.iID;
platResponse->iCliTime = platformData->iCliTime;
platResponse->iSvrTime = tm;
platResponse->iX = platformData->iX;
platResponse->iY = platformData->iY;
platResponse->iZ = platformData->iZ;
platResponse->iAngle = platformData->iAngle;
platResponse->fVX = platformData->fVX;
platResponse->fVY = platformData->fVY;
platResponse->fVZ = platformData->fVZ;
platResponse->iLcX = platformData->iLcX;
platResponse->iLcY = platformData->iLcY;
platResponse->iLcZ = platformData->iLcZ;
platResponse->iSpeed = platformData->iSpeed;
platResponse->bDown = platformData->bDown;
platResponse->cKeyValue = platformData->cKeyValue;
platResponse->iPlatformID = platformData->iPlatformID;
otherSock->sendPacket(new CNPacketData((void*)platResponse, P_FE2CL_PC_MOVEPLATFORM, sizeof(sP_FE2CL_PC_MOVEPLATFORM), otherSock->getFEKey()));
}
}
void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SLOPE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_SLOPE* slopeData = (sP_CL2FE_REQ_PC_SLOPE*)data->buf;
updatePlayerPosition(sock, slopeData->iX, slopeData->iY, slopeData->iZ);
uint64_t tm = getTime();
for (CNSocket* otherSock : players[sock].viewable) {
sP_FE2CL_PC_SLOPE* slopeResponse = (sP_FE2CL_PC_SLOPE*)xmalloc(sizeof(sP_FE2CL_PC_SLOPE));
slopeResponse->iPC_ID = players[sock].plr.iID;
slopeResponse->iCliTime = slopeData->iCliTime;
slopeResponse->iSvrTime = tm;
slopeResponse->iX = slopeData->iX;
slopeResponse->iY = slopeData->iY;
slopeResponse->iZ = slopeData->iZ;
slopeResponse->iAngle = slopeData->iAngle;
slopeResponse->fVX = slopeData->fVX;
slopeResponse->fVY = slopeData->fVY;
slopeResponse->fVZ = slopeData->fVZ;
slopeResponse->iSpeed = slopeData->iSpeed;
slopeResponse->cKeyValue = slopeData->cKeyValue;
slopeResponse->iSlopeID = slopeData->iSlopeID;
otherSock->sendPacket(new CNPacketData((void*)slopeResponse, P_FE2CL_PC_SLOPE, sizeof(sP_FE2CL_PC_SLOPE), otherSock->getFEKey()));
}
}
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void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_GOTO))
return; // ignore the malformed packet
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sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf;
sP_FE2CL_REP_PC_GOTO_SUCC* response = (sP_FE2CL_REP_PC_GOTO_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
std::cout << "\tX: " << gotoData->iToX << std::endl;
std::cout << "\tY: " << gotoData->iToY << std::endl;
std::cout << "\tZ: " << gotoData->iToZ << std::endl;
)
response->iX = gotoData->iToX;
response->iY = gotoData->iToY;
response->iZ = gotoData->iToZ;
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC), sock->getFEKey()));
}
void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SET_VALUE))
return; // ignore the malformed packet
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sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf;
sP_FE2CL_GM_REP_PC_SET_VALUE* response = (sP_FE2CL_GM_REP_PC_SET_VALUE*)xmalloc(sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE));
DEBUGLOG(
std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
)
response->iPC_ID = setData->iPC_ID;
response->iSetValue = setData->iSetValue;
response->iSetValueType = setData->iSetValueType;
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_GM_REP_PC_SET_VALUE, sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE), sock->getFEKey()));
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}
void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
players[sock].lastHeartbeat = getTime();
}
void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_EXIT* exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
sP_FE2CL_REP_PC_EXIT_SUCC* response = (sP_FE2CL_REP_PC_EXIT_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
response->iID = exitData->iID;
response->iExitCode = 1;
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC), sock->getFEKey()));
}