2020-08-18 20:42:30 +00:00
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#include "CNShardServer.hpp"
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#include "CNStructs.hpp"
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#include "ChatManager.hpp"
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#include "PlayerManager.hpp"
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void ChatManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_FREECHAT_MESSAGE, chatHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
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}
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void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE*)data->buf;
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// stubbed for now
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}
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void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) {
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2020-08-19 00:11:31 +00:00
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if (data->size != sizeof(sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT))
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return; // ignore the malformed packet
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2020-08-18 20:42:30 +00:00
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// you can dance with friends!!!!!!!!
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sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT* emote = (sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT*)data->buf;
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PlayerView plr = PlayerManager::players[sock];
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// send to client
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sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT* resp = (sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT*)xmalloc(sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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resp->iEmoteCode = emote->iEmoteCode;
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resp->iID_From = plr.plr.iID;
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sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT), sock->getFEKey()));
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// send to visible players (players within render distance)
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for (CNSocket* otherSock : plr.viewable) {
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resp = (sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT*)xmalloc(sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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resp->iEmoteCode = emote->iEmoteCode;
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resp->iID_From = plr.plr.iID;
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otherSock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT), otherSock->getFEKey()));
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}
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}
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