From 17362b2ea66a9a6dda620c9f862ad45522cd1153 Mon Sep 17 00:00:00 2001 From: Gent Semaj Date: Thu, 27 Jun 2024 06:19:54 -0700 Subject: [PATCH] Client synchronization improvements (#283) * Client synchronization improvements * Remove bad comment * Remove guard on PC_TICK * Fix delayed loading of nano skill icons We actually don't need to wait for post-load to do the second nano book send. That adds unnecessary delay. Moving it to right after `P_FE2CL_REP_PC_ENTER_SUCC` does the trick and gives the client plenty of time to fetch the icons before loading in-game. * Don't send unnecessary nano book subsets pre-enter * Fix comment --- src/Buddies.cpp | 11 +---------- src/Buddies.hpp | 2 +- src/Player.hpp | 2 +- src/PlayerManager.cpp | 40 +++++++++++++++++++++++++--------------- 4 files changed, 28 insertions(+), 27 deletions(-) diff --git a/src/Buddies.cpp b/src/Buddies.cpp index e1e6a02..fc53551 100644 --- a/src/Buddies.cpp +++ b/src/Buddies.cpp @@ -30,7 +30,7 @@ static bool playerHasBuddyWithID(Player* plr, int buddyID) { #pragma endregion // Refresh buddy list -void Buddies::refreshBuddyList(CNSocket* sock) { +void Buddies::sendBuddyList(CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); int buddyCnt = Database::getNumBuddies(plr); @@ -277,15 +277,6 @@ static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) { // Getting buddy state static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) { Player* plr = PlayerManager::getPlayer(sock); - - /* - * If the buddy list wasn't synced a second time yet, sync it. - * Not sure why we have to do it again for the client not to trip up. - */ - if (!plr->buddiesSynced) { - refreshBuddyList(sock); - plr->buddiesSynced = true; - } INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp); diff --git a/src/Buddies.hpp b/src/Buddies.hpp index f0bc455..8ca4d87 100644 --- a/src/Buddies.hpp +++ b/src/Buddies.hpp @@ -6,5 +6,5 @@ namespace Buddies { void init(); // Buddy list - void refreshBuddyList(CNSocket* sock); + void sendBuddyList(CNSocket* sock); } diff --git a/src/Player.hpp b/src/Player.hpp index 14019ab..edf9748 100644 --- a/src/Player.hpp +++ b/src/Player.hpp @@ -72,8 +72,8 @@ struct Player : public Entity, public ICombatant { bool notify = false; bool hidden = false; bool unwarpable = false; + bool initialLoadDone = false; - bool buddiesSynced = false; int64_t buddyIDs[50] = {}; bool isBuddyBlocked[50] = {}; diff --git a/src/PlayerManager.cpp b/src/PlayerManager.cpp index 1171a07..3a4e5bb 100644 --- a/src/PlayerManager.cpp +++ b/src/PlayerManager.cpp @@ -155,16 +155,21 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) { * Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted * for in these packets, even if the player hasn't unlocked them. */ -static void sendNanoBookSubset(CNSocket *sock) { +static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) { #ifdef ACADEMY - Player *plr = getPlayer(sock); - int16_t id = 0; INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt); pkt.PCUID = plr->iID; pkt.bookSize = NANO_COUNT; + if (resizeOnly) { + // triggers nano array resizing without + // actually sending nanos + sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET); + return; + } + while (id < NANO_COUNT) { pkt.elementOffset = id; @@ -295,27 +300,21 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) { sock->setFEKey(lm->FEKey); sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on + // Academy builds receive nanos in a separate packet. An initial one with the size of the + // nano book needs to be sent before PC_ENTER_SUCC so the client can resize its nano arrays, + // and then proper packets with the nanos included must be sent after, while the game is loading. + sendNanoBook(sock, plr, true); + sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC); - // transmit MOTD after entering the game, so the client hopefully changes modes on time - Chat::sendServerMessage(sock, settings::MOTDSTRING); + sendNanoBook(sock, plr, false); // transfer ownership of Player object into the shard (still valid in this function though) addPlayer(sock, plr); - // check if there is an expiring vehicle - Items::checkItemExpire(sock, plr); - // set player equip stats Items::setItemStats(plr); - Missions::failInstancedMissions(sock); - - sendNanoBookSubset(sock); - - // initial buddy sync - Buddies::refreshBuddyList(sock); - for (auto& pair : players) if (pair.second->notify) Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined."); @@ -378,6 +377,17 @@ static void loadPlayer(CNSocket* sock, CNPacketData* data) { sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO); } + + if (!plr->initialLoadDone) { + // these should be called only once, but not until after + // first load-in or else the client may ignore the packets + Chat::sendServerMessage(sock, settings::MOTDSTRING); // MOTD + Missions::failInstancedMissions(sock); // auto-fail missions + Buddies::sendBuddyList(sock); // buddy list + Items::checkItemExpire(sock, plr); // vehicle expiration + + plr->initialLoadDone = true; + } } static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {