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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
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@ -30,7 +30,7 @@ static bool playerHasBuddyWithID(Player* plr, int buddyID) {
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#pragma endregion
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#pragma endregion
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// Refresh buddy list
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// Refresh buddy list
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void Buddies::refreshBuddyList(CNSocket* sock) {
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void Buddies::sendBuddyList(CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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int buddyCnt = Database::getNumBuddies(plr);
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int buddyCnt = Database::getNumBuddies(plr);
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@ -277,15 +277,6 @@ static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) {
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// Getting buddy state
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// Getting buddy state
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static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) {
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static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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Player* plr = PlayerManager::getPlayer(sock);
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/*
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* If the buddy list wasn't synced a second time yet, sync it.
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* Not sure why we have to do it again for the client not to trip up.
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*/
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if (!plr->buddiesSynced) {
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refreshBuddyList(sock);
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plr->buddiesSynced = true;
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}
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INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp);
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INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp);
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@ -6,5 +6,5 @@ namespace Buddies {
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void init();
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void init();
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// Buddy list
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// Buddy list
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void refreshBuddyList(CNSocket* sock);
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void sendBuddyList(CNSocket* sock);
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}
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}
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@ -72,8 +72,8 @@ struct Player : public Entity, public ICombatant {
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bool notify = false;
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bool notify = false;
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bool hidden = false;
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bool hidden = false;
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bool unwarpable = false;
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bool unwarpable = false;
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bool initialLoadDone = false;
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bool buddiesSynced = false;
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int64_t buddyIDs[50] = {};
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int64_t buddyIDs[50] = {};
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bool isBuddyBlocked[50] = {};
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bool isBuddyBlocked[50] = {};
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@ -155,16 +155,21 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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* Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted
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* Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted
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* for in these packets, even if the player hasn't unlocked them.
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* for in these packets, even if the player hasn't unlocked them.
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*/
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*/
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static void sendNanoBookSubset(CNSocket *sock) {
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static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) {
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#ifdef ACADEMY
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#ifdef ACADEMY
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Player *plr = getPlayer(sock);
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int16_t id = 0;
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int16_t id = 0;
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INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
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INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
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pkt.PCUID = plr->iID;
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pkt.PCUID = plr->iID;
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pkt.bookSize = NANO_COUNT;
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pkt.bookSize = NANO_COUNT;
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if (resizeOnly) {
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// triggers nano array resizing without
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// actually sending nanos
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sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET);
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return;
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}
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while (id < NANO_COUNT) {
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while (id < NANO_COUNT) {
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pkt.elementOffset = id;
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pkt.elementOffset = id;
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@ -295,27 +300,21 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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sock->setFEKey(lm->FEKey);
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sock->setFEKey(lm->FEKey);
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sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
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sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
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// Academy builds receive nanos in a separate packet. An initial one with the size of the
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// nano book needs to be sent before PC_ENTER_SUCC so the client can resize its nano arrays,
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// and then proper packets with the nanos included must be sent after, while the game is loading.
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sendNanoBook(sock, plr, true);
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sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
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sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
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// transmit MOTD after entering the game, so the client hopefully changes modes on time
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sendNanoBook(sock, plr, false);
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Chat::sendServerMessage(sock, settings::MOTDSTRING);
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// transfer ownership of Player object into the shard (still valid in this function though)
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// transfer ownership of Player object into the shard (still valid in this function though)
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addPlayer(sock, plr);
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addPlayer(sock, plr);
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// check if there is an expiring vehicle
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Items::checkItemExpire(sock, plr);
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// set player equip stats
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// set player equip stats
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Items::setItemStats(plr);
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Items::setItemStats(plr);
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Missions::failInstancedMissions(sock);
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sendNanoBookSubset(sock);
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// initial buddy sync
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Buddies::refreshBuddyList(sock);
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for (auto& pair : players)
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for (auto& pair : players)
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if (pair.second->notify)
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if (pair.second->notify)
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
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@ -378,6 +377,17 @@ static void loadPlayer(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO);
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sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO);
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}
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}
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if (!plr->initialLoadDone) {
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// these should be called only once, but not until after
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// first load-in or else the client may ignore the packets
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Chat::sendServerMessage(sock, settings::MOTDSTRING); // MOTD
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Missions::failInstancedMissions(sock); // auto-fail missions
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Buddies::sendBuddyList(sock); // buddy list
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Items::checkItemExpire(sock, plr); // vehicle expiration
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plr->initialLoadDone = true;
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}
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}
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}
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static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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