[WIP] Incremental mission save 2

This commit (and the previous one) exist to document the first approach I
took to storing mission data. It's only here for posterity. This comment
was added while rebasing.
This commit is contained in:
dongresource 2020-09-10 15:01:35 +02:00
parent ae654f996c
commit 3665dc2c93
7 changed files with 147 additions and 62 deletions

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@ -4,9 +4,12 @@
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "ItemManager.hpp" #include "ItemManager.hpp"
#include "string.h"
std::map<int32_t, Reward*> MissionManager::Rewards; std::map<int32_t, Reward*> MissionManager::Rewards;
std::map<int32_t, SUItem*> MissionManager::SUItems; std::map<int32_t, SUItem*> MissionManager::SUItems;
std::map<int32_t, QuestDropSet*> MissionManager::QuestDropSets; std::map<int32_t, QuestDropSet*> MissionManager::QuestDropSets;
std::map<int32_t, ItemCleanup*> MissionManager::ItemCleanups;
void MissionManager::init() { void MissionManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, acceptMission); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, acceptMission);
@ -37,6 +40,22 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
response.iTaskNum = missionData->iTaskNum; response.iTaskNum = missionData->iTaskNum;
std::cout << missionData->iTaskNum << std::endl; std::cout << missionData->iTaskNum << std::endl;
// clean up quest items which have served their purpose
if (ItemCleanups.find(missionData->iTaskNum) != ItemCleanups.end()) {
ItemCleanup *clean = ItemCleanups[missionData->iTaskNum];
std::cout << "clearing qitems\n";
for (int i = 0; i < AQINVEN_COUNT; i++)
for (int j = 0; j < 4; j++)
if (plr->QInven[i].iID == clean->itemIds[j])
memset(&plr->QInven[i], 0, sizeof(sItemBase));
/*
* NOTE: As quest items are not graphically enumerated client-side,
* the client does not need to be notified of item cleanup, since
* the items will just be clobbered upon assignment anyway.
*/
}
/* /*
* SUItems * SUItems
* *
@ -49,42 +68,104 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
if (SUItems.find(missionData->iTaskNum) != SUItems.end()) { if (SUItems.find(missionData->iTaskNum) != SUItems.end()) {
SUItem *suitem = SUItems[missionData->iTaskNum]; SUItem *suitem = SUItems[missionData->iTaskNum];
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); for (int i = 0; i < 3; i++)
assert(resplen < CN_PACKET_BUFFER_SIZE); if (suitem->itemIds[i] != 0)
// we know it's only one trailing struct, so we can skip full validation dropQuestItem(sock, missionData->iTaskNum, 1, suitem->itemIds[i], 0);
uint8_t respbuf[resplen]; // not a variable length array, don't worry
sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
reward->iTaskID = missionData->iTaskNum;
reward->iNPC_TypeID = 0; // XXX
item->sItem.iType = 8;
item->sItem.iID = suitem->itemIds[0]; // XXX XXX XXX
item->sItem.iOpt = 1; // XXX count needs to be correct
item->iSlotNum = 0; // XXX
item->eIL = 2;
std::cout << "sending item packet\n";
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
} }
// mission rewards // mission rewards
if (Rewards.find(missionData->iTaskNum) == Rewards.end()) { if (Rewards.find(missionData->iTaskNum) != Rewards.end()) {
// not a mission's final task giveMissionReward(sock, missionData->iTaskNum);
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC)); }
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
}
void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
return; // malformed packet
sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
response.iCurrentMissionID = missionData->iCurrentMissionID;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
}
void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
}
// TODO: coalesce into ItemManager::findFreeSlot()?
int MissionManager::findFreeQSlot(Player *plr) {
int i;
sItemBase free;
memset(&free, 0, sizeof(sItemBase));
for (i = 0; i < AQINVEN_COUNT; i++)
if (memcmp(&plr->QInven[i], &free, sizeof(sItemBase)) == 0)
return i;
// not found
return -1;
}
void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry
sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
Player *plr = PlayerManager::getPlayer(sock);
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
// find free quest item slot
int slot = findFreeQSlot(plr);
if (slot == -1) {
// this should never happen
std::cout << "[WARN] Player has no room for quest item!?" << std::endl;
return; return;
} }
Reward *reward = Rewards[missionData->iTaskNum]; std::cout << "new qitem in slot " << slot << std::endl;
// update player
plr->QInven[slot].iType = 8;
plr->QInven[slot].iID = id;
plr->QInven[slot].iOpt = count;
// preserve stats
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
reward->iTaskID = task;
reward->iNPC_TypeID = mobid;
item->sItem = plr->QInven[slot];
item->iSlotNum = slot;
item->eIL = 2;
std::cout << "sending quest item\n";
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}
void MissionManager::giveMissionReward(CNSocket *sock, int task) {
Reward *reward = Rewards[task];
Player *plr = PlayerManager::getPlayer(sock);
int nrewards = 0; int nrewards = 0;
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
@ -99,7 +180,7 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
std::cout << "Not enough room to complete task" << std::endl; std::cout << "Not enough room to complete task" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, fail); INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, fail);
fail.iTaskNum = missionData->iTaskNum; fail.iTaskNum = task;
fail.iErrorCode = 13; // inventory full fail.iErrorCode = 13; // inventory full
sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL)); sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL));
@ -137,30 +218,5 @@ void MissionManager::completeTask(CNSocket* sock, CNPacketData* data) {
plr->Inven[slots[i]] = item->sItem; plr->Inven[slots[i]] = item->sItem;
} }
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
} }
void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
return; // malformed packet
sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
response.iCurrentMissionID = missionData->iCurrentMissionID;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
}
void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
return; // malformed packet
sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
response.iTaskNum = missionData->iTaskNum;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
}
//void MissionManager::dropQuestItem(CNSocket *sock, int mobid, int count) {}

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@ -1,6 +1,7 @@
#pragma once #pragma once
#include "CNShardServer.hpp" #include "CNShardServer.hpp"
#include "Player.hpp"
#include "contrib/JSON.hpp" #include "contrib/JSON.hpp"
@ -42,14 +43,29 @@ struct QuestDropSet {
} }
}; };
struct ItemCleanup {
int32_t itemIds[4];
ItemCleanup(nlohmann::json ids) {
for (int i = 0; i < 4; i++) {
itemIds[i] = ids[i];
}
}
};
namespace MissionManager { namespace MissionManager {
extern std::map<int32_t, Reward*> Rewards; extern std::map<int32_t, Reward*> Rewards;
extern std::map<int32_t, SUItem*> SUItems; extern std::map<int32_t, SUItem*> SUItems;
extern std::map<int32_t, QuestDropSet*> QuestDropSets; extern std::map<int32_t, QuestDropSet*> QuestDropSets;
extern std::map<int32_t, ItemCleanup*> ItemCleanups;
void init(); void init();
void acceptMission(CNSocket* sock, CNPacketData* data); void acceptMission(CNSocket* sock, CNPacketData* data);
void completeTask(CNSocket* sock, CNPacketData* data); void completeTask(CNSocket* sock, CNPacketData* data);
void setMission(CNSocket* sock, CNPacketData* data); void setMission(CNSocket* sock, CNPacketData* data);
void quitMission(CNSocket* sock, CNPacketData* data); void quitMission(CNSocket* sock, CNPacketData* data);
int findFreeQSlot(Player *plr);
void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid);
void giveMissionReward(CNSocket *sock, int task);
} }

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@ -32,4 +32,7 @@ struct Player {
bool isTrading; bool isTrading;
bool isTradeConfirm; bool isTradeConfirm;
bool IsGM; bool IsGM;
int tasks[6];
sItemBase QInven[AQINVEN_COUNT];
}; };

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@ -12,7 +12,6 @@ void TableData::init() {
// load NPCs from NPC.json // load NPCs from NPC.json
try { try {
std::ifstream inFile(settings::NPCJSON); std::ifstream inFile(settings::NPCJSON);
nlohmann::json npcData; nlohmann::json npcData;
@ -39,7 +38,7 @@ void TableData::init() {
// load temporary mob dump // load temporary mob dump
try { try {
std::ifstream inFile(settings::MOBJSON); // not in settings, since it's temp std::ifstream inFile(settings::MOBJSON);
nlohmann::json npcData; nlohmann::json npcData;
// read file into json // read file into json
@ -82,7 +81,7 @@ void TableData::init() {
std::cout << "[INFO] populated " << NPCManager::Warps.size() << " Warps" << std::endl; std::cout << "[INFO] populated " << NPCManager::Warps.size() << " Warps" << std::endl;
// missions // load mission-related data
nlohmann::json tasks = xdtData["m_pMissionTable"]["m_pMissionData"]; nlohmann::json tasks = xdtData["m_pMissionTable"]["m_pMissionData"];
for (auto _task = tasks.begin(); _task != tasks.end(); _task++) { for (auto _task = tasks.begin(); _task != tasks.end(); _task++) {
@ -99,9 +98,8 @@ void TableData::init() {
// quest items obtained after completing a certain task // quest items obtained after completing a certain task
// (distinct from quest items dropped from mobs) // (distinct from quest items dropped from mobs)
if (task["m_iSUItem"][0] != 0) { if (task["m_iSUItem"][0] != 0)
MissionManager::SUItems[task["m_iHTaskID"]] = new SUItem(task["m_iSUItem"]); MissionManager::SUItems[task["m_iHTaskID"]] = new SUItem(task["m_iSUItem"]);
}
// quest item mob drops // quest item mob drops
if (task["m_iCSUItemID"][0] != 0) { if (task["m_iCSUItemID"][0] != 0) {
@ -109,6 +107,12 @@ void TableData::init() {
// TODO: timeouts, drop rates, etc. // TODO: timeouts, drop rates, etc.
// not sure if we need to keep track of NumNeeded/NumToKill server-side. // not sure if we need to keep track of NumNeeded/NumToKill server-side.
} }
// quest item cleanup
if (task["m_iDelItemID"][0] != 0) {
std::cout << "adding DelItem for " << task["m_iHTaskID"] << std::endl;
MissionManager::ItemCleanups[task["m_iHTaskID"]] = new ItemCleanup(task["m_iDelItemID"]);
}
} }
std::cout << "[INFO] Loaded mission-related data" << std::endl; std::cout << "[INFO] Loaded mission-related data" << std::endl;
@ -129,4 +133,6 @@ void TableData::cleanup() {
delete pair.second; delete pair.second;
for (auto& pair : MissionManager::QuestDropSets) for (auto& pair : MissionManager::QuestDropSets)
delete pair.second; delete pair.second;
for (auto& pair : MissionManager::ItemCleanups)
delete pair.second;
} }

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@ -34,7 +34,9 @@ void terminate(int arg) {
std::cout << "OpenFusion: terminating." << std::endl; std::cout << "OpenFusion: terminating." << std::endl;
shardServer->kill(); shardServer->kill();
shardThread->join(); shardThread->join();
#if defined(__SANITIZE_ADDRESS__) || (defined(__has_feature) && __has_feature(address_sanitizer))
TableData::cleanup(); TableData::cleanup();
#endif
exit(0); exit(0);
} }

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@ -2,6 +2,7 @@
#define AEQUIP_COUNT 9 #define AEQUIP_COUNT 9
#define AINVEN_COUNT 50 #define AINVEN_COUNT 50
#define AQINVEN_COUNT 50
#pragma pack(push) #pragma pack(push)

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@ -2,6 +2,7 @@
#define AEQUIP_COUNT 12 #define AEQUIP_COUNT 12
#define AINVEN_COUNT 50 #define AINVEN_COUNT 50
#define AQINVEN_COUNT 50
#pragma pack(push) #pragma pack(push)