vehicle has a proper expiration day when bought, implemented checking expired vehicles while login

This commit is contained in:
kamilprzyb 2020-09-22 13:16:09 +02:00
parent 00f64ce992
commit 5a58908462
7 changed files with 79 additions and 1 deletions

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@ -432,6 +432,7 @@ Player Database::DbToPlayer(DbPlayer player) {
result.aSkywayLocationFlag[1] = player.SkywayLocationFlag2; result.aSkywayLocationFlag[1] = player.SkywayLocationFlag2;
Database::getInventory(&result); Database::getInventory(&result);
Database::removeExpiredVehicles(&result);
Database::getNanos(&result); Database::getNanos(&result);
Database::getQuests(&result); Database::getQuests(&result);
@ -606,6 +607,39 @@ void Database::getInventory(Player* player) {
player->QInven[current.slot - AEQUIP_COUNT - AINVEN_COUNT - ABANK_COUNT] = toSet; player->QInven[current.slot - AEQUIP_COUNT - AINVEN_COUNT - ABANK_COUNT] = toSet;
} }
}
void Database::removeExpiredVehicles(Player* player) {
uint64_t currentTime = getTime();
//remove from bank immediately
for (int i = 0; i < ABANK_COUNT; i++) {
if (player->Bank[i].iType == 10 && player->Bank[i].iTimeLimit < currentTime)
player->Bank[i] = {};
}
//for the rest, we want to leave only 1 expired vehicle on player to delete it with the client packet
std::vector<sItemBase*> toRemove;
//equiped vehicle
if (player->Equip[8].iOpt > 0 && player->Equip[8].iTimeLimit < currentTime)
{
toRemove.push_back(&player->Equip[8]);
player->toRemoveVehicle.eIL = 0;
player->toRemoveVehicle.iSlotNum = 8;
}
//inventory
for (int i = 0; i < AINVEN_COUNT; i++) {
if (player->Inven[i].iType == 10 && player->Inven[i].iTimeLimit < currentTime) {
toRemove.push_back(&player->Inven[i]);
player->toRemoveVehicle.eIL = 1;
player->toRemoveVehicle.iSlotNum = i;
}
}
//delete all but one vehicles, leave last one for ceremonial deletion
for (int i = 1; i < toRemove.size(); i++) {
memset(toRemove[i-1], 0, sizeof(sItemBase));
}
} }
void Database::getNanos(Player* player) { void Database::getNanos(Player* player) {

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@ -126,6 +126,7 @@ namespace Database {
void updateQuests(Player* player); void updateQuests(Player* player);
void getInventory(Player* player); void getInventory(Player* player);
void removeExpiredVehicles(Player* player);
void getNanos(Player* player); void getNanos(Player* player);
void getQuests(Player* player); void getQuests(Player* player);

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@ -767,3 +767,35 @@ Item* ItemManager::getItemData(int32_t id, int32_t type) {
return &ItemData[std::pair<int32_t, int32_t>(id, type)]; return &ItemData[std::pair<int32_t, int32_t>(id, type)];
return nullptr; return nullptr;
} }
void ItemManager::checkItemExpire(CNSocket* sock, Player* player) {
if (player->toRemoveVehicle.eIL == 0 && player->toRemoveVehicle.iSlotNum == 0)
return;
/* prepare packet
* yes, this is a varadic packet, however analyzing client behavior and code
* it only checks takes the first item sent into account
* yes, this is very stupid
* therefore, we delete all but 1 expired vehicle while loading player
* to delete the last one here so player gets a notification
*/
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// 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_PC_DELETE_TIME_LIMIT_ITEM* packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM));
memset(respbuf, 0, resplen);
packet->iItemListCount = 1;
itemData->eIL = player->toRemoveVehicle.eIL;
itemData->iSlotNum = player->toRemoveVehicle.iSlotNum;
sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen);
//delete serverside
if (player->toRemoveVehicle.eIL == 0)
memset(&player->Equip[8], 0, sizeof(sItemBase));
else
memset(&player->Inven[player->toRemoveVehicle.iSlotNum], 0, sizeof(sItemBase));
}

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@ -47,4 +47,5 @@ namespace ItemManager {
int findFreeSlot(Player *plr); int findFreeSlot(Player *plr);
Item* getItemData(int32_t id, int32_t type); Item* getItemData(int32_t id, int32_t type);
void checkItemExpire(CNSocket* sock, Player* player);
} }

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@ -115,6 +115,11 @@ void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) {
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL)); sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL));
return; return;
} }
// if vehicle
if (req->Item.iType == 10)
// set time limit: current time + 7days
req->Item.iTimeLimit = getTime() + 604800;
if (slot != req->iInvenSlotNum) { if (slot != req->iInvenSlotNum) {
// possible item stacking? // possible item stacking?

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@ -49,4 +49,6 @@ struct Player {
int RemainingNPCCount[ACTIVE_MISSION_COUNT][3]; int RemainingNPCCount[ACTIVE_MISSION_COUNT][3];
sItemBase QInven[AQINVEN_COUNT]; sItemBase QInven[AQINVEN_COUNT];
int32_t CurrentMissionID; int32_t CurrentMissionID;
sTimeLimitItemDeleteInfo2CL toRemoveVehicle;
}; };

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@ -4,6 +4,7 @@
#include "CNShardServer.hpp" #include "CNShardServer.hpp"
#include "CNShared.hpp" #include "CNShared.hpp"
#include "MissionManager.hpp" #include "MissionManager.hpp"
#include "ItemManager.hpp"
#include "settings.hpp" #include "settings.hpp"
@ -283,6 +284,8 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
sock->sendPacket((void*)&motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN)); sock->sendPacket((void*)&motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN));
addPlayer(sock, plr); addPlayer(sock, plr);
//check if there is an expiring vehicle
ItemManager::checkItemExpire(sock, getPlayer(sock));
} }
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) { void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {