mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-17 10:30:05 +00:00
Get rid of PlayerView. For good.
This commit is contained in:
@@ -20,7 +20,7 @@
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#include <vector>
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#include <cmath>
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std::map<CNSocket*, PlayerView> PlayerManager::players;
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std::map<CNSocket*, Player*> PlayerManager::players;
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void PlayerManager::init() {
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// register packet types
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@@ -52,11 +52,10 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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memcpy(p, &plr, sizeof(Player));
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players[key] = PlayerView();
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players[key].chunkPos = std::make_tuple(0, 0, 0);
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players[key].currentChunks = std::vector<Chunk*>();
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players[key].plr = p;
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players[key].lastHeartbeat = 0;
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players[key] = p;
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p->chunkPos = std::make_tuple(0, 0, 0);
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p->currentChunks = new std::vector<Chunk*>();
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p->lastHeartbeat = 0;
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key->plr = p;
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@@ -65,28 +64,28 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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}
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void PlayerManager::removePlayer(CNSocket* key) {
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PlayerView& view = players[key];
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uint64_t fromInstance = view.plr->instanceID;
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Player* plr = getPlayer(key);
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uint64_t fromInstance = plr->instanceID;
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GroupManager::groupKickPlayer(view.plr);
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GroupManager::groupKickPlayer(plr);
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// remove player's bullets
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MobManager::Bullets.erase(view.plr->iID);
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MobManager::Bullets.erase(plr->iID);
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// save player to DB
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Database::updatePlayer(view.plr);
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Database::updatePlayer(plr);
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// remove players from all chunks
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removePlayerFromChunks(view.currentChunks, key);
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removePlayerFromChunks(*plr->currentChunks, key);
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// remove from chunk
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if (ChunkManager::chunks.find(view.chunkPos) != ChunkManager::chunks.end())
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ChunkManager::chunks[view.chunkPos]->players.erase(key);
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if (ChunkManager::chunks.find(plr->chunkPos) != ChunkManager::chunks.end())
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ChunkManager::chunks[plr->chunkPos]->players.erase(key);
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std::cout << getPlayerName(key->plr) << " has left!" << std::endl;
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key->plr = nullptr;
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delete view.plr;
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delete plr;
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players.erase(key);
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// if the player was in a lair, clean it up
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@@ -136,15 +135,15 @@ bool PlayerManager::removePlayerFromChunks(std::vector<Chunk*> chunks, CNSocket*
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// remove players from eachother
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for (CNSocket* otherSock : chunk->players) {
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exitPlayer.iID = players[sock].plr->iID;
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exitPlayer.iID = getPlayer(sock)->iID;
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otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
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exitPlayer.iID = players[otherSock].plr->iID;
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exitPlayer.iID = getPlayer(otherSock)->iID;
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sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
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}
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}
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// remove us from that old stinky chunk
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return ChunkManager::removePlayer(players[sock].chunkPos, sock);
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return ChunkManager::removePlayer(getPlayer(sock)->chunkPos, sock);
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}
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void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock) {
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@@ -182,8 +181,8 @@ void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock
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if (sock == otherSock)
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continue;
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Player *otherPlr = players[otherSock].plr;
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Player *plr = players[sock].plr;
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Player *otherPlr = getPlayer(otherSock);
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Player *plr = getPlayer(sock);
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newPlayer.PCAppearanceData.iID = plr->iID;
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newPlayer.PCAppearanceData.iHP = plr->HP;
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@@ -219,61 +218,63 @@ void PlayerManager::addPlayerToChunks(std::vector<Chunk*> chunks, CNSocket* sock
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}
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void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, int angle) {
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players[sock].plr->angle = angle;
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getPlayer(sock)->angle = angle;
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updatePlayerPosition(sock, X, Y, Z);
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}
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void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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PlayerView& view = players[sock];
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view.plr->x = X;
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view.plr->y = Y;
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view.plr->z = Z;
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updatePlayerChunk(sock, X, Y, view.plr->instanceID);
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Player* plr = getPlayer(sock);
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plr->x = X;
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plr->y = Y;
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plr->z = Z;
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updatePlayerChunk(sock, X, Y, plr->instanceID);
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}
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void PlayerManager::updatePlayerChunk(CNSocket* sock, int X, int Y, uint64_t instanceID) {
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PlayerView& view = players[sock];
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ChunkPos newPos = ChunkManager::grabChunk(X, Y, view.plr->instanceID);
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Player* plr = getPlayer(sock);
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ChunkPos newPos = ChunkManager::grabChunk(X, Y, plr->instanceID);
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// nothing to be done
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if (newPos == view.chunkPos)
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if (newPos == plr->chunkPos)
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return;
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// add player to chunk
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ChunkManager::addPlayer(X, Y, view.plr->instanceID, sock);
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ChunkManager::addPlayer(X, Y, plr->instanceID, sock);
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std::vector<Chunk*> allChunks = ChunkManager::grabChunks(newPos);
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Chunk *chunk = nullptr;
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if (ChunkManager::checkChunk(view.chunkPos))
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chunk = ChunkManager::chunks[view.chunkPos];
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if (ChunkManager::checkChunk(plr->chunkPos))
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chunk = ChunkManager::chunks[plr->chunkPos];
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// first, remove all the old npcs & players from the old chunks
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if (removePlayerFromChunks(ChunkManager::getDeltaChunks(view.currentChunks, allChunks), sock)) {
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if (removePlayerFromChunks(ChunkManager::getDeltaChunks(*plr->currentChunks, allChunks), sock)) {
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allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end());
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}
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// now, add all the new npcs & players!
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addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, view.currentChunks), sock);
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addPlayerToChunks(ChunkManager::getDeltaChunks(allChunks, *plr->currentChunks), sock);
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view.chunkPos = newPos;
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view.currentChunks = allChunks;
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plr->chunkPos = newPos;
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plr->currentChunks->clear();
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for (Chunk* c : allChunks) {
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plr->currentChunks->push_back(c);
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}
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}
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void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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Player* plr = getPlayer(sock);
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if (plrv.plr->instanceID == 0) {
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if (plr->instanceID == 0) {
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// save last uninstanced coords
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plrv.plr->lastX = plrv.plr->x;
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plrv.plr->lastY = plrv.plr->y;
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plrv.plr->lastZ = plrv.plr->z;
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plrv.plr->lastAngle = plrv.plr->angle;
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plr->lastX = plr->x;
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plr->lastY = plr->y;
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plr->lastZ = plr->z;
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plr->lastAngle = plr->angle;
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}
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MissionManager::failInstancedMissions(sock); // fail any instanced missions
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uint64_t fromInstance = plrv.plr->instanceID; // pre-warp instance, saved for post-warp
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uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
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plr->instanceID = I;
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if (I != INSTANCE_OVERWORLD) {
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@@ -288,10 +289,10 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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resp.iX = X;
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resp.iY = Y;
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resp.iZ = Z;
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resp.iCandy = plrv.plr->money;
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resp.iCandy = plr->money;
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resp.eIL = 4; // do not take away any items
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
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plr->currentChunks->clear();
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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updatePlayerPosition(sock, X, Y, Z);
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}
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@@ -308,10 +309,10 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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pkt.iZ = Z;
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// force player & NPC reload
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PlayerView& plrv = players[sock];
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
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Player* plr = getPlayer(sock);
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PlayerManager::removePlayerFromChunks(*plr->currentChunks, sock);
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plr->currentChunks->clear();
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plr->chunkPos = std::make_tuple(0, 0, plr->instanceID);
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sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
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}
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@@ -439,12 +440,12 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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BuddyManager::refreshBuddyList(sock);
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for (auto& pair : PlayerManager::players)
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if (pair.second.plr->notify)
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if (pair.second->notify)
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ChatManager::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
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}
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void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
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for (Chunk* chunk : players[sock].currentChunks) {
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for (Chunk* chunk : *getPlayer(sock)->currentChunks) {
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for (CNSocket* otherSock : chunk->players) {
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if (otherSock == sock)
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continue;
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@@ -482,12 +483,14 @@ void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
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updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ, moveData->iAngle);
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players[sock].plr->angle = moveData->iAngle;
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Player* plr = getPlayer(sock);
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plr->angle = moveData->iAngle;
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uint64_t tm = getTime();
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INITSTRUCT(sP_FE2CL_PC_MOVE, moveResponse);
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moveResponse.iID = players[sock].plr->iID;
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moveResponse.iID = plr->iID;
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moveResponse.cKeyValue = moveData->cKeyValue;
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moveResponse.iX = moveData->iX;
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@@ -516,7 +519,7 @@ void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_STOP, stopResponse);
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stopResponse.iID = players[sock].plr->iID;
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stopResponse.iID = getPlayer(sock)->iID;
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stopResponse.iX = stopData->iX;
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stopResponse.iY = stopData->iY;
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@@ -539,7 +542,7 @@ void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_JUMP, jumpResponse);
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jumpResponse.iID = players[sock].plr->iID;
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jumpResponse.iID = getPlayer(sock)->iID;
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jumpResponse.cKeyValue = jumpData->cKeyValue;
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jumpResponse.iX = jumpData->iX;
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@@ -568,7 +571,7 @@ void PlayerManager::jumppadPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_JUMPPAD, jumppadResponse);
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jumppadResponse.iPC_ID = players[sock].plr->iID;
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jumppadResponse.iPC_ID = getPlayer(sock)->iID;
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jumppadResponse.cKeyValue = jumppadData->cKeyValue;
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jumppadResponse.iX = jumppadData->iX;
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@@ -595,7 +598,7 @@ void PlayerManager::launchPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_LAUNCHER, launchResponse);
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launchResponse.iPC_ID = players[sock].plr->iID;
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launchResponse.iPC_ID = getPlayer(sock)->iID;
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launchResponse.iX = launchData->iX;
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launchResponse.iY = launchData->iY;
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@@ -623,7 +626,7 @@ void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_ZIPLINE, ziplineResponse);
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ziplineResponse.iPC_ID = players[sock].plr->iID;
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ziplineResponse.iPC_ID = getPlayer(sock)->iID;
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ziplineResponse.iCliTime = ziplineData->iCliTime;
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ziplineResponse.iSvrTime = tm;
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ziplineResponse.iX = ziplineData->iX;
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@@ -658,7 +661,7 @@ void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_MOVEPLATFORM, platResponse);
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platResponse.iPC_ID = players[sock].plr->iID;
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platResponse.iPC_ID = getPlayer(sock)->iID;
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platResponse.iCliTime = platformData->iCliTime;
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platResponse.iSvrTime = tm;
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platResponse.iX = platformData->iX;
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@@ -690,7 +693,7 @@ void PlayerManager::moveSliderPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_MOVETRANSPORTATION, sliderResponse);
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sliderResponse.iPC_ID = players[sock].plr->iID;
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sliderResponse.iPC_ID = getPlayer(sock)->iID;
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sliderResponse.iCliTime = sliderData->iCliTime;
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sliderResponse.iSvrTime = tm;
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sliderResponse.iX = sliderData->iX;
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@@ -721,7 +724,7 @@ void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_SLOPE, slopeResponse);
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slopeResponse.iPC_ID = players[sock].plr->iID;
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slopeResponse.iPC_ID = getPlayer(sock)->iID;
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slopeResponse.iCliTime = slopeData->iCliTime;
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slopeResponse.iSvrTime = tm;
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slopeResponse.iX = slopeData->iX;
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@@ -809,7 +812,7 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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}
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void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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players[sock].lastHeartbeat = getTime();
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getPlayer(sock)->lastHeartbeat = getTime();
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}
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void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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@@ -893,48 +896,44 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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}
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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PlayerView& plr = PlayerManager::players[sock];
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Player* plr = getPlayer(sock);
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if (plr.plr->Equip[8].iID > 0 && plr.plr->Equip[8].iTimeLimit>getTimestamp()) {
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if (plr->Equip[8].iID > 0 && plr->Equip[8].iTimeLimit>getTimestamp()) {
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
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// send to other players
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plr.plr->iPCState |= 8;
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plr->iPCState |= 8;
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
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response2.iPC_ID = plr.plr->iID;
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response2.iState = plr.plr->iPCState;
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response2.iPC_ID = plr->iID;
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response2.iState = plr->iPCState;
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sendToViewable(sock, (void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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for (Chunk* chunk : players[sock].currentChunks) {
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for (CNSocket* otherSock : chunk->players) {
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otherSock->sendPacket((void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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}
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}
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} else {
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_FAIL, response);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_FAIL, sizeof(sP_FE2CL_PC_VEHICLE_ON_FAIL));
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// check if vehicle didn't expire
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if (plr.plr->Equip[8].iTimeLimit < getTimestamp()) {
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plr.plr->toRemoveVehicle.eIL = 0;
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plr.plr->toRemoveVehicle.iSlotNum = 8;
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ItemManager::checkItemExpire(sock, plr.plr);
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if (plr->Equip[8].iTimeLimit < getTimestamp()) {
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plr->toRemoveVehicle.eIL = 0;
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plr->toRemoveVehicle.iSlotNum = 8;
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ItemManager::checkItemExpire(sock, plr);
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}
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}
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}
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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PlayerView plr = PlayerManager::players[sock];
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Player* plr = getPlayer(sock);
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if (plr.plr->iPCState & 8) {
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if (plr->iPCState & 8) {
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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// send to other players
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plr.plr->iPCState &= ~8;
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plr->iPCState &= ~8;
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
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response2.iPC_ID = plr.plr->iID;
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response2.iState = plr.plr->iPCState;
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response2.iPC_ID = plr->iID;
|
||||
response2.iState = plr->iPCState;
|
||||
|
||||
sendToViewable(sock, (void*)&response2, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
|
||||
}
|
||||
@@ -985,7 +984,7 @@ void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
|
||||
#pragma region Helper methods
|
||||
Player *PlayerManager::getPlayer(CNSocket* key) {
|
||||
if (players.find(key) != players.end())
|
||||
return players[key].plr;
|
||||
return players[key];
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
@@ -1019,20 +1018,20 @@ WarpLocation PlayerManager::getRespawnPoint(Player *plr) {
|
||||
}
|
||||
|
||||
bool PlayerManager::isAccountInUse(int accountId) {
|
||||
std::map<CNSocket*, PlayerView>::iterator it;
|
||||
std::map<CNSocket*, Player*>::iterator it;
|
||||
for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) {
|
||||
if (it->second.plr->accountId == accountId)
|
||||
if (it->second->accountId == accountId)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void PlayerManager::exitDuplicate(int accountId) {
|
||||
std::map<CNSocket*, PlayerView>::iterator it;
|
||||
std::map<CNSocket*, Player*>::iterator it;
|
||||
|
||||
// disconnect any duplicate players
|
||||
for (it = players.begin(); it != players.end(); it++) {
|
||||
if (it->second.plr->accountId == accountId) {
|
||||
if (it->second->accountId == accountId) {
|
||||
CNSocket* sock = it->first;
|
||||
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_DUPLICATE, resp);
|
||||
@@ -1074,15 +1073,15 @@ void PlayerManager::setSpecialState(CNSocket* sock, CNPacketData* data) {
|
||||
|
||||
Player *PlayerManager::getPlayerFromID(int32_t iID) {
|
||||
for (auto& pair : PlayerManager::players)
|
||||
if (pair.second.plr->iID == iID)
|
||||
return pair.second.plr;
|
||||
if (pair.second->iID == iID)
|
||||
return pair.second;
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
CNSocket *PlayerManager::getSockFromID(int32_t iID) {
|
||||
for (auto& pair : PlayerManager::players)
|
||||
if (pair.second.plr->iID == iID)
|
||||
if (pair.second->iID == iID)
|
||||
return pair.first;
|
||||
|
||||
return nullptr;
|
||||
|
||||
Reference in New Issue
Block a user