From 9cc5f3e4d5b7bef38ef3bff9ea6cb554d55cfbc0 Mon Sep 17 00:00:00 2001 From: dongresource Date: Mon, 14 Sep 2020 16:03:30 +0200 Subject: [PATCH] Cleaned up comment formatting. The incantation was: sed -i 's://\([^ ]\):// \1:' src/*.[ch]pp Lines of code that was commented out were then manually reverted. --- src/CNLoginServer.cpp | 28 +++++++++++----------- src/CNLoginServer.hpp | 2 +- src/Database.cpp | 54 +++++++++++++++++++++--------------------- src/Database.hpp | 18 +++++++------- src/ItemManager.cpp | 24 +++++++++---------- src/ItemManager.hpp | 2 +- src/MissionManager.cpp | 4 ++-- src/PlayerManager.cpp | 12 +++++----- 8 files changed, 72 insertions(+), 72 deletions(-) diff --git a/src/CNLoginServer.cpp b/src/CNLoginServer.cpp index cd668f0..add5e84 100644 --- a/src/CNLoginServer.cpp +++ b/src/CNLoginServer.cpp @@ -25,7 +25,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { return; // ignore the malformed packet sP_CL2LS_REQ_LOGIN* login = (sP_CL2LS_REQ_LOGIN*)data->buf; - //TODO: implement better way of sending credentials + // TODO: implement better way of sending credentials std::string userLogin((char*)login->szCookie_TEGid); std::string userPassword((char*)login->szCookie_authid); @@ -45,7 +45,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { bool success = false; int errorCode = 0; - //checking regex + // checking regex if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) { errorCode = (int)LoginError::LOGIN_ERROR; @@ -53,7 +53,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { else { std::unique_ptr findUser = Database::findAccount(userLogin); - //if account not found, create it + // if account not found, create it if (findUser == nullptr) { loginSessions[sock] = CNLoginData(); @@ -61,16 +61,16 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { loginSessions[sock].slot = 1; success = true; } - //if user exists, check if password is correct + // if user exists, check if password is correct else if (CNLoginServer::isPasswordCorrect(findUser->Password, userPassword)) { - //check if account isn't currently in use + // check if account isn't currently in use if (CNLoginServer::isAccountInUse(findUser->AccountID) || PlayerManager::isAccountInUse(findUser->AccountID)) { errorCode = (int)LoginError::ID_ALREADY_IN_USE; } - //if not, login success + // if not, login success else { loginSessions[sock] = CNLoginData(); @@ -124,12 +124,12 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { charInfo.iY = it->y; charInfo.iZ = it->z; - //save character in session (for char select) + // save character in session (for char select) int UID = it->iID; loginSessions[sock].characters[UID] = Player(*it); loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); - //Equip info + // Equip info for (int i = 0; i < AEQUIP_COUNT; i++) { charInfo.aEquip[i] = it->Equip[i]; } @@ -141,7 +141,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { sock->sendPacket((void*)&charInfo, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO)); } } - //Failure + // Failure else { INITSTRUCT(sP_LS2CL_REP_LOGIN_FAIL, resp); @@ -165,11 +165,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { bool success = true; int errorcode = 0; - //check regex + // check regex if (!CNLoginServer::isCharacterNameGood(U16toU8(nameCheck->szFirstName), U16toU8(nameCheck->szLastName))) { success = false; errorcode = 4; - } else if (!Database::isNameFree(nameCheck)){ //check if name isn't already occupied + } else if (!Database::isNameFree(nameCheck)){ // check if name isn't already occupied success = false; errorcode = 1; } @@ -252,7 +252,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { resp.iLevel = player.level; resp.sOn_Item = character->sOn_Item; - //save player in session + // save player in session loginSessions[sock].characters[UID] = Player(player); loginSessions[sock].characters[UID].FEKey = sock->getFEKey(); @@ -322,11 +322,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) { return; sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf; Database::finishTutorial(save->iPC_UID); - //update character in session + // update character in session auto key = loginSessions[sock].characters[save->iPC_UID].FEKey; loginSessions[sock].characters[save->iPC_UID] = Player(Database::getPlayer(save->iPC_UID)); loginSessions[sock].characters[save->iPC_UID].FEKey = key; - //no response here + // no response here break; } case P_CL2LS_REQ_CHANGE_CHAR_NAME: { diff --git a/src/CNLoginServer.hpp b/src/CNLoginServer.hpp index e1a8961..6ab12cb 100644 --- a/src/CNLoginServer.hpp +++ b/src/CNLoginServer.hpp @@ -34,7 +34,7 @@ private: static bool isPasswordCorrect(std::string actualPassword, std::string tryPassword); static bool isAccountInUse(int accountId); static bool isCharacterNameGood(std::string Firstname, std::string Lastname); - //returns true if success + // returns true if success static bool exitDuplicate(int accountId); public: CNLoginServer(uint16_t p); diff --git a/src/Database.cpp b/src/Database.cpp index 7489480..878774f 100644 --- a/src/Database.cpp +++ b/src/Database.cpp @@ -75,7 +75,7 @@ auto db = make_storage("database.db", void Database::open() { - //this parameter means it will try to preserve data during migration + // this parameter means it will try to preserve data during migration bool preserve = true; db.sync_schema(preserve); DEBUGLOG( @@ -102,7 +102,7 @@ void Database::updateSelected(int accountId, int slot) std::unique_ptr Database::findAccount(std::string login) { - //this is awful, I've tried everything to improve it + // this is awful, I've tried everything to improve it auto find = db.get_all( where(c(&Account::Login) == login), limit(1)); if (find.empty()) @@ -130,24 +130,24 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) DbPlayer create = {}; - //save packet data + // save packet data create.FirstName = U16toU8(save->szFirstName); create.LastName = U16toU8(save->szLastName); create.slot = save->iSlotNum; create.AccountID = AccountID; - //set flags + // set flags create.AppearanceFlag = 0; create.TutorialFlag = 0; create.PayZoneFlag = 0; - //set namecheck based on setting + // set namecheck based on setting if (settings::APPROVEALLNAMES || save->iFNCode) create.NameCheck = 1; else create.NameCheck = 0; - //create default body character + // create default body character create.Body = 0; create.Class = 0; create.EyeColor = 1; @@ -184,7 +184,7 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) finish.Level = 1; finish.SkinColor = character->PCStyle.iSkinColor; db.update(finish); - //clothes + // clothes Inventory Foot, LB, UB; Foot.playerId = character->PCStyle.iPC_UID; Foot.id = character->sOn_Item.iEquipFootID; @@ -212,9 +212,9 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) void Database::finishTutorial(int PlayerID) { Player finish = getPlayer(PlayerID); - //set flag + // set flag finish.PCStyle2.iTutorialFlag= 1; - //add Gun + // add Gun Inventory LightningGun = {}; LightningGun.playerId = PlayerID; LightningGun.id = 328; @@ -222,7 +222,7 @@ void Database::finishTutorial(int PlayerID) LightningGun.Type = 0; LightningGun.Opt = 1; db.insert(LightningGun); - //add Nano + // add Nano Nano Buttercup = {}; Buttercup.playerId = PlayerID; Buttercup.iID = 1; @@ -230,7 +230,7 @@ void Database::finishTutorial(int PlayerID) Buttercup.iStamina = 150; finish.equippedNanos[0] = 1; db.insert(Buttercup); - //save missions + // save missions MissionManager::saveMission(&finish, 0); MissionManager::saveMission(&finish, 1); @@ -254,7 +254,7 @@ std::vector Database::getCharacters(int UserID) std::vectorcharacters = db.get_all(where (c(&DbPlayer::AccountID) == UserID)); - //parsing DbPlayer to Player + // parsing DbPlayer to Player std::vector result = std::vector(); for (auto &character : characters) { Player toadd = DbToPlayer(character); @@ -319,9 +319,9 @@ Database::DbPlayer Database::playerToDb(Player *player) result.Nano2 = player->equippedNanos[1]; result.Nano3 = player->equippedNanos[2]; - //quests + // quests result.QuestFlag = std::vector(); - //parsing long array to char vector + // parsing long array to char vector for (int i=0; i<16; i++) { int64_t temp = player->aQuestFlag[i]; @@ -420,13 +420,13 @@ void Database::updatePlayer(Player *player) { } void Database::updateInventory(Player *player){ - //start transaction + // start transaction db.begin_transaction(); - //remove all + // remove all db.remove_all( where(c(&Inventory::playerId) == player->iID) ); - //insert equip + // insert equip for (int i = 0; i < AEQUIP_COUNT; i++) { if (player->Equip[i].iID != 0) { sItemBase* next = &player->Equip[i]; @@ -440,7 +440,7 @@ void Database::updateInventory(Player *player){ db.insert(toAdd); } } - //insert inventory + // insert inventory for (int i = 0; i < AINVEN_COUNT; i++) { if (player->Inven[i].iID != 0) { sItemBase* next = &player->Inven[i]; @@ -454,7 +454,7 @@ void Database::updateInventory(Player *player){ db.insert(toAdd); } } - //insert bank + // insert bank for (int i = 0; i < ABANK_COUNT; i++) { if (player->Bank[i].iID != 0) { sItemBase* next = &player->Bank[i]; @@ -471,13 +471,13 @@ void Database::updateInventory(Player *player){ db.commit(); } void Database::updateNanos(Player *player) { - //start transaction + // start transaction db.begin_transaction(); - //remove all + // remove all db.remove_all( where(c(&Nano::playerId) == player->iID) ); - //insert + // insert for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++) { if ((player->Nanos[i]).iID == 0) @@ -493,18 +493,18 @@ void Database::updateNanos(Player *player) { db.commit(); } void Database::getInventory(Player* player) { - //get items from DB + // get items from DB auto items = db.get_all( where(c(&Inventory::playerId) == player->iID) ); - //set items + // set items for (const Inventory ¤t : items) { sItemBase toSet = {}; toSet.iID = current.id; toSet.iType = current.Type; toSet.iOpt = current.Opt; toSet.iTimeLimit = current.TimeLimit; - //assign to proper arrays + // assign to proper arrays if (current.slot <= AEQUIP_COUNT) player->Equip[current.slot] = toSet; else if (current.slot <= (AEQUIP_COUNT + AINVEN_COUNT)) @@ -515,11 +515,11 @@ void Database::getInventory(Player* player) { } void Database::getNanos(Player* player) { - //get from DB + // get from DB auto nanos = db.get_all( where(c(&Nano::playerId) == player->iID) ); - //set + // set for (const Nano& current : nanos) { sNano *toSet = &player->Nanos[current.iID]; toSet->iID = current.iID; diff --git a/src/Database.hpp b/src/Database.hpp index 819796f..e319e36 100644 --- a/src/Database.hpp +++ b/src/Database.hpp @@ -69,23 +69,23 @@ namespace Database { #pragma endregion DatabaseStructs - //handles migrations + // handles migrations void open(); - //returns ID + // returns ID int addAccount(std::string login, std::string password); void updateSelected(int accountId, int playerId); std::unique_ptr findAccount(std::string login); bool isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck); - //called after chosing name, returns ID + // called after chosing name, returns ID int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID); - //called after finishing creation + // called after finishing creation void finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character); - //called after tutorial + // called after tutorial void finishTutorial(int PlayerID); - //returns slot number + // returns slot number int deleteCharacter(int characterID, int userID); std::vector getCharacters(int userID); - //accepting/declining custom name + // accepting/declining custom name enum class CustomName { APPROVE = 1, DISAPPROVE = 2 @@ -93,11 +93,11 @@ namespace Database { void evaluateCustomName(int characterID, CustomName decision); void changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save); - //parsing DbPlayer + // parsing DbPlayer DbPlayer playerToDb(Player *player); Player DbToPlayer(DbPlayer player); - //getting players + // getting players DbPlayer getDbPlayerById(int id); Player getPlayer(int id); diff --git a/src/ItemManager.cpp b/src/ItemManager.cpp index 25d3d0d..fff60df 100644 --- a/src/ItemManager.cpp +++ b/src/ItemManager.cpp @@ -11,9 +11,9 @@ void ItemManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_ITEM, itemGMGiveHandler); - //Bank + // Bank REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler); - //Trade handlers + // Trade handlers REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER, itemTradeOfferHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT, itemTradeOfferAcceptHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL, itemTradeOfferRefusalHandler); @@ -35,7 +35,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) { PlayerView& plr = PlayerManager::players[sock]; - //sanity check + // sanity check if (plr.plr->Equip[itemmove->iFromSlotNum].iType != 0 && itemmove->eFrom == 0 && itemmove->eTo == 0) { // this packet should never happen unless it is a weapon, tell the client to do nothing and do nothing ourself resp.eTo = itemmove->eFrom; @@ -53,7 +53,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) { if (itemmove->iToSlotNum > ABANK_COUNT || itemmove->iToSlotNum < 0) return; - //get the fromItem + // get the fromItem sItemBase *fromItem; switch ((SlotType)itemmove->eFrom) { case SlotType::EQUIP: @@ -67,7 +67,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) { break; } - //get the toItem + // get the toItem sItemBase* toItem; switch ((SlotType)itemmove->eTo) { case SlotType::EQUIP: @@ -81,16 +81,16 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) { break; } - //save items to response + // save items to response resp.ToSlotItem = *toItem; resp.FromSlotItem = *fromItem; - //swap items in session + // swap items in session sItemBase temp = *toItem; *toItem = *fromItem; *fromItem = temp; - //send equip change to viewable players + // send equip change to viewable players if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) { INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange); @@ -114,7 +114,7 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) { } } - //send response + // send response resp.eTo = itemmove->eFrom; resp.iToSlotNum = itemmove->iFromSlotNum; resp.eFrom = itemmove->eTo; @@ -177,7 +177,7 @@ void ItemManager::itemBankOpenHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_BANK_OPEN)) return; // ignore the malformed packet - //just send bank inventory + // just send bank inventory INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp); for (int i = 0; i < ABANK_COUNT; i++) { resp.aBank[i] = PlayerManager::players[sock].plr->Bank[i]; @@ -220,7 +220,7 @@ void ItemManager::itemTradeOfferHandler(CNSocket* sock, CNPacketData* data) { sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL)); - return; //prevent trading with a player already trading + return; // prevent trading with a player already trading } INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER, resp); @@ -275,7 +275,7 @@ void ItemManager::itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL)); - return; //prevent trading with a player already trading + return; // prevent trading with a player already trading } plr.plr->isTrading = true; diff --git a/src/ItemManager.hpp b/src/ItemManager.hpp index 18cae7d..cd7a302 100644 --- a/src/ItemManager.hpp +++ b/src/ItemManager.hpp @@ -14,7 +14,7 @@ namespace ItemManager { void itemMoveHandler(CNSocket* sock, CNPacketData* data); void itemDeleteHandler(CNSocket* sock, CNPacketData* data); void itemGMGiveHandler(CNSocket* sock, CNPacketData* data); - //Bank + // Bank void itemBankOpenHandler(CNSocket* sock, CNPacketData* data); void itemTradeOfferHandler(CNSocket* sock, CNPacketData* data); //void itemTradeOfferCancel(CNSocket* sock, CNPacketData* data); diff --git a/src/MissionManager.cpp b/src/MissionManager.cpp index 8af6a97..f547351 100644 --- a/src/MissionManager.cpp +++ b/src/MissionManager.cpp @@ -103,7 +103,7 @@ void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) { // if it's the last task if (task["m_iSUOutgoingTask"] == 0) { - //save completed mission on player + // save completed mission on player saveMission(plr, (int)(task["m_iHMissionID"])-1); } @@ -332,7 +332,7 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) { } void MissionManager::saveMission(Player* player, int missionId) { - //Missions are stored in int_64t array + // Missions are stored in int_64t array int row = missionId / 64; int column = missionId % 64; player->aQuestFlag[row] |= (1ULL << column); diff --git a/src/PlayerManager.cpp b/src/PlayerManager.cpp index 3d92b1e..e96094c 100644 --- a/src/PlayerManager.cpp +++ b/src/PlayerManager.cpp @@ -220,13 +220,13 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) { response.PCLoadData2CL.iFatigue = 50; response.PCLoadData2CL.PCStyle = plr.PCStyle; response.PCLoadData2CL.PCStyle2 = plr.PCStyle2; - //inventory + // inventory for (int i = 0; i < AEQUIP_COUNT; i++) response.PCLoadData2CL.aEquip[i] = plr.Equip[i]; for (int i = 0; i < AINVEN_COUNT; i++) response.PCLoadData2CL.aInven[i] = plr.Inven[i]; - //nanos + // nanos for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) { response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i]; } @@ -234,7 +234,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) { response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i]; } - //missions + // missions for (int i = 0; i < 16; i++) { response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i]; } @@ -450,7 +450,7 @@ void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) { ziplineResponse.fVZ = ziplineData->fVZ; ziplineResponse.fMovDistance = ziplineData->fMovDistance; ziplineResponse.fMaxDistance = ziplineData->fMaxDistance; - ziplineResponse.fDummy = ziplineData->fDummy; //wtf is this for? + ziplineResponse.fDummy = ziplineData->fDummy; // wtf is this for? ziplineResponse.iStX = ziplineData->iStX; ziplineResponse.iStY = ziplineData->iStY; ziplineResponse.iStZ = ziplineData->iStZ; @@ -673,7 +673,7 @@ void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) { INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response); sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC)); - //send to other players + // send to other players plr.plr->iPCState = 8; INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2); response2.iPC_ID = plr.plr->iID; @@ -696,7 +696,7 @@ void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) { PlayerView plr = PlayerManager::players[sock]; - //send to other players + // send to other players plr.plr->iPCState = 0; INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2); response2.iPC_ID = plr.plr->iID;