mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-24 12:50:05 +00:00
Implement most of the remaining client-side GM commands
* Muting a player's freechat * Kicking players * Querying info about a player * Teleporting yourself to a player * Teleporting a player to yourself * Teleporting a player to another player * Teleporting a player to arbitrary coords * Teleporting a player to arbitrary coords in an arbitrary mapnum * /unstick Also: * Renamed misleading setSpecialPlayer() to setValuePlayer() * Revamped monitor logic * Added server-side checks to account level 50 commands * Made sure even trade chat is run through sanitizeText() * Moved setSpecialState() closer to its calling functions * Interpret client commands even in Buddy and Group chat (but not in Trade chat)
This commit is contained in:
@@ -37,16 +37,21 @@ void PlayerManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVETRANSPORTATION, moveSliderPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, moveSlopePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, gotoPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, setValuePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, heartbeatPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, revivePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, exitGame);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, setSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH, setGMSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF, setGMSpecialOnOff);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, enterPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, exitPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, changePlayerGuide);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIRST_USE_FLAG_SET, setFirstUseFlag);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_LOCATION, locatePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_KICK_PLAYER, kickPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_TO_PC, warpToPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_TARGET_PC_TELEPORT, teleportPlayer);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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@@ -664,6 +669,10 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_GOTO))
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return; // ignore the malformed packet
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Player *plr = getPlayer(sock);
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if (plr->accountLevel > 50)
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return;
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sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, response);
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@@ -677,12 +686,15 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
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sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, INSTANCE_OVERWORLD);
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}
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void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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void PlayerManager::setValuePlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SET_VALUE))
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return; // ignore the malformed packet
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Player *plr = getPlayer(sock);
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if (plr->accountLevel > 50)
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return;
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sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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INITSTRUCT(sP_FE2CL_GM_REP_PC_SET_VALUE, response);
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@@ -897,6 +909,29 @@ void PlayerManager::setGMSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data)
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setSpecialState(sock, data);
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}
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void PlayerManager::setSpecialState(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH))
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return; // ignore the malformed packet
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sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH* setData = (sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf;
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Player *plr = getPlayer(sock);
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// HACK: work around the invisible weapon bug
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if (setData->iSpecialStateFlag == CN_SPECIAL_STATE_FLAG__FULL_UI)
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ItemManager::updateEquips(sock, plr);
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INITSTRUCT(sP_FE2CL_PC_SPECIAL_STATE_CHANGE, response);
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plr->iSpecialState ^= setData->iSpecialStateFlag;
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response.iPC_ID = setData->iPC_ID;
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response.iReqSpecialStateFlag = setData->iSpecialStateFlag;
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response.iSpecialState = plr->iSpecialState;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, sizeof(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC));
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sendToViewable(sock, (void*)&response, P_FE2CL_PC_SPECIAL_STATE_CHANGE, sizeof(sP_FE2CL_PC_SPECIAL_STATE_CHANGE));
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}
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void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_CHANGE_MENTOR))
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return;
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@@ -945,6 +980,186 @@ void PlayerManager::setFirstUseFlag(CNSocket* sock, CNPacketData* data) {
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plr->iFirstUseFlag[1] |= (1ULL << (flag->iFlagCode - 65));
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}
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void PlayerManager::setGMSpecialOnOff(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF))
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return; // sanity check
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Player *plr = getPlayer(sock);
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// access check
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF *req = (sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF*)data->buf;
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CNSocket *otherSock = getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
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U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
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if (otherSock == nullptr) {
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ChatManager::sendServerMessage(sock, "player to teleport not found");
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return;
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}
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Player *otherPlr = getPlayer(otherSock);
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if (req->iONOFF)
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otherPlr->iSpecialState |= req->iSpecialStateFlag;
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else
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otherPlr->iSpecialState &= ~req->iSpecialStateFlag;
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// this is only used for muting players, so no need to update the client since that logic is server-side
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}
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void PlayerManager::locatePlayer(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_LOCATION))
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return; // sanity check
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Player *plr = getPlayer(sock);
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// access check
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_GM_REQ_PC_LOCATION *req = (sP_CL2FE_GM_REQ_PC_LOCATION*)data->buf;
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CNSocket *otherSock = getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
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U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
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if (otherSock == nullptr) {
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ChatManager::sendServerMessage(sock, "player not found");
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return;
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}
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INITSTRUCT(sP_FE2CL_GM_REP_PC_LOCATION, resp);
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Player *otherPlr = getPlayer(otherSock);
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resp.iTargetPC_UID = otherPlr->accountId;
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resp.iTargetPC_ID = otherPlr->iID;
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resp.iShardID = 0; // sharding is unsupported
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resp.iMapType = !!PLAYERID(otherPlr->instanceID); // private instance or not
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resp.iMapID = PLAYERID(otherPlr->instanceID);
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resp.iMapNum = MAPNUM(otherPlr->instanceID);
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resp.iX = otherPlr->x;
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resp.iY = otherPlr->y;
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resp.iZ = otherPlr->z;
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memcpy(resp.szTargetPC_FirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.szTargetPC_FirstName));
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memcpy(resp.szTargetPC_LastName, otherPlr->PCStyle.szLastName, sizeof(resp.szTargetPC_LastName));
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sock->sendPacket((void*)&resp, P_FE2CL_GM_REP_PC_LOCATION, sizeof(sP_FE2CL_GM_REP_PC_LOCATION));
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}
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void PlayerManager::kickPlayer(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_KICK_PLAYER))
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return; // sanity check
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Player *plr = getPlayer(sock);
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// access check
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_GM_REQ_KICK_PLAYER *req = (sP_CL2FE_GM_REQ_KICK_PLAYER*)data->buf;
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CNSocket *otherSock = getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
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U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
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if (otherSock == nullptr) {
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ChatManager::sendServerMessage(sock, "player not found");
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return;
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}
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Player *otherPlr = getPlayer(otherSock);
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if (otherPlr->accountLevel > plr->accountLevel) {
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ChatManager::sendServerMessage(sock, "player has higher access level");
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return;
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}
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INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response);
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response.iID = otherPlr->iID;
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response.iExitCode = 3; // "a GM has terminated your connection"
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// send to target player
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otherSock->sendPacket((void*)&response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
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}
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void PlayerManager::warpToPlayer(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_TO_PC))
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return; // sanity check
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Player *plr = getPlayer(sock);
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// access check
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_REQ_PC_WARP_TO_PC *req = (sP_CL2FE_REQ_PC_WARP_TO_PC*)data->buf;
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Player *otherPlr = getPlayerFromID(req->iPC_ID);
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if (otherPlr == nullptr) {
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ChatManager::sendServerMessage(sock, "player not found");
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return;
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}
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sendPlayerTo(sock, otherPlr->x, otherPlr->y, otherPlr->z, otherPlr->instanceID);
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}
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// GM teleport command
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void PlayerManager::teleportPlayer(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT))
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return; // sanity check
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Player *plr = getPlayer(sock);
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// access check
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT *req = (sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT*)data->buf;
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// player to teleport
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CNSocket *targetSock = getSockFromAny(req->eTargetPCSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
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U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
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if (targetSock == nullptr) {
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ChatManager::sendServerMessage(sock, "player to teleport not found");
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return;
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}
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CNSocket *goalSock = nullptr;
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Player *goalPlr = nullptr;
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Player *targetPlr = nullptr;
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uint64_t instance = plr->instanceID;
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const int unstickRange = 400;
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switch (req->eTeleportType) {
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case eCN_GM_TeleportMapType__MyLocation:
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sendPlayerTo(targetSock, plr->x, plr->y, plr->z);
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break;
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case eCN_GM_TeleportMapType__MapXYZ:
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instance = req->iToMap;
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// fallthrough
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case eCN_GM_TeleportMapType__XYZ:
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sendPlayerTo(targetSock, req->iToX, req->iToY, req->iToZ, instance);
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break;
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case eCN_GM_TeleportMapType__SomeoneLocation:
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// player to teleport to
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goalSock = getSockFromAny(req->eGoalPCSearchBy, req->iGoalPC_ID, req->iGoalPC_UID,
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U16toU8(req->szGoalPC_FirstName), U16toU8(req->szGoalPC_LastName));
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if (goalSock == nullptr) {
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ChatManager::sendServerMessage(sock, "teleportation target player not found");
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return;
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}
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goalPlr = getPlayer(goalSock);
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sendPlayerTo(targetSock, goalPlr->x, goalPlr->y, goalPlr->z, goalPlr->instanceID);
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break;
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case eCN_GM_TeleportMapType__Unstick:
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targetPlr = getPlayer(targetSock);
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sendPlayerTo(targetSock, targetPlr->x - unstickRange/2 + rand() % unstickRange,
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targetPlr->y - unstickRange/2 + rand() % unstickRange, targetPlr->z + 80);
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break;
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}
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}
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#pragma region Helper methods
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Player *PlayerManager::getPlayer(CNSocket* key) {
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if (players.find(key) != players.end())
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@@ -1014,32 +1229,9 @@ void PlayerManager::exitDuplicate(int accountId) {
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}
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}
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void PlayerManager::setSpecialState(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH))
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return; // ignore the malformed packet
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Player *plr = getPlayer(sock);
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sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH* setData = (sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf;
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// HACK: work around the invisible weapon bug
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if (setData->iSpecialStateFlag == CN_SPECIAL_STATE_FLAG__FULL_UI)
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ItemManager::updateEquips(sock, plr);
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INITSTRUCT(sP_FE2CL_PC_SPECIAL_STATE_CHANGE, response);
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plr->iSpecialState ^= setData->iSpecialStateFlag;
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response.iPC_ID = setData->iPC_ID;
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response.iReqSpecialStateFlag = setData->iSpecialStateFlag;
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response.iSpecialState = plr->iSpecialState;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, sizeof(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC));
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sendToViewable(sock, (void*)&response, P_FE2CL_PC_SPECIAL_STATE_CHANGE, sizeof(sP_FE2CL_PC_SPECIAL_STATE_CHANGE));
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}
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// TODO: just call getPlayer() after getSockFromID()?
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Player *PlayerManager::getPlayerFromID(int32_t iID) {
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for (auto& pair : PlayerManager::players)
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for (auto& pair : players)
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if (pair.second->iID == iID)
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return pair.second;
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@@ -1047,10 +1239,39 @@ Player *PlayerManager::getPlayerFromID(int32_t iID) {
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}
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CNSocket *PlayerManager::getSockFromID(int32_t iID) {
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for (auto& pair : PlayerManager::players)
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for (auto& pair : players)
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if (pair.second->iID == iID)
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return pair.first;
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return nullptr;
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}
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CNSocket *PlayerManager::getSockFromName(std::string firstname, std::string lastname) {
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for (auto& pair : players)
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if (U16toU8(pair.second->PCStyle.szFirstName) == firstname
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&& U16toU8(pair.second->PCStyle.szLastName) == lastname)
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return pair.first;
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return nullptr;
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}
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CNSocket *PlayerManager::getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname) {
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switch (by) {
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case eCN_GM_TargetSearchBy__PC_ID:
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assert(id != 0);
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return getSockFromID(id);
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case eCN_GM_TargetSearchBy__PC_UID: // account id; not player id
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assert(uid != 0);
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for (auto& pair : players)
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if (pair.second->accountId == uid)
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return pair.first;
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case eCN_GM_TargetSearchBy__PC_Name:
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assert(firstname != "" && lastname != ""); // XXX: remove this if we start messing around with edited names?
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return getSockFromName(firstname, lastname);
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}
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// not found
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return nullptr;
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}
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#pragma endregion
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