Minor changes.

This was me fixing a few bugs and finding that Gent was working on some
of the same ones, then awkwardly merging the changes together.
This commit is contained in:
dongresource 2020-09-12 22:43:04 +02:00
parent a4716b0164
commit c1ac2250a0
3 changed files with 50 additions and 37 deletions

View File

@ -140,31 +140,36 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
int level = nanoId < plr->level ? plr->level : nanoId;
// Send to client // Send to client
INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp);
resp.Nano.iID = nanoId; resp.Nano.iID = nanoId;
resp.Nano.iStamina = 150; resp.Nano.iStamina = 150;
resp.iQuestItemSlotNum = slot; resp.iQuestItemSlotNum = slot;
resp.iPC_Level = level;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
// Update player // Update player
plr->Nanos[nanoId] = resp.Nano; plr->Nanos[nanoId] = resp.Nano;
plr->level = level;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
/*
* iPC_Level in NANO_CREATE_SUCC sets the player's level.
* Other players must be notified of the change as well. Both P_FE2CL_REP_PC_NANO_CREATE and
* P_FE2CL_REP_PC_CHANGE_LEVEL appear to play the same animation, but only the latter affects
* the other player's displayed level.
*/
// After a nano gets added, setting the level seems to be important so we are doing that
if (nanoId < plr->level)
nanoId = plr->level;
// Even if player level is unchanged, this packet still needs to be sent as using /nano always sets the player to 0
INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp2); INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp2);
resp2.iPC_ID = plr->iID; resp2.iPC_ID = plr->iID;
resp2.iPC_Level = nanoId; resp2.iPC_Level = level;
sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL)); // Update other players' perception of the player's level
for (CNSocket* s : PlayerManager::players[sock].viewable) for (CNSocket* s : PlayerManager::players[sock].viewable)
s->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL)); s->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
plr->level = nanoId;
} }
void NanoManager::summonNano(CNSocket *sock, int slot) { void NanoManager::summonNano(CNSocket *sock, int slot) {
@ -173,12 +178,10 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_ACTIVE_SUCC, sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC)); sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_ACTIVE_SUCC, sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC));
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
std::cout << "summon nano\n"; if (slot > 2 || slot < -1)
if (slot > 2 || slot < 0) // TODO: implement proper way to dismiss nano if slot = -1
return; // sanity check return; // sanity check
int nanoId = plr->equippedNanos[slot]; int nanoId = slot == -1 ? -1 : plr->equippedNanos[slot];
if (nanoId > 36 || nanoId < 0) if (nanoId > 36 || nanoId < 0)
return; // sanity check return; // sanity check

View File

@ -204,7 +204,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
response.PCLoadData2CL.iLevel = plr.level; response.PCLoadData2CL.iLevel = plr.level;
response.PCLoadData2CL.iCandy = plr.money; response.PCLoadData2CL.iCandy = plr.money;
response.PCLoadData2CL.iMentor = 5; // Computress response.PCLoadData2CL.iMentor = 5; // Computress
response.PCLoadData2CL.iMentorCount = 4; response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had
response.PCLoadData2CL.iMapNum = 0; response.PCLoadData2CL.iMapNum = 0;
response.PCLoadData2CL.iX = plr.x; response.PCLoadData2CL.iX = plr.x;
response.PCLoadData2CL.iY = plr.y; response.PCLoadData2CL.iY = plr.y;
@ -233,9 +233,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
//response.PCLoadData2CL.aNanoSlots[1] = 2; //response.PCLoadData2CL.aNanoSlots[1] = 2;
//response.PCLoadData2CL.aNanoSlots[2] = 3; //response.PCLoadData2CL.aNanoSlots[2] = 3;
response.PCLoadData2CL.aQuestFlag[0] = -1; // shut Computress up
// shut computress up
response.PCLoadData2CL.iFirstUseFlag1 = UINT64_MAX; response.PCLoadData2CL.iFirstUseFlag1 = UINT64_MAX;
response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX; response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
@ -533,6 +531,7 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf; sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, response); INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, response);
PlayerView& plrv = players[sock];
DEBUGLOG( DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl; std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
@ -541,9 +540,13 @@ void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
std::cout << "\tZ: " << gotoData->iToZ << std::endl; std::cout << "\tZ: " << gotoData->iToZ << std::endl;
) )
response.iX = gotoData->iToX; response.iX = plrv.plr->x = gotoData->iToX;
response.iY = gotoData->iToY; response.iY = plrv.plr->y = gotoData->iToY;
response.iZ = gotoData->iToZ; response.iZ = plrv.plr->z = gotoData->iToZ;
// force player & NPC reload
plrv.viewable.clear();
plrv.viewableNPCs.clear();
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC)); sock->sendPacket((void*)&response, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
} }
@ -616,30 +619,22 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
WarpLocation target = PlayerManager::getRespawnPoint(plr); WarpLocation target = PlayerManager::getRespawnPoint(plr);
// players respawn at same spot they died at for now...
sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf; sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response); INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response);
INITSTRUCT(sP_FE2CL_PC_REGEN, resp2);
/*
* Update player state
*/
// Nanos // Nanos
for (int n = 0; n < 3; n++) { for (int n = 0; n < 3; n++) {
int nanoID = plr->equippedNanos[n]; int nanoID = plr->equippedNanos[n];
if (nanoID > 0 && nanoID < 37) { // sanity check
plr->Nanos[nanoID].iStamina = 75; // max is 150, so 75 is half plr->Nanos[nanoID].iStamina = 75; // max is 150, so 75 is half
response.PCRegenData.Nanos[n] = plr->Nanos[nanoID]; response.PCRegenData.Nanos[n] = plr->Nanos[nanoID];
} }
}
plr->activeNano = -1;
// Position // Update player
plr->x = target.x; plr->x = target.x;
plr->y = target.y; plr->y = target.y;
plr->z = target.z; plr->z = target.z;
// HP and FM
plr->HP = 1000 * plr->level; plr->HP = 1000 * plr->level;
plr->fusionmatter = plr->fusionmatter; // TODO: does this actually change?
// Response parameters // Response parameters
response.PCRegenData.iActiveNanoSlotNum = plr->activeNano; response.PCRegenData.iActiveNanoSlotNum = plr->activeNano;
@ -652,6 +647,18 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
response.PCRegenData.iMapNum = reviveData->iIndex; response.PCRegenData.iMapNum = reviveData->iIndex;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC)); sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC));
// Update other players
resp2.PCRegenDataForOtherPC.iPC_ID = plr->iID;
resp2.PCRegenDataForOtherPC.iX = plr->x;
resp2.PCRegenDataForOtherPC.iY = plr->y;
resp2.PCRegenDataForOtherPC.iZ = plr->z;
resp2.PCRegenDataForOtherPC.iHP = plr->HP;
resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
for (CNSocket *s : players[sock].viewable)
s->sendPacket((void*)&resp2, P_FE2CL_PC_REGEN, sizeof(sP_FE2CL_PC_REGEN));
} }
void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) { void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {

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@ -28,8 +28,8 @@
#endif #endif
#endif #endif
CNShardServer *shardServer; CNShardServer *shardServer = nullptr;
std::thread *shardThread; std::thread *shardThread = nullptr;
void startShard(CNShardServer* server) { void startShard(CNShardServer* server) {
server->start(); server->start();
@ -39,8 +39,11 @@ void startShard(CNShardServer* server) {
// terminate gracefully on SIGINT (for gprof) // terminate gracefully on SIGINT (for gprof)
void terminate(int arg) { void terminate(int arg) {
std::cout << "OpenFusion: terminating." << std::endl; std::cout << "OpenFusion: terminating." << std::endl;
if (shardServer != nullptr && shardThread != nullptr) {
shardServer->kill(); shardServer->kill();
shardThread->join(); shardThread->join();
}
#if defined(__SANITIZE_ADDRESS__) #if defined(__SANITIZE_ADDRESS__)
TableData::cleanup(); TableData::cleanup();