Assorted cleanups and fixes.

* Clean up spacing/indentation
* Proper enum formatting
* Fix nano dismissal (for real this time)
* Do not copy Player struct when a pointer is right there
* Stop looking after the trade partner has been found
* Make sure we're shifting unsigned values (and 64-bit when they need to be)
* Look for JSONs in tdata/
* Add a dbsaveinterval to the example config.ini, in the login category
This commit is contained in:
dongresource 2020-09-14 15:20:55 +02:00
parent 38d5998a6e
commit ed86bc9160
13 changed files with 180 additions and 183 deletions

View File

@ -14,6 +14,9 @@ port=8001
randomcharacters=true
# will all custom names be approved instantly?
acceptallcustomnames=true
# how often should everything be flushed to the database?
# the default is 4 minutes
dbsaveinterval=240
# Shard Server configuration
[shard]

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@ -30,9 +30,9 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
std::string userPassword((char*)login->szCookie_authid);
/*
* Sometimes the client sends garbage cookie data.
* Validate it as normal credentials instead of using a length check before falling back.
*/
* Sometimes the client sends garbage cookie data.
* Validate it as normal credentials instead of using a length check before falling back.
*/
if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) {
/*
* The std::string -> char* -> std::string maneuver should remove any
@ -48,7 +48,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
//checking regex
if (!CNLoginServer::isLoginDataGood(userLogin, userPassword))
{
errorCode = (int)LOGINERRORID::login_error;
errorCode = (int)LoginError::LOGIN_ERROR;
}
else
{
@ -68,7 +68,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
if (CNLoginServer::isAccountInUse(findUser->AccountID) ||
PlayerManager::isAccountInUse(findUser->AccountID))
{
errorCode = (int)LOGINERRORID::id_already_in_use;
errorCode = (int)LoginError::ID_ALREADY_IN_USE;
}
//if not, login success
else
@ -81,7 +81,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
}
else
{
errorCode = (int)LOGINERRORID::id_and_password_do_not_match;
errorCode = (int)LoginError::ID_AND_PASSWORD_DO_NOT_MATCH;
}
}
@ -169,9 +169,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
if (!CNLoginServer::isCharacterNameGood(U16toU8(nameCheck->szFirstName), U16toU8(nameCheck->szLastName))) {
success = false;
errorcode = 4;
}
//check if name isn't already occupied
else if (!Database::isNameFree(nameCheck)){
} else if (!Database::isNameFree(nameCheck)){ //check if name isn't already occupied
success = false;
errorcode = 1;
}
@ -180,16 +178,15 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC, resp);
DEBUGLOG(
std::cout << "P_CL2LS_REQ_CHECK_CHAR_NAME:" << std::endl;
std::cout << "\tFirstName: " << U16toU8(nameCheck->szFirstName) << " LastName: " << U16toU8(nameCheck->szLastName) << std::endl;
std::cout << "P_CL2LS_REQ_CHECK_CHAR_NAME:" << std::endl;
std::cout << "\tFirstName: " << U16toU8(nameCheck->szFirstName) << " LastName: " << U16toU8(nameCheck->szLastName) << std::endl;
)
memcpy(resp.szFirstName, nameCheck->szFirstName, sizeof(char16_t) * 9);
memcpy(resp.szLastName, nameCheck->szLastName, sizeof(char16_t) * 17);
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_SUCC, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC));
}
else {
} else {
INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL, resp);
resp.iErrorCode = errorcode;
sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_FAIL, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL));
@ -390,8 +387,8 @@ bool CNLoginServer::isAccountInUse(int accountId) {
}
return false;
}
bool CNLoginServer::exitDuplicate(int accountId)
{
bool CNLoginServer::exitDuplicate(int accountId) {
std::map<CNSocket*, CNLoginData>::iterator it;
for (it = CNLoginServer::loginSessions.begin(); it != CNLoginServer::loginSessions.end(); it++)
{
@ -407,18 +404,18 @@ bool CNLoginServer::exitDuplicate(int accountId)
}
return false;
}
bool CNLoginServer::isLoginDataGood(std::string login, std::string password)
{
bool CNLoginServer::isLoginDataGood(std::string login, std::string password) {
std::regex loginRegex("[a-zA-Z0-9_-]{4,32}");
std::regex passwordRegex("[a-zA-Z0-9!@#$%^&*()_+]{8,32}");
return (std::regex_match(login, loginRegex) && std::regex_match(password, passwordRegex));
}
bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword)
{
bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword) {
return BCrypt::validatePassword(tryPassword, actualPassword);
}
bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname)
{
bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname) {
std::regex firstnamecheck("[a-zA-Z0-9]+(?: [a-zA-Z0-9]+)*$");
std::regex lastnamecheck("[a-zA-Z0-9]+(?: [a-zA-Z0-9]+)*$");
return (std::regex_match(Firstname, firstnamecheck) && std::regex_match(Lastname, lastnamecheck));

View File

@ -12,16 +12,16 @@ struct CNLoginData {
int userID; int slot;
};
enum class LOGINERRORID {
database_error = 0,
id_doesnt_exist = 1,
id_and_password_do_not_match = 2,
id_already_in_use = 3,
login_error = 4,
client_version_outdated = 6,
you_are_not_an_authorized_beta_tester = 7,
authentication_connection_error = 8,
updated_euala_required = 9
enum class LoginError {
DATABASE_ERROR = 0,
ID_DOESNT_EXIST = 1,
ID_AND_PASSWORD_DO_NOT_MATCH = 2,
ID_ALREADY_IN_USE = 3,
LOGIN_ERROR = 4,
CLIENT_VERSION_OUTDATED = 6,
YOU_ARE_NOT_AN_AUTHORIZED_BETA_TESTER = 7,
AUTHENTICATION_CONNECTION_ERROR = 8,
UPDATED_EUALA_REQUIRED = 9
};
// WARNING: THERE CAN ONLY BE ONE OF THESE SERVERS AT A TIME!!!!!! TODO: change loginSessions & packet handlers to be non-static

View File

@ -33,7 +33,7 @@ void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) {
void CNShardServer::keepAliveTimer(CNServer* serv, uint64_t currTime) {
auto cachedPlayers = PlayerManager::players;
for (auto pair : cachedPlayers) {
for (auto& pair : cachedPlayers) {
if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > 60000) { // if the client hadn't responded in 60 seconds, its a dead connection so throw it out
pair.first->kill();
continue;
@ -47,9 +47,10 @@ void CNShardServer::keepAliveTimer(CNServer* serv, uint64_t currTime) {
void CNShardServer::periodicSaveTimer(CNServer* serv, uint64_t currTime) {
auto cachedPlayers = PlayerManager::players;
for (auto pair : cachedPlayers) {
Database::updatePlayer(*pair.second.plr);
}
for (auto& pair : cachedPlayers) {
Database::updatePlayer(pair.second.plr);
}
}
void CNShardServer::newConnection(CNSocket* cns) {
@ -61,8 +62,8 @@ void CNShardServer::killConnection(CNSocket* cns) {
if (PlayerManager::players.find(cns) == PlayerManager::players.end())
return;
//save player to DB
Database::updatePlayer(*PlayerManager::players[cns].plr);
// save player to DB
Database::updatePlayer(PlayerManager::players[cns].plr);
// remove from CNSharedData
int64_t key = PlayerManager::getPlayer(cns)->SerialKey;

View File

@ -113,7 +113,6 @@ std::unique_ptr<Database::Account> Database::findAccount(std::string login)
bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
{
//TODO: add colate nocase
std::string First = U16toU8(nameCheck->szFirstName);
std::string Last = U16toU8(nameCheck->szLastName);
return
@ -125,45 +124,49 @@ bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
{
if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID))<4) {
DbPlayer create = {};
//save packet data
create.FirstName = U16toU8(save->szFirstName);
create.LastName = U16toU8(save->szLastName);
create.slot = save->iSlotNum;
create.AccountID = AccountID;
//set flags
create.AppearanceFlag = 0;
create.TutorialFlag = 0;
create.PayZoneFlag = 0;
//set namecheck based on setting
if (settings::APPROVEALLNAMES || save->iFNCode)
create.NameCheck = 1;
else
create.NameCheck = 0;
//create default body character
create.Body = 0;
create.Class = 0;
create.EyeColor = 1;
create.FaceStyle = 1;
create.Gender = 1;
create.HP = 1000;
create.HairColor = 1;
create.HairStyle = 1;
create.Height = 0;
create.Level = 1;
create.SkinColor = 1;
create.isGM = false;
create.x_coordinates = settings::SPAWN_X;
create.y_coordinates = settings::SPAWN_Y;
create.z_coordinates = settings::SPAWN_Z;
create.angle = settings::SPAWN_ANGLE;
create.QuestFlag = std::vector<char>();
return db.insert(create);
}
else {
// fail if the player already has 4 or more characters
if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID)) >= 4)
return -1;
}
DbPlayer create = {};
//save packet data
create.FirstName = U16toU8(save->szFirstName);
create.LastName = U16toU8(save->szLastName);
create.slot = save->iSlotNum;
create.AccountID = AccountID;
//set flags
create.AppearanceFlag = 0;
create.TutorialFlag = 0;
create.PayZoneFlag = 0;
//set namecheck based on setting
if (settings::APPROVEALLNAMES || save->iFNCode)
create.NameCheck = 1;
else
create.NameCheck = 0;
//create default body character
create.Body = 0;
create.Class = 0;
create.EyeColor = 1;
create.FaceStyle = 1;
create.Gender = 1;
create.HP = 1000;
create.HairColor = 1;
create.HairStyle = 1;
create.Height = 0;
create.Level = 1;
create.SkinColor = 1;
create.isGM = false;
create.x_coordinates = settings::SPAWN_X;
create.y_coordinates = settings::SPAWN_Y;
create.z_coordinates = settings::SPAWN_Z;
create.angle = settings::SPAWN_ANGLE;
create.QuestFlag = std::vector<char>();
return db.insert(create);
}
void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
@ -231,7 +234,7 @@ void Database::finishTutorial(int PlayerID)
MissionManager::saveMission(&finish, 0);
MissionManager::saveMission(&finish, 1);
db.update(playerToDb(finish));
db.update(playerToDb(&finish));
}
int Database::deleteCharacter(int characterID, int userID)
@ -262,7 +265,8 @@ std::vector <Player> Database::getCharacters(int UserID)
return result;
}
void Database::evaluateCustomName(int characterID, CUSTOMNAME decision) {
// XXX: This is never called?
void Database::evaluateCustomName(int characterID, CustomName decision) {
DbPlayer player = getDbPlayerById(characterID);
player.NameCheck = (int)decision;
db.update(player);
@ -279,48 +283,48 @@ void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
db.update(Player);
}
Database::DbPlayer Database::playerToDb(Player player)
Database::DbPlayer Database::playerToDb(Player *player)
{
DbPlayer result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
result.PlayerID = player.iID;
result.AccountID = player.accountId;
result.AppearanceFlag = player.PCStyle2.iAppearanceFlag;
result.Body = player.PCStyle.iBody;
result.Class = player.PCStyle.iClass;
result.EyeColor = player.PCStyle.iEyeColor;
result.FaceStyle = player.PCStyle.iFaceStyle;
result.FirstName = U16toU8( player.PCStyle.szFirstName);
result.FusionMatter = player.fusionmatter;
result.Gender = player.PCStyle.iGender;
result.HairColor = player.PCStyle.iHairColor;
result.HairStyle = player.PCStyle.iHairStyle;
result.Height = player.PCStyle.iHeight;
result.HP = player.HP;
result.isGM = player.IsGM;
result.LastName = U16toU8(player.PCStyle.szLastName);
result.Level = player.level;
result.NameCheck = player.PCStyle.iNameCheck;
result.PayZoneFlag = player.PCStyle2.iPayzoneFlag;
result.PlayerID = player.PCStyle.iPC_UID;
result.SkinColor = player.PCStyle.iSkinColor;
result.slot = player.slot;
result.Taros = player.money;
result.TutorialFlag = player.PCStyle2.iTutorialFlag;
result.x_coordinates = player.x;
result.y_coordinates = player.y;
result.z_coordinates = player.z;
result.angle = player.angle;
result.Nano1 = player.equippedNanos[0];
result.Nano2 = player.equippedNanos[1];
result.Nano3 = player.equippedNanos[2];
result.PlayerID = player->iID;
result.AccountID = player->accountId;
result.AppearanceFlag = player->PCStyle2.iAppearanceFlag;
result.Body = player->PCStyle.iBody;
result.Class = player->PCStyle.iClass;
result.EyeColor = player->PCStyle.iEyeColor;
result.FaceStyle = player->PCStyle.iFaceStyle;
result.FirstName = U16toU8( player->PCStyle.szFirstName);
result.FusionMatter = player->fusionmatter;
result.Gender = player->PCStyle.iGender;
result.HairColor = player->PCStyle.iHairColor;
result.HairStyle = player->PCStyle.iHairStyle;
result.Height = player->PCStyle.iHeight;
result.HP = player->HP;
result.isGM = player->IsGM;
result.LastName = U16toU8(player->PCStyle.szLastName);
result.Level = player->level;
result.NameCheck = player->PCStyle.iNameCheck;
result.PayZoneFlag = player->PCStyle2.iPayzoneFlag;
result.PlayerID = player->PCStyle.iPC_UID;
result.SkinColor = player->PCStyle.iSkinColor;
result.slot = player->slot;
result.Taros = player->money;
result.TutorialFlag = player->PCStyle2.iTutorialFlag;
result.x_coordinates = player->x;
result.y_coordinates = player->y;
result.z_coordinates = player->z;
result.angle = player->angle;
result.Nano1 = player->equippedNanos[0];
result.Nano2 = player->equippedNanos[1];
result.Nano3 = player->equippedNanos[2];
//quests
result.QuestFlag = std::vector<char>();
//parsing long array to char vector
for (int i=0; i<16; i++)
{
int64_t temp = player.aQuestFlag[i];
int64_t temp = player->aQuestFlag[i];
for (int j = 0; j < 8; j++) {
int64_t check2 = (temp >> (8 * (7 - j)));
char toadd = check2;
@ -408,26 +412,26 @@ Player Database::getPlayer(int id) {
#pragma region ShardServer
void Database::updatePlayer(Player player) {
void Database::updatePlayer(Player *player) {
DbPlayer toUpdate = playerToDb(player);
db.update(toUpdate);
updateInventory(player);
updateNanos(player);
}
void Database::updateInventory(Player player){
void Database::updateInventory(Player *player){
//start transaction
db.begin_transaction();
//remove all
db.remove_all<Inventory>(
where(c(&Inventory::playerId) == player.iID)
where(c(&Inventory::playerId) == player->iID)
);
//insert equip
for (int i = 0; i < AEQUIP_COUNT; i++) {
if (player.Equip[i].iID != 0) {
sItemBase* next = &player.Equip[i];
if (player->Equip[i].iID != 0) {
sItemBase* next = &player->Equip[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.playerId = player->iID;
toAdd.slot = i;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
@ -438,10 +442,10 @@ void Database::updateInventory(Player player){
}
//insert inventory
for (int i = 0; i < AINVEN_COUNT; i++) {
if (player.Inven[i].iID != 0) {
sItemBase* next = &player.Inven[i];
if (player->Inven[i].iID != 0) {
sItemBase* next = &player->Inven[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.playerId = player->iID;
toAdd.slot = i + AEQUIP_COUNT;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
@ -452,10 +456,10 @@ void Database::updateInventory(Player player){
}
//insert bank
for (int i = 0; i < ABANK_COUNT; i++) {
if (player.Bank[i].iID != 0) {
sItemBase* next = &player.Bank[i];
if (player->Bank[i].iID != 0) {
sItemBase* next = &player->Bank[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.playerId = player->iID;
toAdd.slot = i + AEQUIP_COUNT + AINVEN_COUNT;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
@ -466,21 +470,21 @@ void Database::updateInventory(Player player){
}
db.commit();
}
void Database::updateNanos(Player player) {
void Database::updateNanos(Player *player) {
//start transaction
db.begin_transaction();
//remove all
db.remove_all<Nano>(
where(c(&Nano::playerId) == player.iID)
where(c(&Nano::playerId) == player->iID)
);
//insert
for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++)
{
if ((player.Nanos[i]).iID == 0)
if ((player->Nanos[i]).iID == 0)
continue;
Nano toAdd = {};
sNano* next = &player.Nanos[i];
toAdd.playerId = player.iID;
sNano* next = &player->Nanos[i];
toAdd.playerId = player->iID;
toAdd.iID = next->iID;
toAdd.iSkillID = next->iSkillID;
toAdd.iStamina = next->iStamina;

View File

@ -86,24 +86,24 @@ namespace Database {
int deleteCharacter(int characterID, int userID);
std::vector <Player> getCharacters(int userID);
//accepting/declining custom name
enum class CUSTOMNAME {
approve = 1,
disapprove = 2
enum class CustomName {
APPROVE = 1,
DISAPPROVE = 2
};
void evaluateCustomName(int characterID, CUSTOMNAME decision);
void evaluateCustomName(int characterID, CustomName decision);
void changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save);
//parsing DbPlayer
DbPlayer playerToDb(Player player);
DbPlayer playerToDb(Player *player);
Player DbToPlayer(DbPlayer player);
//getting players
DbPlayer getDbPlayerById(int id);
Player getPlayer(int id);
void updatePlayer(Player player);
void updateInventory(Player player);
void updateNanos(Player player);
void updatePlayer(Player *player);
void updateInventory(Player *player);
void updateNanos(Player *player);
void getInventory(Player* player);
void getNanos(Player* player);

View File

@ -55,28 +55,28 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
//get the fromItem
sItemBase *fromItem;
switch (itemmove->eFrom) {
case (int)slot::equip:
switch ((SlotType)itemmove->eFrom) {
case SlotType::EQUIP:
fromItem = &plr.plr->Equip[itemmove->iFromSlotNum];
break;
case (int)slot::inventory:
case SlotType::INVENTORY:
fromItem = &plr.plr->Inven[itemmove->iFromSlotNum];
break;
case (int)slot::bank:
case SlotType::BANK:
fromItem = &plr.plr->Bank[itemmove->iFromSlotNum];
break;
}
//get the toItem
sItemBase* toItem;
switch (itemmove->eTo) {
case (int)slot::equip:
switch ((SlotType)itemmove->eTo) {
case SlotType::EQUIP:
toItem = &plr.plr->Equip[itemmove->iToSlotNum];
break;
case (int)slot::inventory:
case SlotType::INVENTORY:
toItem = &plr.plr->Inven[itemmove->iToSlotNum];
break;
case (int)slot::bank:
case SlotType::BANK:
toItem = &plr.plr->Bank[itemmove->iToSlotNum];
break;
}
@ -91,11 +91,11 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
*fromItem = temp;
//send equip change to viewable players
if (itemmove->eFrom == (int)slot::equip || itemmove->eTo == (int)slot::equip) {
if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
equipChange.iPC_ID = plr.plr->iID;
if (itemmove->eFrom == (int)slot::equip) {
if (itemmove->eFrom == (int)SlotType::EQUIP) {
equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
equipChange.EquipSlotItem = resp.ToSlotItem;
}
@ -202,9 +202,10 @@ void ItemManager::itemTradeOfferHandler(CNSocket* sock, CNPacketData* data) {
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
@ -247,9 +248,10 @@ void ItemManager::itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
@ -281,21 +283,8 @@ void ItemManager::itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data
plr.plr->isTradeConfirm = false;
plr2.plr->isTradeConfirm = false;
for (int i = 0; i < 5; i++) {
plr.plr->Trade[i].iID = 0;
plr.plr->Trade[i].iType = 0;
plr.plr->Trade[i].iOpt = 0;
plr.plr->Trade[i].iInvenNum = 0;
plr.plr->Trade[i].iSlotNum = 0;
}
for (int i = 0; i < 5; i++) {
plr2.plr->Trade[i].iID = 0;
plr2.plr->Trade[i].iType = 0;
plr2.plr->Trade[i].iOpt = 0;
plr2.plr->Trade[i].iInvenNum = 0;
plr2.plr->Trade[i].iSlotNum = 0;
}
memset(&plr.plr->Trade, 0, sizeof(plr.plr->Trade));
memset(&plr2.plr->Trade, 0, sizeof(plr2.plr->Trade));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_SUCC));
}
@ -321,9 +310,10 @@ void ItemManager::itemTradeOfferRefusalHandler(CNSocket* sock, CNPacketData* dat
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
@ -346,9 +336,10 @@ void ItemManager::itemTradeConfirmHandler(CNSocket* sock, CNPacketData* data) {
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}

View File

@ -4,10 +4,10 @@
#include "Player.hpp"
namespace ItemManager {
enum class slot {
equip = 0,
inventory = 1,
bank = 3
enum class SlotType {
EQUIP = 0,
INVENTORY = 1,
BANK = 3
};
void init();

View File

@ -334,6 +334,6 @@ void MissionManager::mobKilled(CNSocket *sock, int mobid) {
void MissionManager::saveMission(Player* player, int missionId) {
//Missions are stored in int_64t array
int row = missionId / 64;
int collumn = missionId % 64;
player->aQuestFlag[row] |= (1LL << collumn);
int column = missionId % 64;
player->aQuestFlag[row] |= (1ULL << column);
}

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@ -152,6 +152,7 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
// Update player
plr->Nanos[nanoId] = resp.Nano;
plr->level = level;
plr->HP = 1000 * plr->level;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC));
@ -183,16 +184,17 @@ void NanoManager::summonNano(CNSocket *sock, int slot) {
int nanoId = slot == -1 ? -1 : plr->equippedNanos[slot];
if (nanoId > 36 || nanoId < 0)
if (nanoId > 36 || nanoId < -1)
return; // sanity check
sNano nano = plr->Nanos[nanoId];
// Send to other players
INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
pkt1.iPC_ID = plr->iID;
pkt1.Nano = nano;
if (nanoId == -1)
memset(&pkt1.Nano, 0, sizeof(pkt1.Nano));
else
pkt1.Nano = plr->Nanos[nanoId];
for (CNSocket* s : PlayerManager::players[sock].viewable)
s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE));

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@ -200,7 +200,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
std::cout << "\tTemp: " << enter->iTempValue << std::endl;
std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
)
)
response.iID = plr.iID;
response.uiSvrTime = getTime();
@ -233,7 +233,6 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
for (int i = 0; i < 3; i++) {
response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
}
response.PCLoadData2CL.aQuestFlag[0] = -1;
//missions
for (int i = 0; i < 16; i++) {

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@ -34,7 +34,7 @@ void TransportManager::transportRegisterLocationHandler(CNSocket* sock, CNPacket
}
// update registration bitfield using bit shifting + bitwise or
plr->iWarpLocationFlag |= (1 << (transport->iLocationID - 1));
plr->iWarpLocationFlag |= (1UL << (transport->iLocationID - 1));
} else if (transport->eTT == 2) { // Monkey Skyway System
if (transport->iLocationID < 1 || transport->iLocationID > 127) { // sanity check
std::cout << "[WARN] Skyway location ID " << transport->iLocationID << " is out of bounds" << std::endl;
@ -52,7 +52,7 @@ void TransportManager::transportRegisterLocationHandler(CNSocket* sock, CNPacket
* assuming the two bitfields are just stuck together to make a longer one... do a similar operation, but on the respective integer
* this approach seems to work with initial testing, but we have yet to see a monkey ID greater than 63.
*/
plr->aSkywayLocationFlag[transport->iLocationID > 63 ? 1 : 0] |= (1 << (transport->iLocationID > 63 ? transport->iLocationID - 65 : transport->iLocationID - 1));
plr->aSkywayLocationFlag[transport->iLocationID > 63 ? 1 : 0] |= (1ULL << (transport->iLocationID > 63 ? transport->iLocationID - 65 : transport->iLocationID - 1));
} else {
std::cout << "[WARN] Unknown mode of transport; eTT = " << transport->eTT << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL, failResp);

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@ -19,9 +19,9 @@ int settings::SPAWN_X = 632032;
int settings::SPAWN_Y = 187177;
int settings::SPAWN_Z = -5500;
int settings::SPAWN_ANGLE = 130;
std::string settings::NPCJSON = "data/NPCs.json";
std::string settings::XDTJSON = "data/xdt.json";
std::string settings::MOBJSON = "data/mobs.json";
std::string settings::NPCJSON = "tdata/NPCs.json";
std::string settings::XDTJSON = "tdata/xdt.json";
std::string settings::MOBJSON = "tdata/mobs.json";
std::string settings::MOTDSTRING = "Welcome to OpenFusion!";
bool settings::GM = false;
@ -42,7 +42,7 @@ void settings::init() {
LOGINPORT = reader.GetInteger("login", "port", LOGINPORT);
SHARDPORT = reader.GetInteger("shard", "port", SHARDPORT);
SHARDSERVERIP = reader.Get("shard", "ip", "127.0.0.1");
DBSAVEINTERVAL = reader.GetInteger("shard", "dbsaveinterval", DBSAVEINTERVAL);
DBSAVEINTERVAL = reader.GetInteger("login", "dbsaveinterval", DBSAVEINTERVAL);
PLAYERDISTANCE = reader.GetInteger("shard", "playerdistance", PLAYERDISTANCE);
NPCDISTANCE = reader.GetInteger("shard", "npcdistance", NPCDISTANCE);
SPAWN_X = reader.GetInteger("shard", "spawnx", SPAWN_X);