mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 06:50:04 +00:00
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:
parent
38d5998a6e
commit
ed86bc9160
@ -14,6 +14,9 @@ port=8001
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randomcharacters=true
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# will all custom names be approved instantly?
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acceptallcustomnames=true
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# how often should everything be flushed to the database?
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# the default is 4 minutes
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dbsaveinterval=240
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# Shard Server configuration
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[shard]
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@ -30,9 +30,9 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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std::string userPassword((char*)login->szCookie_authid);
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/*
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* Sometimes the client sends garbage cookie data.
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* Validate it as normal credentials instead of using a length check before falling back.
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*/
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* Sometimes the client sends garbage cookie data.
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* Validate it as normal credentials instead of using a length check before falling back.
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*/
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if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) {
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/*
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* The std::string -> char* -> std::string maneuver should remove any
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@ -48,7 +48,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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//checking regex
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if (!CNLoginServer::isLoginDataGood(userLogin, userPassword))
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{
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errorCode = (int)LOGINERRORID::login_error;
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errorCode = (int)LoginError::LOGIN_ERROR;
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}
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else
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{
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@ -68,7 +68,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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if (CNLoginServer::isAccountInUse(findUser->AccountID) ||
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PlayerManager::isAccountInUse(findUser->AccountID))
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{
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errorCode = (int)LOGINERRORID::id_already_in_use;
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errorCode = (int)LoginError::ID_ALREADY_IN_USE;
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}
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//if not, login success
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else
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@ -81,7 +81,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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}
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else
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{
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errorCode = (int)LOGINERRORID::id_and_password_do_not_match;
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errorCode = (int)LoginError::ID_AND_PASSWORD_DO_NOT_MATCH;
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}
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}
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@ -169,9 +169,7 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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if (!CNLoginServer::isCharacterNameGood(U16toU8(nameCheck->szFirstName), U16toU8(nameCheck->szLastName))) {
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success = false;
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errorcode = 4;
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}
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//check if name isn't already occupied
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else if (!Database::isNameFree(nameCheck)){
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} else if (!Database::isNameFree(nameCheck)){ //check if name isn't already occupied
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success = false;
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errorcode = 1;
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}
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@ -180,16 +178,15 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC, resp);
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DEBUGLOG(
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std::cout << "P_CL2LS_REQ_CHECK_CHAR_NAME:" << std::endl;
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std::cout << "\tFirstName: " << U16toU8(nameCheck->szFirstName) << " LastName: " << U16toU8(nameCheck->szLastName) << std::endl;
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std::cout << "P_CL2LS_REQ_CHECK_CHAR_NAME:" << std::endl;
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std::cout << "\tFirstName: " << U16toU8(nameCheck->szFirstName) << " LastName: " << U16toU8(nameCheck->szLastName) << std::endl;
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)
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memcpy(resp.szFirstName, nameCheck->szFirstName, sizeof(char16_t) * 9);
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memcpy(resp.szLastName, nameCheck->szLastName, sizeof(char16_t) * 17);
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_SUCC, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC));
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}
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else {
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} else {
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INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL, resp);
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resp.iErrorCode = errorcode;
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_FAIL, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL));
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@ -390,8 +387,8 @@ bool CNLoginServer::isAccountInUse(int accountId) {
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}
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return false;
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}
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bool CNLoginServer::exitDuplicate(int accountId)
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{
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bool CNLoginServer::exitDuplicate(int accountId) {
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std::map<CNSocket*, CNLoginData>::iterator it;
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for (it = CNLoginServer::loginSessions.begin(); it != CNLoginServer::loginSessions.end(); it++)
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{
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@ -407,18 +404,18 @@ bool CNLoginServer::exitDuplicate(int accountId)
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}
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return false;
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}
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bool CNLoginServer::isLoginDataGood(std::string login, std::string password)
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{
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bool CNLoginServer::isLoginDataGood(std::string login, std::string password) {
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std::regex loginRegex("[a-zA-Z0-9_-]{4,32}");
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std::regex passwordRegex("[a-zA-Z0-9!@#$%^&*()_+]{8,32}");
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return (std::regex_match(login, loginRegex) && std::regex_match(password, passwordRegex));
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}
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bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword)
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{
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bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword) {
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return BCrypt::validatePassword(tryPassword, actualPassword);
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}
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bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname)
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{
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bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname) {
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std::regex firstnamecheck("[a-zA-Z0-9]+(?: [a-zA-Z0-9]+)*$");
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std::regex lastnamecheck("[a-zA-Z0-9]+(?: [a-zA-Z0-9]+)*$");
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return (std::regex_match(Firstname, firstnamecheck) && std::regex_match(Lastname, lastnamecheck));
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@ -12,16 +12,16 @@ struct CNLoginData {
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int userID; int slot;
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};
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enum class LOGINERRORID {
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database_error = 0,
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id_doesnt_exist = 1,
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id_and_password_do_not_match = 2,
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id_already_in_use = 3,
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login_error = 4,
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client_version_outdated = 6,
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you_are_not_an_authorized_beta_tester = 7,
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authentication_connection_error = 8,
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updated_euala_required = 9
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enum class LoginError {
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DATABASE_ERROR = 0,
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ID_DOESNT_EXIST = 1,
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ID_AND_PASSWORD_DO_NOT_MATCH = 2,
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ID_ALREADY_IN_USE = 3,
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LOGIN_ERROR = 4,
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CLIENT_VERSION_OUTDATED = 6,
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YOU_ARE_NOT_AN_AUTHORIZED_BETA_TESTER = 7,
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AUTHENTICATION_CONNECTION_ERROR = 8,
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UPDATED_EUALA_REQUIRED = 9
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};
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// WARNING: THERE CAN ONLY BE ONE OF THESE SERVERS AT A TIME!!!!!! TODO: change loginSessions & packet handlers to be non-static
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@ -33,7 +33,7 @@ void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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void CNShardServer::keepAliveTimer(CNServer* serv, uint64_t currTime) {
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auto cachedPlayers = PlayerManager::players;
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for (auto pair : cachedPlayers) {
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for (auto& pair : cachedPlayers) {
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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
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pair.first->kill();
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continue;
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@ -47,9 +47,10 @@ void CNShardServer::keepAliveTimer(CNServer* serv, uint64_t currTime) {
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void CNShardServer::periodicSaveTimer(CNServer* serv, uint64_t currTime) {
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auto cachedPlayers = PlayerManager::players;
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for (auto pair : cachedPlayers) {
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Database::updatePlayer(*pair.second.plr);
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}
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for (auto& pair : cachedPlayers) {
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Database::updatePlayer(pair.second.plr);
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}
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}
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void CNShardServer::newConnection(CNSocket* cns) {
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@ -61,8 +62,8 @@ void CNShardServer::killConnection(CNSocket* cns) {
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if (PlayerManager::players.find(cns) == PlayerManager::players.end())
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return;
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//save player to DB
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Database::updatePlayer(*PlayerManager::players[cns].plr);
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// save player to DB
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Database::updatePlayer(PlayerManager::players[cns].plr);
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// remove from CNSharedData
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int64_t key = PlayerManager::getPlayer(cns)->SerialKey;
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186
src/Database.cpp
186
src/Database.cpp
@ -113,7 +113,6 @@ std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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{
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//TODO: add colate nocase
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std::string First = U16toU8(nameCheck->szFirstName);
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std::string Last = U16toU8(nameCheck->szLastName);
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return
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@ -125,45 +124,49 @@ bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID))<4) {
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DbPlayer create = {};
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//save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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//set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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//set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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//create default body character
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create.Body = 0;
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create.Class = 0;
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create.EyeColor = 1;
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create.FaceStyle = 1;
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create.Gender = 1;
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create.HP = 1000;
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create.HairColor = 1;
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create.HairStyle = 1;
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create.Height = 0;
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create.Level = 1;
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create.SkinColor = 1;
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create.isGM = false;
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create.x_coordinates = settings::SPAWN_X;
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create.y_coordinates = settings::SPAWN_Y;
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create.z_coordinates = settings::SPAWN_Z;
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create.angle = settings::SPAWN_ANGLE;
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create.QuestFlag = std::vector<char>();
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return db.insert(create);
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}
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else {
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// fail if the player already has 4 or more characters
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if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID)) >= 4)
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return -1;
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}
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DbPlayer create = {};
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//save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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//set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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//set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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//create default body character
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create.Body = 0;
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create.Class = 0;
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create.EyeColor = 1;
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create.FaceStyle = 1;
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create.Gender = 1;
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create.HP = 1000;
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create.HairColor = 1;
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create.HairStyle = 1;
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create.Height = 0;
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create.Level = 1;
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create.SkinColor = 1;
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create.isGM = false;
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create.x_coordinates = settings::SPAWN_X;
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create.y_coordinates = settings::SPAWN_Y;
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create.z_coordinates = settings::SPAWN_Z;
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create.angle = settings::SPAWN_ANGLE;
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create.QuestFlag = std::vector<char>();
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return db.insert(create);
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}
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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@ -231,7 +234,7 @@ void Database::finishTutorial(int PlayerID)
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MissionManager::saveMission(&finish, 0);
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MissionManager::saveMission(&finish, 1);
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db.update(playerToDb(finish));
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db.update(playerToDb(&finish));
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}
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int Database::deleteCharacter(int characterID, int userID)
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@ -262,7 +265,8 @@ std::vector <Player> Database::getCharacters(int UserID)
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return result;
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}
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void Database::evaluateCustomName(int characterID, CUSTOMNAME decision) {
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// XXX: This is never called?
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void Database::evaluateCustomName(int characterID, CustomName decision) {
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DbPlayer player = getDbPlayerById(characterID);
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player.NameCheck = (int)decision;
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db.update(player);
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@ -279,48 +283,48 @@ void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
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db.update(Player);
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}
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Database::DbPlayer Database::playerToDb(Player player)
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Database::DbPlayer Database::playerToDb(Player *player)
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{
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DbPlayer result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
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result.PlayerID = player.iID;
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result.AccountID = player.accountId;
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result.AppearanceFlag = player.PCStyle2.iAppearanceFlag;
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result.Body = player.PCStyle.iBody;
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result.Class = player.PCStyle.iClass;
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result.EyeColor = player.PCStyle.iEyeColor;
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result.FaceStyle = player.PCStyle.iFaceStyle;
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result.FirstName = U16toU8( player.PCStyle.szFirstName);
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result.FusionMatter = player.fusionmatter;
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result.Gender = player.PCStyle.iGender;
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result.HairColor = player.PCStyle.iHairColor;
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result.HairStyle = player.PCStyle.iHairStyle;
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result.Height = player.PCStyle.iHeight;
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result.HP = player.HP;
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result.isGM = player.IsGM;
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result.LastName = U16toU8(player.PCStyle.szLastName);
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result.Level = player.level;
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result.NameCheck = player.PCStyle.iNameCheck;
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result.PayZoneFlag = player.PCStyle2.iPayzoneFlag;
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result.PlayerID = player.PCStyle.iPC_UID;
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result.SkinColor = player.PCStyle.iSkinColor;
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result.slot = player.slot;
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result.Taros = player.money;
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result.TutorialFlag = player.PCStyle2.iTutorialFlag;
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result.x_coordinates = player.x;
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result.y_coordinates = player.y;
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result.z_coordinates = player.z;
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result.angle = player.angle;
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result.Nano1 = player.equippedNanos[0];
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result.Nano2 = player.equippedNanos[1];
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result.Nano3 = player.equippedNanos[2];
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result.PlayerID = player->iID;
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result.AccountID = player->accountId;
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result.AppearanceFlag = player->PCStyle2.iAppearanceFlag;
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result.Body = player->PCStyle.iBody;
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result.Class = player->PCStyle.iClass;
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result.EyeColor = player->PCStyle.iEyeColor;
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result.FaceStyle = player->PCStyle.iFaceStyle;
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result.FirstName = U16toU8( player->PCStyle.szFirstName);
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result.FusionMatter = player->fusionmatter;
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result.Gender = player->PCStyle.iGender;
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result.HairColor = player->PCStyle.iHairColor;
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result.HairStyle = player->PCStyle.iHairStyle;
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result.Height = player->PCStyle.iHeight;
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result.HP = player->HP;
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result.isGM = player->IsGM;
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result.LastName = U16toU8(player->PCStyle.szLastName);
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result.Level = player->level;
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result.NameCheck = player->PCStyle.iNameCheck;
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result.PayZoneFlag = player->PCStyle2.iPayzoneFlag;
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result.PlayerID = player->PCStyle.iPC_UID;
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result.SkinColor = player->PCStyle.iSkinColor;
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result.slot = player->slot;
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result.Taros = player->money;
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result.TutorialFlag = player->PCStyle2.iTutorialFlag;
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result.x_coordinates = player->x;
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result.y_coordinates = player->y;
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result.z_coordinates = player->z;
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result.angle = player->angle;
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result.Nano1 = player->equippedNanos[0];
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result.Nano2 = player->equippedNanos[1];
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result.Nano3 = player->equippedNanos[2];
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//quests
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result.QuestFlag = std::vector<char>();
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//parsing long array to char vector
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for (int i=0; i<16; i++)
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{
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int64_t temp = player.aQuestFlag[i];
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int64_t temp = player->aQuestFlag[i];
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for (int j = 0; j < 8; j++) {
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int64_t check2 = (temp >> (8 * (7 - j)));
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char toadd = check2;
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@ -408,26 +412,26 @@ Player Database::getPlayer(int id) {
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#pragma region ShardServer
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void Database::updatePlayer(Player player) {
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void Database::updatePlayer(Player *player) {
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DbPlayer toUpdate = playerToDb(player);
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db.update(toUpdate);
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updateInventory(player);
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updateNanos(player);
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}
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void Database::updateInventory(Player player){
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void Database::updateInventory(Player *player){
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//start transaction
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db.begin_transaction();
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//remove all
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db.remove_all<Inventory>(
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where(c(&Inventory::playerId) == player.iID)
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where(c(&Inventory::playerId) == player->iID)
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);
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//insert equip
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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if (player.Equip[i].iID != 0) {
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sItemBase* next = &player.Equip[i];
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if (player->Equip[i].iID != 0) {
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sItemBase* next = &player->Equip[i];
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Inventory toAdd = {};
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toAdd.playerId = player.iID;
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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;
|
||||
|
@ -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);
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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));
|
||||
|
@ -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++) {
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user