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https://github.com/OpenFusionProject/OpenFusion.git
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Kick players out of instances when they leave
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parent
85530ef57f
commit
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@ -82,9 +82,7 @@ void CNShardServer::_killConnection(CNSocket* cns) {
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int64_t key = plr->SerialKey;
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// save player to DB
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Database::updatePlayer(PlayerManager::players[cns].plr);
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PlayerManager::removePlayer(cns);
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PlayerManager::removePlayer(cns); // removes the player from the list and saves it to DB
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// remove from CNSharedData
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CNSharedData::erasePlayer(key);
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@ -390,10 +390,18 @@ Database::DbPlayer Database::playerToDb(Player *player)
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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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if (player->instanceID == 0) { // only save coords if player isn't instanced
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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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}
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else {
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result.x_coordinates = player->lastX;
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result.y_coordinates = player->lastY;
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result.z_coordinates = player->lastZ;
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result.angle = player->lastAngle;
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}
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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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@ -506,3 +506,21 @@ bool MissionManager::isQuestItemFull(CNSocket* sock, int itemId, int itemCount)
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return (itemCount == plr->QInven[slot].iOpt);
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}
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void MissionManager::failInstancedMissions(CNSocket* sock) {
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// loop through all tasks; if the required instance is being left, "fail" the task
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Player* plr = PlayerManager::getPlayer(sock);
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for (int taskNum : plr->tasks) {
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if (MissionManager::Tasks.find(taskNum) == MissionManager::Tasks.end())
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continue; // sanity check
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TaskData* task = MissionManager::Tasks[taskNum];
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if ((plr->instanceID & 0xffffffff) == (int)(task->task["m_iRequireInstanceID"])) { // map num matches
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int failTaskID = task->task["m_iFOutgoingTask"];
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if (failTaskID != 0) {
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MissionManager::quitTask(sock, taskNum);
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MissionManager::startTask(sock, failTaskID, task->task["m_iSTNanoID"] != 0);
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}
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}
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}
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}
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@ -58,4 +58,6 @@ namespace MissionManager {
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bool endTask(CNSocket *sock, int32_t taskNum);
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void saveMission(Player* player, int missionId);
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void quitTask(CNSocket* sock, int32_t taskNum);
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void failInstancedMissions(CNSocket* sock);
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}
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@ -590,19 +590,14 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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if (Warps.find(warpId) == Warps.end())
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return;
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// loop through all tasks; if the required instance is being left, "fail" the task
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for (int taskNum : plrv.plr->tasks) {
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if (MissionManager::Tasks.find(taskNum) == MissionManager::Tasks.end())
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continue; // sanity check
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TaskData* task = MissionManager::Tasks[taskNum];
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if ((plrv.plr->instanceID & 0xffffffff) == (int)(task->task["m_iRequireInstanceID"])) { // instance ID matches
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int failTaskID = task->task["m_iFOutgoingTask"];
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if (failTaskID != 0) {
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MissionManager::quitTask(sock, taskNum);
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// TODO: start fail task
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}
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}
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MissionManager::failInstancedMissions(sock); // fail any missions that require the player's current instance
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if (plrv.plr->instanceID == 0) {
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// save last uninstanced coords
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plrv.plr->lastX = plrv.plr->x;
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plrv.plr->lastY = plrv.plr->y;
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plrv.plr->lastZ = plrv.plr->z;
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plrv.plr->lastAngle = plrv.plr->angle;
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}
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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@ -38,6 +38,7 @@ struct Player {
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int8_t iSpecialState;
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int x, y, z, angle;
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int lastX, lastY, lastZ, lastAngle;
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uint64_t instanceID;
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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@ -8,6 +8,7 @@
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#include "NanoManager.hpp"
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#include "GroupManager.hpp"
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#include "ChatManager.hpp"
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#include "Database.hpp"
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#include "settings.hpp"
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@ -64,8 +65,12 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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void PlayerManager::removePlayer(CNSocket* key) {
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PlayerView& view = players[key];
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MissionManager::failInstancedMissions(key);
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GroupManager::groupKickPlayer(view.plr);
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// save player to DB
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Database::updatePlayer(view.plr);
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INITSTRUCT(sP_FE2CL_PC_EXIT, exitPacket);
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exitPacket.iID = players[key].plr->iID;
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