mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-12-22 20:00:05 +00:00
[refactor] Extract BuiltinCommands.cpp from PlayerManager.cpp
And move itemGMGiveHandler() from ItemManager.
This commit is contained in:
@@ -1,8 +1,6 @@
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#include "CNProtocol.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "CNShardServer.hpp"
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#include "CNShared.hpp"
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#include "MissionManager.hpp"
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#include "ItemManager.hpp"
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#include "NanoManager.hpp"
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@@ -12,6 +10,7 @@
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#include "BuddyManager.hpp"
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#include "MobManager.hpp"
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#include "RacingManager.hpp"
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#include "BuiltinCommands.hpp"
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#include "settings.hpp"
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@@ -36,22 +35,14 @@ void PlayerManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, movePlatformPlayer);
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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, 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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@@ -670,89 +661,6 @@ void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
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sendToViewable(sock, (void*)&slopeResponse, P_FE2CL_PC_SLOPE, sizeof(sP_FE2CL_PC_SLOPE));
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}
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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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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
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std::cout << "\tX: " << gotoData->iToX << std::endl;
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std::cout << "\tY: " << gotoData->iToY << std::endl;
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std::cout << "\tZ: " << gotoData->iToZ << std::endl;
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)
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sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, INSTANCE_OVERWORLD);
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}
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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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INITSTRUCT(sP_FE2CL_GM_REP_PC_SET_VALUE, response);
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DEBUGLOG(
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std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
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std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
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std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
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std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
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)
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// Handle serverside value-changes
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switch (setData->iSetValueType) {
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case 1:
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plr->HP = setData->iSetValue;
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break;
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case 2:
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plr->batteryW = setData->iSetValue;
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// caps
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if (plr->batteryW > 9999)
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plr->batteryW = 9999;
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break;
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case 3:
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plr->batteryN = setData->iSetValue;
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// caps
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if (plr->batteryN > 9999)
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plr->batteryN = 9999;
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break;
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case 4:
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MissionManager::updateFusionMatter(sock, setData->iSetValue - plr->fusionmatter);
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break;
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case 5:
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plr->money = setData->iSetValue;
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break;
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}
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response.iPC_ID = setData->iPC_ID;
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response.iSetValue = setData->iSetValue;
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response.iSetValueType = setData->iSetValueType;
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sock->sendPacket((void*)&response, P_FE2CL_GM_REP_PC_SET_VALUE, sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE));
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// if one lowers their own health to 0, make sure others can see it
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if (plr->HP <= 0) {
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INITSTRUCT(sP_FE2CL_PC_SUDDEN_DEAD, dead);
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dead.iPC_ID = plr->iID;
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dead.iDamage = plr->HP;
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dead.iHP = plr->HP = 0;
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sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD));
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}
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}
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void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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getPlayer(sock)->lastHeartbeat = getTime();
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}
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@@ -912,38 +820,7 @@ void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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}
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void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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setSpecialState(sock, data);
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}
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void PlayerManager::setGMSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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if (getPlayer(sock)->accountLevel > 30)
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return;
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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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BuiltinCommands::setSpecialState(sock, data);
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}
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void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
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@@ -994,189 +871,6 @@ 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 (plr->accountLevel > otherPlr->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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// ensure that the connection has terminated
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otherSock->kill();
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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, instance);
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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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