[refactor] Extract BuiltinCommands.cpp from PlayerManager.cpp

And move itemGMGiveHandler() from ItemManager.
This commit is contained in:
2021-03-12 23:18:00 +01:00
parent 2d7129111a
commit f9c2587557
8 changed files with 371 additions and 358 deletions

View File

@@ -1,8 +1,6 @@
#include "CNProtocol.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "CNShardServer.hpp"
#include "CNShared.hpp"
#include "MissionManager.hpp"
#include "ItemManager.hpp"
#include "NanoManager.hpp"
@@ -12,6 +10,7 @@
#include "BuddyManager.hpp"
#include "MobManager.hpp"
#include "RacingManager.hpp"
#include "BuiltinCommands.hpp"
#include "settings.hpp"
@@ -36,22 +35,14 @@ void PlayerManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, movePlatformPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVETRANSPORTATION, moveSliderPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, moveSlopePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, gotoPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, setValuePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, heartbeatPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, revivePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, exitGame);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, setSpecialSwitchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH, setGMSpecialSwitchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF, setGMSpecialOnOff);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, enterPlayerVehicle);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, exitPlayerVehicle);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, changePlayerGuide);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIRST_USE_FLAG_SET, setFirstUseFlag);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_LOCATION, locatePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_KICK_PLAYER, kickPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_TO_PC, warpToPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_TARGET_PC_TELEPORT, teleportPlayer);
}
void PlayerManager::addPlayer(CNSocket* key, Player plr) {
@@ -670,89 +661,6 @@ void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
sendToViewable(sock, (void*)&slopeResponse, P_FE2CL_PC_SLOPE, sizeof(sP_FE2CL_PC_SLOPE));
}
void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_GOTO))
return; // ignore the malformed packet
Player *plr = getPlayer(sock);
if (plr->accountLevel > 50)
return;
sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, response);
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
std::cout << "\tX: " << gotoData->iToX << std::endl;
std::cout << "\tY: " << gotoData->iToY << std::endl;
std::cout << "\tZ: " << gotoData->iToZ << std::endl;
)
sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, INSTANCE_OVERWORLD);
}
void PlayerManager::setValuePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SET_VALUE))
return; // ignore the malformed packet
Player *plr = getPlayer(sock);
if (plr->accountLevel > 50)
return;
sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf;
INITSTRUCT(sP_FE2CL_GM_REP_PC_SET_VALUE, response);
DEBUGLOG(
std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
)
// Handle serverside value-changes
switch (setData->iSetValueType) {
case 1:
plr->HP = setData->iSetValue;
break;
case 2:
plr->batteryW = setData->iSetValue;
// caps
if (plr->batteryW > 9999)
plr->batteryW = 9999;
break;
case 3:
plr->batteryN = setData->iSetValue;
// caps
if (plr->batteryN > 9999)
plr->batteryN = 9999;
break;
case 4:
MissionManager::updateFusionMatter(sock, setData->iSetValue - plr->fusionmatter);
break;
case 5:
plr->money = setData->iSetValue;
break;
}
response.iPC_ID = setData->iPC_ID;
response.iSetValue = setData->iSetValue;
response.iSetValueType = setData->iSetValueType;
sock->sendPacket((void*)&response, P_FE2CL_GM_REP_PC_SET_VALUE, sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE));
// if one lowers their own health to 0, make sure others can see it
if (plr->HP <= 0) {
INITSTRUCT(sP_FE2CL_PC_SUDDEN_DEAD, dead);
dead.iPC_ID = plr->iID;
dead.iDamage = plr->HP;
dead.iHP = plr->HP = 0;
sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD));
}
}
void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
getPlayer(sock)->lastHeartbeat = getTime();
}
@@ -912,38 +820,7 @@ void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
}
void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
setSpecialState(sock, data);
}
void PlayerManager::setGMSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
if (getPlayer(sock)->accountLevel > 30)
return;
setSpecialState(sock, data);
}
void PlayerManager::setSpecialState(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH))
return; // ignore the malformed packet
sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH* setData = (sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf;
Player *plr = getPlayer(sock);
// HACK: work around the invisible weapon bug
if (setData->iSpecialStateFlag == CN_SPECIAL_STATE_FLAG__FULL_UI)
ItemManager::updateEquips(sock, plr);
INITSTRUCT(sP_FE2CL_PC_SPECIAL_STATE_CHANGE, response);
plr->iSpecialState ^= setData->iSpecialStateFlag;
response.iPC_ID = setData->iPC_ID;
response.iReqSpecialStateFlag = setData->iSpecialStateFlag;
response.iSpecialState = plr->iSpecialState;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, sizeof(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC));
sendToViewable(sock, (void*)&response, P_FE2CL_PC_SPECIAL_STATE_CHANGE, sizeof(sP_FE2CL_PC_SPECIAL_STATE_CHANGE));
BuiltinCommands::setSpecialState(sock, data);
}
void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
@@ -994,189 +871,6 @@ void PlayerManager::setFirstUseFlag(CNSocket* sock, CNPacketData* data) {
plr->iFirstUseFlag[1] |= (1ULL << (flag->iFlagCode - 65));
}
void PlayerManager::setGMSpecialOnOff(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF))
return; // sanity check
Player *plr = getPlayer(sock);
// access check
if (plr->accountLevel > 30)
return;
sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF *req = (sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF*)data->buf;
CNSocket *otherSock = getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
if (otherSock == nullptr) {
ChatManager::sendServerMessage(sock, "player to teleport not found");
return;
}
Player *otherPlr = getPlayer(otherSock);
if (req->iONOFF)
otherPlr->iSpecialState |= req->iSpecialStateFlag;
else
otherPlr->iSpecialState &= ~req->iSpecialStateFlag;
// this is only used for muting players, so no need to update the client since that logic is server-side
}
void PlayerManager::locatePlayer(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_LOCATION))
return; // sanity check
Player *plr = getPlayer(sock);
// access check
if (plr->accountLevel > 30)
return;
sP_CL2FE_GM_REQ_PC_LOCATION *req = (sP_CL2FE_GM_REQ_PC_LOCATION*)data->buf;
CNSocket *otherSock = getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
if (otherSock == nullptr) {
ChatManager::sendServerMessage(sock, "player not found");
return;
}
INITSTRUCT(sP_FE2CL_GM_REP_PC_LOCATION, resp);
Player *otherPlr = getPlayer(otherSock);
resp.iTargetPC_UID = otherPlr->accountId;
resp.iTargetPC_ID = otherPlr->iID;
resp.iShardID = 0; // sharding is unsupported
resp.iMapType = !!PLAYERID(otherPlr->instanceID); // private instance or not
resp.iMapID = PLAYERID(otherPlr->instanceID);
resp.iMapNum = MAPNUM(otherPlr->instanceID);
resp.iX = otherPlr->x;
resp.iY = otherPlr->y;
resp.iZ = otherPlr->z;
memcpy(resp.szTargetPC_FirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.szTargetPC_FirstName));
memcpy(resp.szTargetPC_LastName, otherPlr->PCStyle.szLastName, sizeof(resp.szTargetPC_LastName));
sock->sendPacket((void*)&resp, P_FE2CL_GM_REP_PC_LOCATION, sizeof(sP_FE2CL_GM_REP_PC_LOCATION));
}
void PlayerManager::kickPlayer(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_KICK_PLAYER))
return; // sanity check
Player *plr = getPlayer(sock);
// access check
if (plr->accountLevel > 30)
return;
sP_CL2FE_GM_REQ_KICK_PLAYER *req = (sP_CL2FE_GM_REQ_KICK_PLAYER*)data->buf;
CNSocket *otherSock = getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
if (otherSock == nullptr) {
ChatManager::sendServerMessage(sock, "player not found");
return;
}
Player *otherPlr = getPlayer(otherSock);
if (plr->accountLevel > otherPlr->accountLevel) {
ChatManager::sendServerMessage(sock, "player has higher access level");
return;
}
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response);
response.iID = otherPlr->iID;
response.iExitCode = 3; // "a GM has terminated your connection"
// send to target player
otherSock->sendPacket((void*)&response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
// ensure that the connection has terminated
otherSock->kill();
}
void PlayerManager::warpToPlayer(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_TO_PC))
return; // sanity check
Player *plr = getPlayer(sock);
// access check
if (plr->accountLevel > 30)
return;
sP_CL2FE_REQ_PC_WARP_TO_PC *req = (sP_CL2FE_REQ_PC_WARP_TO_PC*)data->buf;
Player *otherPlr = getPlayerFromID(req->iPC_ID);
if (otherPlr == nullptr) {
ChatManager::sendServerMessage(sock, "player not found");
return;
}
sendPlayerTo(sock, otherPlr->x, otherPlr->y, otherPlr->z, otherPlr->instanceID);
}
// GM teleport command
void PlayerManager::teleportPlayer(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT))
return; // sanity check
Player *plr = getPlayer(sock);
// access check
if (plr->accountLevel > 30)
return;
sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT *req = (sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT*)data->buf;
// player to teleport
CNSocket *targetSock = getSockFromAny(req->eTargetPCSearchBy, req->iTargetPC_ID, req->iTargetPC_UID,
U16toU8(req->szTargetPC_FirstName), U16toU8(req->szTargetPC_LastName));
if (targetSock == nullptr) {
ChatManager::sendServerMessage(sock, "player to teleport not found");
return;
}
CNSocket *goalSock = nullptr;
Player *goalPlr = nullptr;
Player *targetPlr = nullptr;
uint64_t instance = plr->instanceID;
const int unstickRange = 400;
switch (req->eTeleportType) {
case eCN_GM_TeleportMapType__MyLocation:
sendPlayerTo(targetSock, plr->x, plr->y, plr->z, instance);
break;
case eCN_GM_TeleportMapType__MapXYZ:
instance = req->iToMap;
// fallthrough
case eCN_GM_TeleportMapType__XYZ:
sendPlayerTo(targetSock, req->iToX, req->iToY, req->iToZ, instance);
break;
case eCN_GM_TeleportMapType__SomeoneLocation:
// player to teleport to
goalSock = getSockFromAny(req->eGoalPCSearchBy, req->iGoalPC_ID, req->iGoalPC_UID,
U16toU8(req->szGoalPC_FirstName), U16toU8(req->szGoalPC_LastName));
if (goalSock == nullptr) {
ChatManager::sendServerMessage(sock, "teleportation target player not found");
return;
}
goalPlr = getPlayer(goalSock);
sendPlayerTo(targetSock, goalPlr->x, goalPlr->y, goalPlr->z, goalPlr->instanceID);
break;
case eCN_GM_TeleportMapType__Unstick:
targetPlr = getPlayer(targetSock);
sendPlayerTo(targetSock, targetPlr->x - unstickRange/2 + rand() % unstickRange,
targetPlr->y - unstickRange/2 + rand() % unstickRange, targetPlr->z + 80);
break;
}
}
#pragma region Helper methods
Player *PlayerManager::getPlayer(CNSocket* key) {
if (players.find(key) != players.end())