56 Commits

Author SHA1 Message Date
gsemaj
bbaaa53df2 [WIP] Active power handling
TODO:
- recall (self and group) is broken
- revive (only group) is broken
- damage + debuff is unimplemented
2022-11-27 17:39:08 -05:00
gsemaj
273b73379e Sync with master 2022-07-30 22:50:03 -07:00
gsemaj
1709d2b0ef Add overload to remove specific class of buff
I initially added this because, despite the higher tickrate for
composite condition calculations thanks to the last commit, there is
still a slight status icon delay when rapidly switching nanos. I
attempted to use this to make that problem go away and for whatever
reason it wasn't effective, but I figure it would be useful to have
anyway so I'm keeping it.
2022-07-30 22:35:20 -07:00
gsemaj
457c320d48 Move some stuff from playerTick to player combat step 2022-07-30 22:35:19 -07:00
gsemaj
29024e9351 Refactor group handling 2022-07-30 22:35:19 -07:00
gsemaj
0994aaff71 Port egg buffs over to new system 2022-07-30 22:35:19 -07:00
gsemaj
cb94018e46 More skill handlers
Note: need to revisit these when active powers are implemented to make
sure they are correct. DamageNDebuff isn't even implemented yet.
2022-07-30 22:35:18 -07:00
gsemaj
e0a0cc186e Passive nano powers 2022-07-30 22:35:18 -07:00
gsemaj
d4253c3b49 YET ANOTHER ITERATION of the new ability system
I am very tired
2022-07-30 22:35:17 -07:00
gsemaj
5b58055924 Passive nano powers pt 1 2022-07-30 22:35:17 -07:00
gsemaj
7a7cdb1330 Passive nano powers boilerplate 2022-07-30 22:35:16 -07:00
gsemaj
0e054e21b6 Fix timed out buffs not calling onExpire 2022-07-30 22:35:16 -07:00
gsemaj
ad9bf2a9e3 Buff framework tweaks + polish 2022-07-30 22:35:16 -07:00
gsemaj
a38bf0e7be Rework buff callbacks
The first implementation was way too complicated and prone to bugs.
This is much more simple flexible; first off, std::function is now used
instead of a raw function pointer, so lambdas and binds are fair game
which is great for scripting. Second, callbacks for all stacks are
executed. It is up to the callback target to ensure correct behavior.
2022-07-30 22:35:15 -07:00
gsemaj
3d22103113 oops 2022-07-30 22:35:15 -07:00
gsemaj
761581afd7 CRLF purge in Buffs.cpp 2022-07-30 22:35:15 -07:00
gsemaj
daec7a33b7 egg prep 2022-07-30 22:35:14 -07:00
gsemaj
462ced6685 Move Buff implementation to Buffs.cpp 2022-07-30 22:35:14 -07:00
gsemaj
cc190efc63 New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.

TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???
2022-07-30 22:35:14 -07:00
gsemaj
df1b4ff160 The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2022-07-30 22:35:13 -07:00
gsemaj
9f7c8a18df Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2022-07-30 22:32:25 -07:00
gsemaj
ea61ed1aaa Handle case where cmake is invoked outside root 2022-07-30 22:32:25 -07:00
gsemaj
9982d9bdda Start moving passive power processing to playerTick 2022-07-30 22:32:25 -07:00
gsemaj
398e9fddf8 Groundwork for new buff system 2022-07-30 22:32:24 -07:00
gsemaj
fd664c4f19 Active power classification 2022-07-30 22:32:24 -07:00
gsemaj
feaaf4cab9 some struct reorg 2022-07-30 22:32:24 -07:00
gsemaj
d3e6bae5d9 Replace group filter operator with function 2022-07-30 22:32:24 -07:00
gsemaj
0f042c4233 Ignore .bak files
for my local backups lol
2022-07-30 22:32:24 -07:00
gsemaj
3dc7124f58 Refactor player groups
Group structures are used now. Adds more checks in some places but simplifies things overall.
We can expand this system to entities as well now pretty trivially.
2022-07-30 22:32:23 -07:00
gsemaj
71e78afa0b (WIP) EXPERIMENTAL GROUP CHANGES 2022-07-30 22:32:23 -07:00
gsemaj
0a2b3fbdad (WIP) TODO ABILITIES 2022-07-30 22:31:18 -07:00
gsemaj
911dbaab83 Move mob aggro logic into takeDamage override
God that feels good
2022-07-30 22:31:18 -07:00
gsemaj
7183180be5 (WIP) Move away from rigid states/transitions to allow custom behavior 2022-07-30 22:31:18 -07:00
gsemaj
3f1f78942e EntityType -> EntityKind 2022-07-30 22:31:18 -07:00
gsemaj
a9dea36882 (WIP) onRoamStart hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
de23779209 (WIP) Remove BaseNPC::barkerType to save space 2022-07-30 22:31:17 -07:00
gsemaj
748a82e223 ope 2022-07-30 22:31:17 -07:00
gsemaj
231e88fd55 (WIP) onCombatStart hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
abfb562489 (WIP) onDeath hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
589c5a8732 (WIP) Add src param to transition + certain hooks
Should all hooks have src? I think not
2022-07-30 22:31:17 -07:00
gsemaj
0b8b92b7f6 (WIP) Transitions + hook definitions + onRetreat hook implementation 2022-07-30 22:31:17 -07:00
gsemaj
f0cf6326e5 (WIP) Point 2: Generalization 2022-07-30 22:31:16 -07:00
gsemaj
82bc94c01c (WIP) Point 1: step functions 2022-07-30 22:29:14 -07:00
gsemaj
5d9dcb8609 (WIP) Start implementing ICombatant
Start by replacing `hitMob` with `takeDamage` interface function.
Simplify `pcAttackChars` a little by utilizing the new interface, then add more interface functions as needed.

A lot of the combat logic is tied to the `Mob` class. Need to start moving stuff over to CombatNPC.
2022-07-30 22:29:13 -07:00
gsemaj
166e148878 (WIP) Move ICombatant functions around a bit 2022-07-30 22:29:12 -07:00
gsemaj
14b02ec5d2 (WIP) Initial ICombatant draft 2022-07-30 22:29:12 -07:00
d50c312227 [refactor] Get rid of NPC.hpp
This file was already obsoleted at the start of the refactor, but seems
to have escaped notice until now.
2022-07-30 22:29:10 -07:00
18ed96493f [refactor] Replace a few uses of magic numbers with enums 2022-07-30 22:29:10 -07:00
71a7d3d164 [refactor] Cosmetic cleanup in Fuse fight functions 2022-07-30 22:29:08 -07:00
520efd6dd5 [refactor] Remove redundant coord args from most entity constructors
Mobs and CombatNPCs still need theirs in order to properly set their
roaming and spawn coords. Assignment of the latter has been moved to the
CombatNPC constructor, where it should have already been.
2022-07-30 22:29:08 -07:00
gsemaj
0a8ef2ebbd [WIP] Stub power handler 2022-07-30 22:29:06 -07:00
gsemaj
3f4aca8a5d [WIP] Use EntityRef instead of CNSocket in ability handler 2022-07-30 22:29:06 -07:00
gsemaj
b0de75d80e [WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2022-07-30 22:29:05 -07:00
gsemaj
8f88edaad1 [WIP] Rename Entity.type -> Entity.kind 2022-07-30 22:29:04 -07:00
gsemaj
6896d35427 [WIP] Fix Nanos -> Abilities namespace calls 2022-07-30 22:29:01 -07:00
gsemaj
d74a9747d9 [WIP] Initial merge of ability namespaces & features 2022-07-30 22:29:00 -07:00
84 changed files with 8700 additions and 9794 deletions

View File

@@ -9,13 +9,12 @@ on:
- CMakeLists.txt - CMakeLists.txt
- Makefile - Makefile
pull_request: pull_request:
types: [opened, reopened, synchronize, ready_for_review] types: ready_for_review
paths: paths:
- src/** - src/**
- vendor/** - vendor/**
- CMakeLists.txt - CMakeLists.txt
- Makefile - Makefile
workflow_dispatch:
jobs: jobs:
ubuntu-build: ubuntu-build:
@@ -29,7 +28,7 @@ jobs:
submodules: recursive submodules: recursive
fetch-depth: 0 fetch-depth: 0
- name: Install dependencies - name: Install dependencies
run: sudo apt install clang cmake snap libsqlite3-dev -y && sudo snap install powershell --classic run: sudo apt install clang cmake snap -y && sudo snap install powershell --classic
- name: Check compilation - name: Check compilation
run: | run: |
$versions = "104", "728", "1013" $versions = "104", "728", "1013"
@@ -52,9 +51,9 @@ jobs:
Copy-Item -Path "config.ini" -Destination "bin" Copy-Item -Path "config.ini" -Destination "bin"
shell: pwsh shell: pwsh
- name: Upload build artifact - name: Upload build artifact
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v2
with: with:
name: 'ubuntu22_04-bin-x64-${{ env.SHORT_SHA }}' name: 'ubuntu20_04-bin-x64-${{ env.SHORT_SHA }}'
path: bin path: bin
windows-build: windows-build:
@@ -106,7 +105,7 @@ jobs:
} }
shell: pwsh shell: pwsh
- name: Upload build artifact - name: Upload build artifact
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v2
with: with:
name: 'windows-vs2019-bin-x64-${{ env.SHORT_SHA }}' name: 'windows-vs2019-bin-x64-${{ env.SHORT_SHA }}'
path: bin path: bin
@@ -127,7 +126,7 @@ jobs:
GITDESC=$(git describe --tags) GITDESC=$(git describe --tags)
mkdir $GITDESC mkdir $GITDESC
echo "ARTDIR=$GITDESC" >> $GITHUB_ENV echo "ARTDIR=$GITDESC" >> $GITHUB_ENV
- uses: actions/download-artifact@v4 - uses: actions/download-artifact@v3
with: with:
path: ${{ env.ARTDIR }} path: ${{ env.ARTDIR }}
- name: Upload artifacts - name: Upload artifacts

View File

@@ -1,38 +0,0 @@
name: Push Docker Image
on:
release:
types: [published]
workflow_dispatch:
jobs:
push-docker-image:
name: Push Docker Image
runs-on: ubuntu-latest
permissions:
contents: read
steps:
- uses: actions/checkout@v4
- name: Retrieve major version
uses: winterjung/split@v2
id: split
with:
msg: ${{ github.ref_name }}
separator: .
- name: Log in to registry
uses: docker/login-action@v3
with:
password: ${{ secrets.DOCKERHUB_TOKEN }}
username: ${{ secrets.DOCKERHUB_USERNAME }}
- name: Set up QEMU
uses: docker/setup-qemu-action@v3
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Build and push the Docker image
uses: docker/build-push-action@v6
with:
context: .
file: ./Dockerfile
platforms: linux/amd64,linux/arm64
push: true
tags: ${{ secrets.DOCKERHUB_REPOSITORY }}:${{ github.ref_name }},${{ secrets.DOCKERHUB_REPOSITORY }}:${{ steps.split.outputs._0 }},${{ secrets.DOCKERHUB_REPOSITORY }}:latest

26
.vscode/launch.json vendored
View File

@@ -1,26 +0,0 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Debug (Linux)",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/bin/fusion",
"cwd": "${workspaceFolder}"
},
{
"name": "Debug (Windows)",
"type": "cppvsdbg",
"request": "launch",
"program": "${workspaceFolder}/bin/Debug/winfusion.exe",
"cwd": "${workspaceFolder}"
},
{
"name": "Release (Windows)",
"type": "cppvsdbg",
"request": "launch",
"program": "${workspaceFolder}/bin/Release/winfusion.exe",
"cwd": "${workspaceFolder}"
}
]
}

View File

@@ -45,7 +45,7 @@ add_executable(openfusion ${SOURCES})
set_target_properties(openfusion PROPERTIES OUTPUT_NAME ${BIN_NAME}) set_target_properties(openfusion PROPERTIES OUTPUT_NAME ${BIN_NAME})
# find sqlite3 and use it # find sqlite3 and use it
find_package(SQLite3 REQUIRED) find_package(sqlite3 REQUIRED)
target_include_directories(openfusion PRIVATE ${SQLite3_INCLUDE_DIRS}) target_include_directories(openfusion PRIVATE ${SQLite3_INCLUDE_DIRS})
target_link_libraries(openfusion PRIVATE ${SQLite3_LIBRARIES}) target_link_libraries(openfusion PRIVATE ${SQLite3_LIBRARIES})
@@ -57,5 +57,5 @@ set_property(TARGET openfusion PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_S
# It's not something you should do, but it's there if you need it... # It's not something you should do, but it's there if you need it...
if (NOT CMAKE_GENERATOR MATCHES "Visual Studio" AND NOT CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND NOT CMAKE_GENERATOR MATCHES "MinGW Makefiles") if (NOT CMAKE_GENERATOR MATCHES "Visual Studio" AND NOT CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND NOT CMAKE_GENERATOR MATCHES "MinGW Makefiles")
find_package(Threads REQUIRED) find_package(Threads REQUIRED)
target_link_libraries(openfusion PRIVATE pthread) target_link_libraries(openfusion pthread)
endif() endif()

View File

@@ -26,7 +26,7 @@ Both are pretty short reads and following them will get you up to speed with bra
I will now cover a few examples of the complications people have encountered contributing to this project, how to understand them, overcome them and henceforth avoid them. I will now cover a few examples of the complications people have encountered contributing to this project, how to understand them, overcome them and henceforth avoid them.
### Dirty pull requests ## Dirty pull requests
Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge. Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge.
These are generally either: These are generally either:
@@ -44,7 +44,7 @@ If you read the above links, you'll note that this isn't exactly a perfect solut
The obvious issue, then, is that the people submitting dirty PRs are the exact people who don't *know* how to rebase their fork to continue submitting their work cleanly. The obvious issue, then, is that the people submitting dirty PRs are the exact people who don't *know* how to rebase their fork to continue submitting their work cleanly.
So they end up creating countless merge commits when pulling upstream on top of their own incompatible histories, and then submitting those merge commits in their PRs and the cycle continues. So they end up creating countless merge commits when pulling upstream on top of their own incompatible histories, and then submitting those merge commits in their PRs and the cycle continues.
### The details ## The details
A git commit is uniquely identified by its SHA1 hash. A git commit is uniquely identified by its SHA1 hash.
Its hash is generated from its contents, as well as the hash(es) of its parent commit(s). Its hash is generated from its contents, as well as the hash(es) of its parent commit(s).
@@ -52,7 +52,7 @@ Its hash is generated from its contents, as well as the hash(es) of its parent c
That means that even if two commits are exactly the same in terms of content, they're not the same commit if their parent commits differ (ex. if they've been rebased). That means that even if two commits are exactly the same in terms of content, they're not the same commit if their parent commits differ (ex. if they've been rebased).
So if you keep issuing `git pull`s after upstream has merged a rebased version of your PR, you will never re-synchronize with it, and will instead construct an alternate history polluted by pointless merge commits. So if you keep issuing `git pull`s after upstream has merged a rebased version of your PR, you will never re-synchronize with it, and will instead construct an alternate history polluted by pointless merge commits.
### The solution ## The solution
If you already have a messed-up fork and you have no changes on it that you're afraid to lose, the solution is simple: If you already have a messed-up fork and you have no changes on it that you're afraid to lose, the solution is simple:
@@ -67,7 +67,7 @@ If you do have some committed changes that haven't yet been merged upstream, you
If you do end up messing something up, don't worry, it most likely isn't really lost and `git reflog` is your friend. If you do end up messing something up, don't worry, it most likely isn't really lost and `git reflog` is your friend.
(You can checkout an arbitrary commit, and make it into its own branch with `git checkout -b BRANCH` or set a pre-exisitng branch to it with `git reset --hard COMMIT`) (You can checkout an arbitrary commit, and make it into its own branch with `git checkout -b BRANCH` or set a pre-exisitng branch to it with `git reset --hard COMMIT`)
### Avoiding the problem ## Avoiding the problem
When working on a changeset you want to submit back upstream, don't do it on the main branch. When working on a changeset you want to submit back upstream, don't do it on the main branch.
Create a work branch just for your changeset with `git checkout -b work`. Create a work branch just for your changeset with `git checkout -b work`.
@@ -81,34 +81,3 @@ That way you can always keep master in sync with upstream with `git pull --ff-on
Creating new branches for the rebase isn't strictly necessary since you can always return a branch to its previous state with `git reflog`. Creating new branches for the rebase isn't strictly necessary since you can always return a branch to its previous state with `git reflog`.
For moving uncommited changes around between branches, `git stash` is a real blessing. For moving uncommited changes around between branches, `git stash` is a real blessing.
## Code guidelines
Alright, you're up to speed on Git and ready to go. Here are a few specific code guidelines to try and follow:
### Match the styling
Pretty straightforward, make sure your code looks similar to the code around it. Match whitespacing, bracket styling, variable naming conventions, etc.
### Prefer short-circuiting
To minimize branching complexity (as this makes the code hard to read), we prefer to keep the number of `if-else` statements as low as possible. One easy way to achieve this is by doing an early return after branching into an `if` block and then writing the code for the other path outside the block entirely. You can find examples of this in practically every source file. Note that in a few select situations, this might actually make your code less elegant, which is why this isn't a strict rule. Lean towards short-circuiting and use your better judgement.
### Follow the include convention
This one matters a lot as it can cause cyclic dependencies and other code-breaking issues.
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE
FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.
The point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues.
## When in doubt, ask
If you still have questions that were not answered here, feel free to ping a dev in the Discord server or on GitHub.

View File

@@ -1,41 +0,0 @@
# build
FROM alpine:3 as build
WORKDIR /usr/src/app
RUN apk update && apk upgrade && apk add \
linux-headers \
git \
clang18 \
make \
sqlite-dev
COPY src ./src
COPY vendor ./vendor
COPY .git ./.git
COPY Makefile CMakeLists.txt version.h.in ./
RUN sed -i 's/^CC=clang$/&-18/' Makefile
RUN sed -i 's/^CXX=clang++$/&-18/' Makefile
RUN make nosandbox -j$(nproc)
# prod
FROM alpine:3
WORKDIR /usr/src/app
RUN apk update && apk upgrade && apk add \
libstdc++ \
sqlite-dev
COPY --from=build /usr/src/app/bin/fusion /bin/fusion
COPY sql ./sql
CMD ["/bin/fusion"]
EXPOSE 23000/tcp
EXPOSE 23001/tcp
EXPOSE 8003/tcp
LABEL Name=openfusion Version=2.0.0

View File

@@ -1,6 +1,6 @@
MIT License MIT License
Copyright (c) 2020-2025 OpenFusion Contributors Copyright (c) 2020-2022 OpenFusion Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View File

@@ -95,6 +95,8 @@ CXXHDR=\
vendor/bcrypt/BCrypt.hpp\ vendor/bcrypt/BCrypt.hpp\
vendor/INIReader.hpp\ vendor/INIReader.hpp\
vendor/JSON.hpp\ vendor/JSON.hpp\
vendor/INIReader.hpp\
vendor/JSON.hpp\
src/Buffs.hpp\ src/Buffs.hpp\
src/Chat.hpp\ src/Chat.hpp\
src/CustomCommands.hpp\ src/CustomCommands.hpp\
@@ -115,7 +117,6 @@ CXXHDR=\
src/settings.hpp\ src/settings.hpp\
src/Transport.hpp\ src/Transport.hpp\
src/TableData.hpp\ src/TableData.hpp\
src/Bucket.hpp\
src/Chunking.hpp\ src/Chunking.hpp\
src/Buddies.hpp\ src/Buddies.hpp\
src/Groups.hpp\ src/Groups.hpp\
@@ -134,8 +135,6 @@ HDR=$(CHDR) $(CXXHDR)
all: $(SERVER) all: $(SERVER)
windows: $(SERVER) windows: $(SERVER)
nosandbox: $(SERVER)
nolandlock: $(SERVER)
# assign Windows-specific values if targeting Windows # assign Windows-specific values if targeting Windows
windows : CC=$(WIN_CC) windows : CC=$(WIN_CC)
@@ -145,9 +144,6 @@ windows : CXXFLAGS=$(WIN_CXXFLAGS)
windows : LDFLAGS=$(WIN_LDFLAGS) windows : LDFLAGS=$(WIN_LDFLAGS)
windows : SERVER=$(WIN_SERVER) windows : SERVER=$(WIN_SERVER)
nosandbox : CFLAGS+=-DCONFIG_NOSANDBOX=1
nolandlock : CFLAGS+=-DCONFIG_NOLANDLOCK=1
.SUFFIXES: .o .c .cpp .h .hpp .SUFFIXES: .o .c .cpp .h .hpp
.c.o: .c.o:
@@ -169,7 +165,7 @@ version.h:
src/main.o: version.h src/main.o: version.h
.PHONY: all windows nosandbox nolandlock clean nuke .PHONY: all windows clean nuke
# only gets rid of OpenFusion objects, so we don't need to # only gets rid of OpenFusion objects, so we don't need to
# recompile the libs every time # recompile the libs every time

View File

@@ -1,35 +1,33 @@
<p align="center"><img width="640" src="res/openfusion-hero.png" alt="OpenFusion Logo"></p> <p align="center"><img width="640" src="res/openfusion-hero.png" alt=""></p>
<p align="center"> <p align="center">
<a href="https://github.com/OpenFusionProject/OpenFusion/releases/latest"><img src="https://img.shields.io/github/v/release/OpenFusionProject/OpenFusion" alt="Current Release"></a> <a href="https://github.com/OpenFusionProject/OpenFusion/releases/latest"><img src="https://img.shields.io/github/v/release/OpenFusionProject/OpenFusion" alt="Current Release"></a>
<a href="https://github.com/OpenFusionProject/OpenFusion/actions/workflows/check-builds.yaml"><img src="https://github.com/OpenFusionProject/OpenFusion/actions/workflows/check-builds.yaml/badge.svg" alt="Workflow"></a> <a href="https://github.com/OpenFusionProject/OpenFusion/actions/workflows/check-builds.yaml"><img src="https://github.com/OpenFusionProject/OpenFusion/actions/workflows/check-builds.yaml/badge.svg" alt="Workflow"></a>
<a href="https://hub.docker.com/repository/docker/openfusion/openfusion/"><img src="https://badgen.net/docker/pulls/openfusion/openfusion?icon=docker&label=pulls"></a>
<a href="https://discord.gg/DYavckB"><img src="https://img.shields.io/badge/chat-on%20discord-7289da.svg?logo=discord" alt="Discord"></a> <a href="https://discord.gg/DYavckB"><img src="https://img.shields.io/badge/chat-on%20discord-7289da.svg?logo=discord" alt="Discord"></a>
<a href="https://github.com/OpenFusionProject/OpenFusion/blob/master/LICENSE.md"><img src="https://img.shields.io/github/license/OpenFusionProject/OpenFusion" alt="License"></a> <a href="https://github.com/OpenFusionProject/OpenFusion/blob/master/LICENSE.md"><img src="https://img.shields.io/github/license/OpenFusionProject/OpenFusion" alt="License"></a>
</p> </p>
OpenFusion is a reverse-engineered server for FusionFall. It primarily targets versions `beta-20100104` and `beta-20111013` of the original game, with [limited support](https://openfusion.dev/docs/reference/fusionfall-version-support/) for others. OpenFusion is a reverse-engineered server for FusionFall. It primarily targets versions `beta-20100104` and `beta-20111013` of the original game, with [limited support](https://github.com/OpenFusionProject/OpenFusion/wiki/FusionFall-Version-Support) for others.
## Usage ## Usage
### Getting Started ### Getting Started
#### Method A: Installer (Easiest) #### Method A: Installer (Easiest)
1. Download the launcher installer by clicking [here](https://github.com/OpenFusionProject/OpenFusionLauncher/releases/latest/download/OpenFusionLauncher-Windows-Installer.exe) - choose to run the file. 1. Download the client installer by clicking [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.4/OpenFusionClient-1.4-Installer.exe) - choose to run the file.
2. After a few moments, the launcher should open: you will be given a choice between two public servers by default. Select the one you wish to play and click connect. 2. After a few moments, the client should open: you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
3. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen. 3. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
4. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 3. 4. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 3.
#### Method B: Standalone .zip file #### Method B: Standalone .zip file
1. Download the launcher from [here](https://github.com/OpenFusionProject/OpenFusionLauncher/releases/latest/download/OpenFusionLauncher-Windows-Portable.zip). 1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.4/OpenFusionClient-1.4.zip).
2. Extract it to a folder of your choice. Note: if you are upgrading from an older version, it is preferable to start with a fresh folder rather than overwriting a previous install. 2. Extract it to a folder of your choice. Note: if you are upgrading from an older version, it is preferable to start with a fresh folder rather than overwriting a previous install.
3. Run OpenFusionLauncher.exe - you will be given a choice between two public servers by default. Select the one you wish to play and click connect. 3. Run OpenFusionClient.exe - you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
4. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen. 4. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
5. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 4. 5. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 4.
Instructions for getting the client to run on Linux through Wine can be found [here](https://openfusion.dev/docs/guides/running-on-linux/).
### Hosting a server ### Hosting a server
1. Grab `OpenFusionServer-Windows-Original.zip` or `OpenFusionServer-Windows-Academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/latest).
1. Grab `OpenFusionServer-1.4-original.zip` or `OpenFusionServer-1.4-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.4).
2. Extract it to a folder of your choice, then run `winfusion.exe` (Windows) or `fusion` (Linux) to start the server. 2. Extract it to a folder of your choice, then run `winfusion.exe` (Windows) or `fusion` (Linux) to start the server.
3. Add a new server to the client's list: 3. Add a new server to the client's list:
1. For Description, enter anything you want. This is what will show up in the server list. 1. For Description, enter anything you want. This is what will show up in the server list.
@@ -37,7 +35,7 @@ Instructions for getting the client to run on Linux through Wine can be found [h
3. Lastly Game Version - select `beta-20100104` if you downloaded the original zip, or `beta-20111013` if you downloaded the academy zip. 3. Lastly Game Version - select `beta-20100104` if you downloaded the original zip, or `beta-20111013` if you downloaded the academy zip.
5. Once you've added the server to the list, connect to it and log in. If you're having trouble with this, refer to steps 4 and 5 from the previous section. 5. Once you've added the server to the list, connect to it and log in. If you're having trouble with this, refer to steps 4 and 5 from the previous section.
If you want to run the latest development builds of the server, [compiled binaries (artifacts) for each functional commit can be found here.](http://cdn.dexlabs.systems/of-builds/) If you want, [compiled binaries (artifacts) for each functional commit can be found here.](http://cdn.dexlabs.systems/of-builds/)
For a more detailed overview of the game's architecture and how to configure it, read the following sections. For a more detailed overview of the game's architecture and how to configure it, read the following sections.
@@ -54,7 +52,10 @@ FusionFall consists of the following components:
The original game made use of the player's actual web browser to launch the game, but since then the NPAPI plugin interface the game relied on has been deprecated and is no longer available in most modern browsers. Both Retro and OpenFusion get around this issue by distributing an older version of Electron, a software package that is essentially a specialized web browser. The original game made use of the player's actual web browser to launch the game, but since then the NPAPI plugin interface the game relied on has been deprecated and is no longer available in most modern browsers. Both Retro and OpenFusion get around this issue by distributing an older version of Electron, a software package that is essentially a specialized web browser.
The browser/Electron client opens a web page with an `<embed>` tag of the appropriate MIME type, where the `src` param is the address of the game's `.unity3d` entrypoint. This triggers the browser to load an NPAPI plugin that handles said MIME type, in this case the Unity Web Player. The browser/Electron client opens a web page with an `<embed>` tag of MIME type `application/vnd.unity`, where the `src` param is the address of the game's `.unity3d` entrypoint.
This triggers the browser to load an NPAPI plugin that handles this MIME type, the Unity Web Player, which the browser looks for in `C:\Users\%USERNAME%\AppData\LocalLow\Unity\WebPlayer`.
The Web Player was previously copied there by `installUnity.bat`.
Note that the version of the web player distributed with OpenFusion expects a standard `UnityWeb` magic number for all assets, instead of Retro's modified `streamed` magic number. Note that the version of the web player distributed with OpenFusion expects a standard `UnityWeb` magic number for all assets, instead of Retro's modified `streamed` magic number.
This will potentially become relevant later, as people start experimenting and mixing and matching versions. This will potentially become relevant later, as people start experimenting and mixing and matching versions.
@@ -63,7 +64,7 @@ The web player will execute the game code, which will request the following file
`/assetInfo.php` contains the address from which to fetch the rest of the game's assets (the "dongresources"). `/assetInfo.php` contains the address from which to fetch the rest of the game's assets (the "dongresources").
Normally those would be hosted on the same web server as the gateway, but the OpenFusion distribution (in it's default configuration) doesn't use a web server at all! Normally those would be hosted on the same web server as the gateway, but the OpenFusion distribution (in it's default configuration) doesn't use a web server at all!
It instead loads the web pages locally using the `file://` schema, and fetches the game's assets from a standard web server. It loads the web pages locally using the `file://` schema, and fetches the game's assets from Turner's CDN (which is still hosting them to this day!).
`/loginInfo.php` contains the IP:port pair of the FusionFall login server, which the client will connect to. This login server drives the client while it's in the Character Selection menu, as well as Character Creation and the Tutorial. `/loginInfo.php` contains the IP:port pair of the FusionFall login server, which the client will connect to. This login server drives the client while it's in the Character Selection menu, as well as Character Creation and the Tutorial.
@@ -80,17 +81,17 @@ This just works if you're all under the same LAN, but if you want to play over t
## Compiling ## Compiling
OpenFusion has one external dependency: SQLite. The oldest compatible version is `3.33.0`. You can install it on Windows using `vcpkg`, and on Unix/Linux using your distribution's package manager. For a more indepth guide on how to set up vcpkg, [read this guide](https://openfusion.dev/docs/development/installing-sqlite-on-windows-using-vcpkg/). OpenFusion has one external dependency: SQLite. You can install it on Windows using `vcpkg`, and on Unix/Linux using your distribution's package manager. For a more indepth guide on how to set up vcpkg, [read this guide on the wiki](https://github.com/OpenFusionProject/OpenFusion/wiki/Installing-SQLite-on-Windows-using-vcpkg).
You have two choices for compiling OpenFusion: the included Makefile and the included CMakeLists file. You have two choices for compiling OpenFusion: the included Makefile and the included CMakeLists file.
### Makefile ### Makefile
A detailed compilation guide is available for Windows users on the website [using MinGW-w64 and MSYS2](https://openfusion.dev/docs/development/compilation-on-windows-msys2-mingw/). Otherwise, to compile it for the current platform you're on, just run `make` with the correct build tools installed (currently make and clang). A detailed compilation guide is available for Windows users in the wiki [using MinGW-w64 and MSYS2](https://github.com/OpenFusionProject/OpenFusion/wiki/Compilation-on-Windows). Otherwise, to compile it for the current platform you're on, just run `make` with the correct build tools installed (currently make and clang).
### CMake ### CMake
A detailed guide is available [in our documentation](https://openfusion.dev/docs/development/compilation-with-cmake-or-visual-studio/) for people using regular old CMake or the version of CMake that comes with Visual Studio. TL;DR: `cmake -B build` A detailed guide is available [on the wiki](https://github.com/OpenFusionProject/OpenFusion/wiki/Compilation-with-CMake-or-Visual-Studio) for people using regular old CMake or the version of CMake that comes with Visual Studio. tl;dr: `cmake -B build`
## Contributing ## Contributing
@@ -99,13 +100,26 @@ If you'd like to contribute to this project, please read [CONTRIBUTING.md](CONTR
## Gameplay ## Gameplay
The goal of the project is to faithfully recreate the game as it was at the time of the targeted build. The goal of the project is to faithfully recreate the game as it was at the time of the targeted build.
While most features are implemented and the game is playable start to finish, there may be missing functionality or bugs present. The server is not yet complete, however, and some functionality is still missing.
Depending on the server configuration, you'll have access to certain commands. Because the server is still in development, ordinary players are allowed access to a few admin commands:
For the public servers: Original has item spawning, the ability to set player speed/jump height, and teleportation enabled (default account level 50). ![](res/sane_upsell.png)
Meanwhile the Academy server is more meant for legitimate playthroughs (default account level 99).
When hosting a local server, you will have access to all commands by default (account level 1). ### Movement commands
* A `/speed` of around 2400 or 3000 is nice.
* A `/jump` of about 50 will send you soaring
* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.
* `/goto` is useful for more precise teleportation (ie. for getting into Infected Zones, etc.).
For a list of available commands, see [this page](https://openfusion.dev/docs/reference/ingame-command-list/). ### Item commands
* `/itemN [type] [itemId] [amount]`
(Refer to the [item list](https://docs.google.com/spreadsheets/d/1mpoJ9iTHl_xLI4wQ_9UvIDYNcsDYscdkyaGizs43TCg/))
### Nano commands
* `/nano [id] (1-36)`
* `/nano_equip [id] (1-36) [slot] (0-2)`
* `/nano_unequip [slot] (0-2)`
* `/nano_active [slot] (0-2)`
### A full list of commands can be found [here](https://github.com/OpenFusionProject/OpenFusion/wiki/Ingame-Command-list).

View File

@@ -12,17 +12,11 @@ sandbox=true
[login] [login]
# must be kept in sync with loginInfo.php # must be kept in sync with loginInfo.php
port=23000 port=23000
# will all name wheel names be approved instantly?
acceptallwheelnames=true
# will all custom names be approved instantly? # will all custom names be approved instantly?
acceptallcustomnames=true acceptallcustomnames=true
# should attempts to log into non-existent accounts # should attempts to log into non-existent accounts
# automatically create them? # automatically create them?
autocreateaccounts=true autocreateaccounts=true
# list of supported authentication methods (comma-separated)
# password = allow logging in with plaintext passwords
# cookie = allow logging in with one-shot auth cookies
authmethods=password
# how often should everything be flushed to the database? # how often should everything be flushed to the database?
# the default is 4 minutes # the default is 4 minutes
dbsaveinterval=240 dbsaveinterval=240
@@ -72,9 +66,6 @@ motd=Welcome to OpenFusion!
# location of the database # location of the database
#dbpath=database.db #dbpath=database.db
# should there be a score cap for infected zone races?
#izracescorecapped=true
# should tutorial flags be disabled off the bat? # should tutorial flags be disabled off the bat?
disablefirstuseflag=true disablefirstuseflag=true
@@ -104,8 +95,5 @@ eventmode=0
enabled=false enabled=false
# the port to listen for connections on # the port to listen for connections on
port=8003 port=8003
# The local IP to listen on.
# Do not change this unless you know what you're doing.
listenip=127.0.0.1
# how often the listeners should be updated (in milliseconds) # how often the listeners should be updated (in milliseconds)
interval=5000 interval=5000

View File

@@ -1,14 +0,0 @@
services:
openfusion:
build:
context: .
dockerfile: ./Dockerfile
image: openfusion/openfusion:latest
volumes:
- ./config.ini:/usr/src/app/config.ini
- ./database.db:/usr/src/app/database.db
- ./tdata:/usr/src/app/tdata
ports:
- "23000:23000"
- "23001:23001"
- "8003:8003"

View File

@@ -1,19 +0,0 @@
/*
It is recommended in the SQLite manual to turn off
foreign keys when making schema changes that involve them
*/
PRAGMA foreign_keys=OFF;
BEGIN TRANSACTION;
-- New table to store auth cookies
CREATE TABLE Auth (
AccountID INTEGER NOT NULL,
Cookie TEXT NOT NULL,
Expires INTEGER DEFAULT 0 NOT NULL,
FOREIGN KEY(AccountID) REFERENCES Accounts(AccountID) ON DELETE CASCADE,
UNIQUE (AccountID)
);
-- Update DB Version
UPDATE Meta SET Value = 5 WHERE Key = 'DatabaseVersion';
UPDATE Meta SET Value = strftime('%s', 'now') WHERE Key = 'LastMigration';
COMMIT;
PRAGMA foreign_keys=ON;

View File

@@ -1,8 +0,0 @@
BEGIN TRANSACTION;
-- New Columns
ALTER TABLE Accounts ADD Email TEXT DEFAULT '' NOT NULL;
ALTER TABLE Accounts ADD LastPasswordReset INTEGER DEFAULT 0 NOT NULL;
-- Update DB Version
UPDATE Meta SET Value = 6 WHERE Key = 'DatabaseVersion';
UPDATE Meta SET Value = strftime('%s', 'now') WHERE Key = 'LastMigration';
COMMIT;

View File

@@ -1,16 +1,14 @@
CREATE TABLE IF NOT EXISTS Accounts ( CREATE TABLE IF NOT EXISTS Accounts (
AccountID INTEGER NOT NULL, AccountID INTEGER NOT NULL,
Login TEXT NOT NULL UNIQUE COLLATE NOCASE, Login TEXT NOT NULL UNIQUE COLLATE NOCASE,
Password TEXT NOT NULL, Password TEXT NOT NULL,
Selected INTEGER DEFAULT 1 NOT NULL, Selected INTEGER DEFAULT 1 NOT NULL,
AccountLevel INTEGER NOT NULL, AccountLevel INTEGER NOT NULL,
Created INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL, Created INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL,
LastLogin INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL, LastLogin INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL,
BannedUntil INTEGER DEFAULT 0 NOT NULL, BannedUntil INTEGER DEFAULT 0 NOT NULL,
BannedSince INTEGER DEFAULT 0 NOT NULL, BannedSince INTEGER DEFAULT 0 NOT NULL,
BanReason TEXT DEFAULT '' NOT NULL, BanReason TEXT DEFAULT '' NOT NULL,
Email TEXT DEFAULT '' NOT NULL,
LastPasswordReset INTEGER DEFAULT 0 NOT NULL,
PRIMARY KEY(AccountID AUTOINCREMENT) PRIMARY KEY(AccountID AUTOINCREMENT)
); );
@@ -145,7 +143,7 @@ CREATE TABLE IF NOT EXISTS EmailItems (
UNIQUE (PlayerID, MsgIndex, Slot) UNIQUE (PlayerID, MsgIndex, Slot)
); );
CREATE TABLE IF NOT EXISTS RaceResults ( CREATE TABLE IF NOT EXISTS RaceResults(
EPID INTEGER NOT NULL, EPID INTEGER NOT NULL,
PlayerID INTEGER NOT NULL, PlayerID INTEGER NOT NULL,
Score INTEGER NOT NULL, Score INTEGER NOT NULL,
@@ -155,17 +153,9 @@ CREATE TABLE IF NOT EXISTS RaceResults (
FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE
); );
CREATE TABLE IF NOT EXISTS RedeemedCodes ( CREATE TABLE IF NOT EXISTS RedeemedCodes(
PlayerID INTEGER NOT NULL, PlayerID INTEGER NOT NULL,
Code TEXT NOT NULL, Code TEXT NOT NULL,
FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE, FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE,
UNIQUE (PlayerID, Code) UNIQUE (PlayerID, Code)
); )
CREATE TABLE IF NOT EXISTS Auth (
AccountID INTEGER NOT NULL,
Cookie TEXT NOT NULL,
Expires INTEGER DEFAULT 0 NOT NULL,
FOREIGN KEY(AccountID) REFERENCES Accounts(AccountID) ON DELETE CASCADE,
UNIQUE (AccountID)
);

View File

@@ -1,12 +1,11 @@
#include "Abilities.hpp" #include "Abilities.hpp"
#include "servers/CNShardServer.hpp"
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Buffs.hpp" #include "Buffs.hpp"
#include "Nanos.hpp" #include "Nanos.hpp"
#include "MobAI.hpp"
#include <assert.h>
using namespace Abilities; using namespace Abilities;
@@ -48,107 +47,16 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
} }
static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
// take aggro // TODO abilities
target->takeDamage(source->getRef(), 0);
int duration = 0;
int strength = 0;
bool blocked = target->hasBuff(ECSB_FREEDOM);
if(!blocked) {
duration = skill->durationTime[power];
strength = skill->values[0][power];
BuffStack debuff = {
(duration * 100) / MS_PER_COMBAT_TICK, // ticks
strength, // value
source->getRef(), // source
BuffClass::NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
target->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
},
[](EntityRef self, Buff* buff, time_t currTime) {
Buffs::timeBuffTick(self, buff);
},
&debuff);
}
sSkillResult_Damage_N_Debuff result{}; sSkillResult_Damage_N_Debuff result{};
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP();
result.eCT = target->getCharType(); result.eCT = target->getCharType();
result.iID = target->getID(); result.iID = target->getID();
result.bProtected = blocked; result.bProtected = false;
result.iConditionBitFlag = target->getCompositeCondition(); result.iConditionBitFlag = target->getCompositeCondition();
// for player targets, make sure to update Nano stamina
if (target->getCharType() == 1) {
Player *plr = dynamic_cast<Player*>(target);
result.iStamina = plr->getActiveNano()->iStamina;
}
return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result); return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result);
} }
static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
EntityRef sourceRef = source->getRef();
int heal = skill->values[0][power];
int healed = source->heal(sourceRef, heal);
int damage = heal * 2;
int dealt = target->takeDamage(sourceRef, damage);
sSkillResult_Leech result{};
result.Damage.eCT = target->getCharType();
result.Damage.iID = target->getID();
result.Damage.bProtected = dealt <= 0;
result.Damage.iDamage = dealt;
result.Damage.iHP = target->getCurrentHP();
result.Heal.eCT = result.Damage.eCT;
result.Heal.iID = result.Damage.iID;
result.Heal.iHealHP = healed;
result.Heal.iHP = source->getCurrentHP();
return SkillResult(sizeof(sSkillResult_Leech), &result);
}
static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
int duration = skill->durationTime[power];
int strength = skill->values[0][power];
BuffStack passiveBuff = {
// if the duration is 0, it needs to be recast every tick
duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks
strength, // value
source->getRef(), // source
source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class
};
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
SkillDrainType drainType = skill->drainType;
int combatLifetime = 0;
if(!target->addBuff(timeBuffId,
[drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) {
if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) {
// drain
ICombatant* combatant = dynamic_cast<ICombatant*>(self.getEntity());
combatant->takeDamage(buff->getLastSource(), 0); // aggro
}
Buffs::timeBuffUpdate(self, buff, status, stack);
if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL)
Buffs::timeBuffTimeout(self);
},
[combatLifetime](EntityRef self, Buff* buff, time_t currTime) mutable {
if(buff->id == ECSB_BOUNDINGBALL &&
combatLifetime % COMBAT_TICKS_PER_DRAIN_PROC == 0)
Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain
combatLifetime++;
},
&passiveBuff)) return SkillResult();
sSkillResult_Buff result{}; sSkillResult_Buff result{};
result.eCT = target->getCharType(); result.eCT = target->getCharType();
result.iID = target->getID(); result.iID = target->getID();
@@ -163,24 +71,19 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
Player* plr = dynamic_cast<Player*>(target); Player* plr = dynamic_cast<Player*>(target);
const double scalingFactor = (18 + source->getLevel()) / 36.0; const double scalingFactor = (18 + source->getLevel()) / 36.0;
const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
int boostDrain = 0; int boostDrain = (int)(skill->values[0][power] * scalingFactor);
int potionDrain = 0; if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
if(!blocked) { plr->batteryW -= boostDrain;
boostDrain = (int)(skill->values[0][power] * scalingFactor);
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
plr->batteryW -= boostDrain;
potionDrain = (int)(skill->values[1][power] * scalingFactor); int potionDrain = (int)(skill->values[1][power] * scalingFactor);
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN; if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
plr->batteryN -= potionDrain; plr->batteryN -= potionDrain;
}
sSkillResult_BatteryDrain result{}; sSkillResult_BatteryDrain result{};
result.eCT = target->getCharType(); result.eCT = target->getCharType();
result.iID = target->getID(); result.iID = target->getID();
result.bProtected = blocked; result.bProtected = target->hasBuff(ECSB_PROTECT_BATTERY);
result.iDrainW = boostDrain; result.iDrainW = boostDrain;
result.iBatteryW = plr->batteryW; result.iBatteryW = plr->batteryW;
result.iDrainN = potionDrain; result.iDrainN = potionDrain;
@@ -194,13 +97,8 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) { static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
if(source->getCharType() != 1) if(source->getCharType() != 1)
return SkillResult(); // only Players are valid sources for recall return SkillResult(); // only Players are valid sources for recall
Player* plr = dynamic_cast<Player*>(source); Player* plr = dynamic_cast<Player*>(source);
if(source == target) { PlayerManager::sendPlayerTo(source->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
// no trailing struct for self
PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
return SkillResult();
}
sSkillResult_Move result{}; sSkillResult_Move result{};
result.eCT = target->getCharType(); result.eCT = target->getCharType();
@@ -222,66 +120,56 @@ static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant*
#pragma endregion #pragma endregion
static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) { static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombatant* src, std::vector<ICombatant*> targets) {
size_t resultSize = 0;
SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr; SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr;
std::vector<SkillResult> results; std::vector<SkillResult> results;
switch(skill->skillType) switch(skill->skillType)
{ {
case SkillType::CORRUPTIONATTACK: case EST_DAMAGE:
case SkillType::CORRUPTIONATTACKLOSE: resultSize = sizeof(sSkillResult_Damage);
case SkillType::CORRUPTIONATTACKWIN:
// skillHandler = handleSkillCorruptionReflect;
// break;
case SkillType::DAMAGE:
skillHandler = handleSkillDamage; skillHandler = handleSkillDamage;
break; break;
case SkillType::HEAL_HP: case EST_HEAL_HP:
case SkillType::RETURNHOMEHEAL: case EST_RETURNHOMEHEAL:
resultSize = sizeof(sSkillResult_Heal_HP);
skillHandler = handleSkillHealHP; skillHandler = handleSkillHealHP;
break; break;
case SkillType::KNOCKDOWN: case EST_JUMP:
case SkillType::SLEEP: case EST_RUN:
case SkillType::SNARE: case EST_FREEDOM:
case SkillType::STUN: case EST_PHOENIX:
skillHandler = handleSkillDamageNDebuff; case EST_INVULNERABLE:
break; case EST_MINIMAPENEMY:
case SkillType::JUMP: case EST_MINIMAPTRESURE:
case SkillType::RUN: case EST_NANOSTIMPAK:
case SkillType::STEALTH: case EST_PROTECTBATTERY:
case SkillType::MINIMAPENEMY: case EST_PROTECTINFECTION:
case SkillType::MINIMAPTRESURE: case EST_REWARDBLOB:
case SkillType::PHOENIX: case EST_REWARDCASH:
case SkillType::PROTECTBATTERY: case EST_STAMINA_SELF:
case SkillType::PROTECTINFECTION: case EST_STEALTH:
case SkillType::REWARDBLOB: resultSize = sizeof(sSkillResult_Buff);
case SkillType::REWARDCASH:
// case SkillType::INFECTIONDAMAGE:
case SkillType::FREEDOM:
case SkillType::BOUNDINGBALL:
case SkillType::INVULNERABLE:
case SkillType::STAMINA_SELF:
case SkillType::NANOSTIMPAK:
case SkillType::BUFFHEAL:
skillHandler = handleSkillBuff; skillHandler = handleSkillBuff;
break; break;
case SkillType::BLOODSUCKING: case EST_BATTERYDRAIN:
skillHandler = handleSkillLeech; resultSize = sizeof(sSkillResult_BatteryDrain);
break;
case SkillType::RETROROCKET_SELF:
// no-op
return results;
case SkillType::PHOENIX_GROUP:
skillHandler = handleSkillResurrect;
break;
case SkillType::RECALL:
case SkillType::RECALL_GROUP:
skillHandler = handleSkillMove;
break;
case SkillType::BATTERYDRAIN:
skillHandler = handleSkillBatteryDrain; skillHandler = handleSkillBatteryDrain;
break; break;
case EST_RECALL: // still soft lock
case EST_RECALL_GROUP: // works for player who uses it
resultSize = sizeof(sSkillResult_Move);
skillHandler = handleSkillMove;
break;
case EST_PHOENIX_GROUP: // broken
resultSize = sizeof(sSkillResult_Resurrect);
skillHandler = handleSkillResurrect;
break;
case EST_RETROROCKET_SELF:
// no-op
return results;
default: default:
std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl; std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
return results; return results;
} }
@@ -289,8 +177,8 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
assert(target != nullptr); assert(target != nullptr);
SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target); SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
if(result.size == 0) continue; // skill not applicable if(result.size == 0) continue; // skill not applicable
if(result.size > MAX_SKILLRESULT_SIZE) { if(result.size != resultSize) {
std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl; std::cout << "[WARN] bad skill result size for " << skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
continue; continue;
} }
results.push_back(result); results.push_back(result);
@@ -298,44 +186,38 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
return results; return results;
} }
static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) { static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
for(SkillResult& result : results) { for(SkillResult& result : results) {
size_t sz = result.size; memcpy(pivot, result.payload, resultSize);
memcpy(pivot, result.payload, sz); pivot += resultSize;
pivot += sz;
} }
} }
void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) { void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
int boost = 0; int boost = 0;
if (Nanos::getNanoBoost(plr)) if (Nanos::getNanoBoost(plr))
boost = 3; boost = 3;
if(skill->drainType == SkillDrainType::ACTIVE) { nano.iStamina -= skill->batteryUse[boost];
nano.iStamina -= skill->batteryUse[boost]; if (nano.iStamina < 0)
if (nano.iStamina <= 0) nano.iStamina = 0;
nano.iStamina = 0;
}
std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected); std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected);
if(results.empty()) return; // no effect; no need for confirmation packets size_t resultSize = 0; // guaranteed to be the same for every item
if (!results.empty()) resultSize = results.back().size;
// lazy validation since skill results might be different sizes if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n"; std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n";
return; return;
} }
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC); size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
for(SkillResult& sr : results) uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
resplen += sr.size; memset(respbuf, 0, resplen);
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
sP_FE2CL_NANO_SKILL_USE_SUCC* pkt = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf; sP_FE2CL_NANO_SKILL_USE_SUCC* pkt = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf;
pkt->iPC_ID = plr->iID; pkt->iPC_ID = plr->iID;
@@ -343,17 +225,15 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
pkt->iSkillID = nano.iSkillID; pkt->iSkillID = nano.iSkillID;
pkt->iNanoStamina = nano.iStamina; pkt->iNanoStamina = nano.iStamina;
pkt->bNanoDeactive = nano.iStamina <= 0; pkt->bNanoDeactive = nano.iStamina <= 0;
pkt->eST = (int32_t)skill->skillType; pkt->eST = skill->skillType;
pkt->iTargetCnt = (int32_t)results.size(); pkt->iTargetCnt = (int32_t)results.size();
attachSkillResults(results, (uint8_t*)(pkt + 1)); attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
if(skill->skillType == SkillType::RECALL_GROUP) if (nano.iStamina <= 0)
// group recall packet is sent only to group members Nanos::summonNano(sock, -1);
PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
else
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen);
} }
void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) { void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*> affected) {
@@ -368,58 +248,32 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
SkillData* skill = &SkillTable[skillID]; SkillData* skill = &SkillTable[skillID];
std::vector<SkillResult> results = handleSkill(skill, 0, src, affected); std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
size_t resultSize = results.back().size; // guaranteed to be the same for every item
// lazy validation since skill results might be different sizes if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) {
std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n"; std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n";
return; return;
} }
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT); size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
for(SkillResult& sr : results) uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
resplen += sr.size; memset(respbuf, 0, resplen);
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf; sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
pkt->iNPC_ID = npc.id; pkt->iNPC_ID = npc.id;
pkt->iSkillID = skillID; pkt->iSkillID = skillID;
pkt->eST = (int32_t)skill->skillType; pkt->eST = skill->skillType;
pkt->iTargetCnt = (int32_t)results.size(); pkt->iTargetCnt = (int32_t)results.size();
if(npc.kind == EntityKind::MOB) {
Mob* mob = dynamic_cast<Mob*>(entity);
pkt->iValue1 = mob->hitX;
pkt->iValue2 = mob->hitY;
pkt->iValue3 = mob->hitZ;
}
attachSkillResults(results, (uint8_t*)(pkt + 1)); attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen); NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
} }
static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) { std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
std::vector<ICombatant*> combatants;
for(EntityRef ref : refs) {
if(ref.kind == EntityKind::PLAYER)
combatants.push_back(dynamic_cast<ICombatant*>(PlayerManager::getPlayer(ref.sock)));
else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB)
combatants.push_back(dynamic_cast<ICombatant*>(ref.getEntity()));
}
return combatants;
}
std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) {
if(skill->targetType == SkillTargetType::GROUP)
return entityRefsToCombatants(src->getGroupMembers());
// this check *has* to happen after the group check above due to cases like group recall that use both
if(skill->effectTarget == SkillEffectTarget::SELF)
return {src}; // client sends 0 targets for certain self-targeting skills (recall)
// individuals
std::vector<ICombatant*> targets; std::vector<ICombatant*> targets;
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
int32_t id = ids[i]; int32_t id = ids[i];
if (skill->targetType == SkillTargetType::MOBS) { if (skill->targetType == SkillTargetType::MOBS) {
@@ -432,8 +286,8 @@ std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* ski
} }
} }
std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n"; std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
} else if(skill->targetType == SkillTargetType::PLAYERS) { } else if(skill->targetType == SkillTargetType::SELF || skill->targetType == SkillTargetType::GROUP) {
// player // players (?)
Player* plr = PlayerManager::getPlayerFromID(id); Player* plr = PlayerManager::getPlayerFromID(id);
if (plr != nullptr) { if (plr != nullptr) {
targets.push_back(dynamic_cast<ICombatant*>(plr)); targets.push_back(dynamic_cast<ICombatant*>(plr));
@@ -447,69 +301,63 @@ std::vector<ICombatant*> Abilities::matchTargets(ICombatant* src, SkillData* ski
} }
/* ripped from client (enums emplaced) */ /* ripped from client (enums emplaced) */
int Abilities::getCSTBFromST(SkillType skillType) { int Abilities::getCSTBFromST(int eSkillType) {
int result = 0; int result = 0;
switch (skillType) switch (eSkillType)
{ {
case SkillType::RUN: case EST_RUN:
result = ECSB_UP_MOVE_SPEED; result = ECSB_UP_MOVE_SPEED;
break; break;
case SkillType::JUMP: case EST_JUMP:
result = ECSB_UP_JUMP_HEIGHT; result = ECSB_UP_JUMP_HEIGHT;
break; break;
case SkillType::STEALTH: case EST_STEALTH:
result = ECSB_UP_STEALTH; result = ECSB_UP_STEALTH;
break; break;
case SkillType::PHOENIX: case EST_PHOENIX:
result = ECSB_PHOENIX; result = ECSB_PHOENIX;
break; break;
case SkillType::PROTECTBATTERY: case EST_PROTECTBATTERY:
result = ECSB_PROTECT_BATTERY; result = ECSB_PROTECT_BATTERY;
break; break;
case SkillType::PROTECTINFECTION: case EST_PROTECTINFECTION:
result = ECSB_PROTECT_INFECTION; result = ECSB_PROTECT_INFECTION;
break; break;
case SkillType::MINIMAPENEMY: case EST_SNARE:
result = ECSB_MINIMAP_ENEMY;
break;
case SkillType::MINIMAPTRESURE:
result = ECSB_MINIMAP_TRESURE;
break;
case SkillType::REWARDBLOB:
result = ECSB_REWARD_BLOB;
break;
case SkillType::REWARDCASH:
result = ECSB_REWARD_CASH;
break;
case SkillType::FREEDOM:
result = ECSB_FREEDOM;
break;
case SkillType::INVULNERABLE:
result = ECSB_INVULNERABLE;
break;
case SkillType::BUFFHEAL:
result = ECSB_HEAL;
break;
case SkillType::NANOSTIMPAK:
result = ECSB_STIMPAKSLOT1;
// shift as necessary
break;
case SkillType::SNARE:
result = ECSB_DN_MOVE_SPEED; result = ECSB_DN_MOVE_SPEED;
break; break;
case SkillType::STUN: case EST_SLEEP:
result = ECSB_STUN;
break;
case SkillType::SLEEP:
result = ECSB_MEZ; result = ECSB_MEZ;
break; break;
case SkillType::INFECTIONDAMAGE: case EST_MINIMAPENEMY:
result = ECSB_MINIMAP_ENEMY;
break;
case EST_MINIMAPTRESURE:
result = ECSB_MINIMAP_TRESURE;
break;
case EST_REWARDBLOB:
result = ECSB_REWARD_BLOB;
break;
case EST_REWARDCASH:
result = ECSB_REWARD_CASH;
break;
case EST_INFECTIONDAMAGE:
result = ECSB_INFECTION; result = ECSB_INFECTION;
break; break;
case SkillType::BOUNDINGBALL: case EST_FREEDOM:
result = ECSB_FREEDOM;
break;
case EST_BOUNDINGBALL:
result = ECSB_BOUNDINGBALL; result = ECSB_BOUNDINGBALL;
break; break;
default: case EST_INVULNERABLE:
result = ECSB_INVULNERABLE;
break;
case EST_BUFFHEAL:
result = ECSB_HEAL;
break;
case EST_NANOSTIMPAK:
result = ECSB_STIMPAKSLOT1;
break; break;
} }
return result; return result;

View File

@@ -7,52 +7,9 @@
#include <map> #include <map>
#include <vector> #include <vector>
#include <assert.h>
const int COMBAT_TICKS_PER_DRAIN_PROC = 2;
constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain); constexpr size_t MAX_SKILLRESULT_SIZE = sizeof(sSkillResult_BatteryDrain);
enum class SkillType {
DAMAGE = 1,
HEAL_HP = 2,
KNOCKDOWN = 3, // uses DamageNDebuff
SLEEP = 4, // uses DamageNDebuff
SNARE = 5, // uses DamageNDebuff
HEAL_STAMINA = 6,
STAMINA_SELF = 7,
STUN = 8, // uses DamageNDebuff
WEAPONSLOW = 9,
JUMP = 10,
RUN = 11,
STEALTH = 12,
SWIM = 13,
MINIMAPENEMY = 14,
MINIMAPTRESURE = 15,
PHOENIX = 16,
PROTECTBATTERY = 17,
PROTECTINFECTION = 18,
REWARDBLOB = 19,
REWARDCASH = 20,
BATTERYDRAIN = 21,
CORRUPTIONATTACK = 22,
INFECTIONDAMAGE = 23,
KNOCKBACK = 24,
FREEDOM = 25,
PHOENIX_GROUP = 26,
RECALL = 27,
RECALL_GROUP = 28,
RETROROCKET_SELF = 29,
BLOODSUCKING = 30,
BOUNDINGBALL = 31,
INVULNERABLE = 32,
NANOSTIMPAK = 33,
RETURNHOMEHEAL = 34,
BUFFHEAL = 35,
EXTRABANK = 36,
CORRUPTIONATTACKWIN = 38,
CORRUPTIONATTACKLOSE = 39,
};
enum class SkillEffectTarget { enum class SkillEffectTarget {
POINT = 1, POINT = 1,
SELF = 2, SELF = 2,
@@ -64,7 +21,7 @@ enum class SkillEffectTarget {
enum class SkillTargetType { enum class SkillTargetType {
MOBS = 1, MOBS = 1,
PLAYERS = 2, SELF = 2,
GROUP = 3 GROUP = 3
}; };
@@ -77,7 +34,6 @@ struct SkillResult {
size_t size; size_t size;
uint8_t payload[MAX_SKILLRESULT_SIZE]; uint8_t payload[MAX_SKILLRESULT_SIZE];
SkillResult(size_t len, void* dat) { SkillResult(size_t len, void* dat) {
assert(len <= MAX_SKILLRESULT_SIZE);
size = len; size = len;
memcpy(payload, dat, len); memcpy(payload, dat, len);
} }
@@ -87,7 +43,7 @@ struct SkillResult {
}; };
struct SkillData { struct SkillData {
SkillType skillType; // eST int skillType; // eST
SkillEffectTarget effectTarget; SkillEffectTarget effectTarget;
int effectType; // always 1? int effectType; // always 1?
SkillTargetType targetType; SkillTargetType targetType;
@@ -107,6 +63,6 @@ namespace Abilities {
void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>); void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>); void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
std::vector<ICombatant*> matchTargets(ICombatant*, SkillData*, int, int32_t*); std::vector<ICombatant*> matchTargets(SkillData*, int, int32_t*);
int getCSTBFromST(SkillType skillType); int getCSTBFromST(int eSkillType);
} }

View File

@@ -1,40 +0,0 @@
#pragma once
#include <array>
#include <optional>
#include <assert.h>
template<class T, size_t N>
class Bucket {
std::array<T, N> buf;
size_t sz;
public:
Bucket() {
sz = 0;
}
void add(const T& item) {
assert(sz < N);
buf[sz++] = item;
}
std::optional<T> get(size_t idx) const {
if (idx < sz) {
return buf[idx];
}
return std::nullopt;
}
size_t size() const {
return sz;
}
bool isFull() const {
return sz == N;
}
void clear() {
sz = 0;
}
};

View File

@@ -30,7 +30,7 @@ static bool playerHasBuddyWithID(Player* plr, int buddyID) {
#pragma endregion #pragma endregion
// Refresh buddy list // Refresh buddy list
void Buddies::sendBuddyList(CNSocket* sock) { void Buddies::refreshBuddyList(CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
int buddyCnt = Database::getNumBuddies(plr); int buddyCnt = Database::getNumBuddies(plr);
@@ -41,9 +41,9 @@ void Buddies::sendBuddyList(CNSocket* sock) {
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC) + buddyCnt * sizeof(sBuddyBaseInfo); size_t resplen = sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC) + buddyCnt * sizeof(sBuddyBaseInfo);
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC* resp = (sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC*)respbuf; sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC* resp = (sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC*)respbuf;
sBuddyBaseInfo* respdata = (sBuddyBaseInfo*)(respbuf + sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC)); sBuddyBaseInfo* respdata = (sBuddyBaseInfo*)(respbuf + sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC));
@@ -277,6 +277,15 @@ static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) {
// Getting buddy state // Getting buddy state
static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) { static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
/*
* If the buddy list wasn't synced a second time yet, sync it.
* Not sure why we have to do it again for the client not to trip up.
*/
if (!plr->buddiesSynced) {
refreshBuddyList(sock);
plr->buddiesSynced = true;
}
INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp);

View File

@@ -6,5 +6,5 @@ namespace Buddies {
void init(); void init();
// Buddy list // Buddy list
void sendBuddyList(CNSocket* sock); void refreshBuddyList(CNSocket* sock);
} }

View File

@@ -95,12 +95,6 @@ int Buff::getValue(BuffValueSelector selector) {
return value; return value;
} }
EntityRef Buff::getLastSource() {
if(stacks.empty())
return self;
return stacks.back().source;
}
bool Buff::isStale() { bool Buff::isStale() {
return stacks.empty(); return stacks.empty();
} }
@@ -143,56 +137,15 @@ void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* st
self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
} }
void Buffs::timeBuffTick(EntityRef self, Buff* buff) {
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not implemented
Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK, pkt);
pkt.eCT = combatant->getCharType();
pkt.iID = combatant->getID();
pkt.iTB_ID = buff->id;
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
}
void Buffs::timeBuffTimeout(EntityRef self) { void Buffs::timeBuffTimeout(EntityRef self) {
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB) if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not a combatant return; // not a combatant
Entity* entity = self.getEntity(); Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity); ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
int32_t eCharType = combatant->getCharType(); pkt.eCT = combatant->getCharType();
pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
pkt.iID = combatant->getID(); pkt.iID = combatant->getID();
pkt.iConditionBitFlag = combatant->getCompositeCondition(); pkt.iConditionBitFlag = combatant->getCompositeCondition();
NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
} }
void Buffs::tickDrain(EntityRef self, Buff* buff, int mult) {
if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not implemented
Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
int damage = combatant->getMaxHP() / 100 * mult;
int dealt = combatant->takeDamage(buff->getLastSource(), damage);
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BODY_SIZE);
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
pkt->iID = self.id;
pkt->eCT = combatant->getCharType();
pkt->iTB_ID = ECSB_BOUNDINGBALL;
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
drain->iDamage = dealt;
drain->iHP = combatant->getCurrentHP();
drain->eCT = pkt->eCT;
drain->iID = pkt->iID;
NPCManager::sendToViewable(self.getEntity(), (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}
#pragma endregion #pragma endregion

View File

@@ -66,7 +66,6 @@ public:
BuffClass maxClass(); BuffClass maxClass();
int getValue(BuffValueSelector selector); int getValue(BuffValueSelector selector);
EntityRef getLastSource();
/* /*
* In general, a Buff object won't exist * In general, a Buff object won't exist
@@ -87,7 +86,5 @@ public:
namespace Buffs { namespace Buffs {
void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack); void timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack);
void timeBuffTick(EntityRef self, Buff* buff);
void timeBuffTimeout(EntityRef self); void timeBuffTimeout(EntityRef self);
void tickDrain(EntityRef self, Buff* buff, int mult);
} }

View File

@@ -72,41 +72,31 @@ static void setValuePlayer(CNSocket* sock, CNPacketData* data) {
// Handle serverside value-changes // Handle serverside value-changes
switch (setData->iSetValueType) { switch (setData->iSetValueType) {
case CN_GM_SET_VALUE_TYPE__HP: case 1:
response.iSetValue = plr->HP = setData->iSetValue; plr->HP = setData->iSetValue;
break; break;
case CN_GM_SET_VALUE_TYPE__WEAPON_BATTERY : case 2:
plr->batteryW = setData->iSetValue; plr->batteryW = setData->iSetValue;
// caps // caps
if (plr->batteryW > 9999) if (plr->batteryW > 9999)
plr->batteryW = 9999; plr->batteryW = 9999;
response.iSetValue = plr->batteryW;
break; break;
case CN_GM_SET_VALUE_TYPE__NANO_BATTERY: case 3:
plr->batteryN = setData->iSetValue; plr->batteryN = setData->iSetValue;
// caps // caps
if (plr->batteryN > 9999) if (plr->batteryN > 9999)
plr->batteryN = 9999; plr->batteryN = 9999;
response.iSetValue = plr->batteryN;
break; break;
case CN_GM_SET_VALUE_TYPE__FUSION_MATTER: case 4:
Missions::updateFusionMatter(sock, setData->iSetValue - plr->fusionmatter); Missions::updateFusionMatter(sock, setData->iSetValue - plr->fusionmatter);
response.iSetValue = plr->fusionmatter;
break; break;
case CN_GM_SET_VALUE_TYPE__CANDY: case 5:
response.iSetValue = plr->money = setData->iSetValue; plr->money = setData->iSetValue;
break;
case CN_GM_SET_VALUE_TYPE__SPEED:
case CN_GM_SET_VALUE_TYPE__JUMP:
response.iSetValue = setData->iSetValue;
break; break;
} }
response.iPC_ID = setData->iPC_ID; response.iPC_ID = setData->iPC_ID;
response.iSetValue = setData->iSetValue;
response.iSetValueType = setData->iSetValueType; response.iSetValueType = setData->iSetValueType;
sock->sendPacket(response, P_FE2CL_GM_REP_PC_SET_VALUE); sock->sendPacket(response, P_FE2CL_GM_REP_PC_SET_VALUE);

View File

@@ -1,7 +1,6 @@
#include "Chat.hpp" #include "Chat.hpp"
#include "servers/CNShardServer.hpp" #include "servers/CNShardServer.hpp"
#include "servers/Monitor.hpp"
#include "Player.hpp" #include "Player.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
@@ -9,6 +8,8 @@
#include <assert.h> #include <assert.h>
std::vector<std::string> Chat::dump;
using namespace Chat; using namespace Chat;
static void chatHandler(CNSocket* sock, CNPacketData* data) { static void chatHandler(CNSocket* sock, CNPacketData* data) {
@@ -27,7 +28,7 @@ static void chatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[FreeChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat; std::string logLine = "[FreeChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp);
@@ -50,7 +51,7 @@ static void menuChatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[MenuChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat; std::string logLine = "[MenuChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
@@ -102,14 +103,14 @@ static void announcementHandler(CNSocket* sock, CNPacketData* data) {
memcpy(msg.szAnnounceMsg, announcement->szAnnounceMsg, sizeof(msg.szAnnounceMsg)); memcpy(msg.szAnnounceMsg, announcement->szAnnounceMsg, sizeof(msg.szAnnounceMsg));
std::map<CNSocket*, Player*>::iterator it; std::map<CNSocket*, Player*>::iterator it;
// This value is completely arbitrary, but these make the most sense when you consider the architecture of the game
switch (announcement->iAreaType) { switch (announcement->iAreaType) {
case 0: // area (all players in viewable chunks) case 0: // area (all players in viewable chunks)
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE); sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
PlayerManager::sendToViewable(sock, msg, P_FE2CL_GM_REP_PC_ANNOUNCE); PlayerManager::sendToViewable(sock, msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
break; break;
case 1: // channel case 1: // shard
case 2: // shard case 2: // world
break; // not applicable to OpenFusion
case 3: // global (all players) case 3: // global (all players)
for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) { for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) {
CNSocket* allSock = it->first; CNSocket* allSock = it->first;
@@ -119,12 +120,9 @@ static void announcementHandler(CNSocket* sock, CNPacketData* data) {
break; break;
} }
std::string logLine = std::to_string(announcement->iAreaType) + " " std::string logLine = "[Bcast " + std::to_string(announcement->iAreaType) + "] " + PlayerManager::getPlayerName(plr, false) + ": " + AUTOU16TOU8(msg.szAnnounceMsg);
+ std::to_string(announcement->iAnnounceType) + " " std::cout << logLine << std::endl;
+ std::to_string(announcement->iDuringTime) + " " dump.push_back("**" + logLine + "**");
+ PlayerManager::getPlayerName(plr, false) + ": " + AUTOU16TOU8(msg.szAnnounceMsg);
std::cout << "Broadcast " << logLine << std::endl;
Monitor::bcasts.push_back(logLine);
} }
// Buddy freechatting // Buddy freechatting
@@ -157,7 +155,7 @@ static void buddyChatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[BuddyChat] " + PlayerManager::getPlayerName(plr) + " (to " + PlayerManager::getPlayerName(otherPlr) + "): " + fullChat; std::string logLine = "[BuddyChat] " + PlayerManager::getPlayerName(plr) + " (to " + PlayerManager::getPlayerName(otherPlr) + "): " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat)); U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat));
@@ -187,7 +185,7 @@ static void buddyMenuChatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[BuddyMenuChat] " + PlayerManager::getPlayerName(plr) + " (to " + PlayerManager::getPlayerName(otherPlr) + "): " + fullChat; std::string logLine = "[BuddyMenuChat] " + PlayerManager::getPlayerName(plr) + " (to " + PlayerManager::getPlayerName(otherPlr) + "): " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat)); U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat));
@@ -220,7 +218,7 @@ static void tradeChatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[TradeChat] " + PlayerManager::getPlayerName(plr) + " (to " + PlayerManager::getPlayerName(otherPlr) + "): " + fullChat; std::string logLine = "[TradeChat] " + PlayerManager::getPlayerName(plr) + " (to " + PlayerManager::getPlayerName(otherPlr) + "): " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
resp.iEmoteCode = pacdat->iEmoteCode; resp.iEmoteCode = pacdat->iEmoteCode;
sock->sendPacket(resp, P_FE2CL_REP_PC_TRADE_EMOTES_CHAT); sock->sendPacket(resp, P_FE2CL_REP_PC_TRADE_EMOTES_CHAT);
@@ -243,7 +241,7 @@ static void groupChatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[GroupChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat; std::string logLine = "[GroupChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SEND_ALL_GROUP_FREECHAT_MESSAGE_SUCC, resp);
@@ -266,7 +264,7 @@ static void groupMenuChatHandler(CNSocket* sock, CNPacketData* data) {
std::string logLine = "[GroupMenuChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat; std::string logLine = "[GroupMenuChat] " + PlayerManager::getPlayerName(plr, true) + ": " + fullChat;
std::cout << logLine << std::endl; std::cout << logLine << std::endl;
Monitor::chats.push_back(logLine); dump.push_back(logLine);
// send to client // send to client
INITSTRUCT(sP_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_SEND_ALL_GROUP_MENUCHAT_MESSAGE_SUCC, resp);

View File

@@ -8,6 +8,7 @@
#include <vector> #include <vector>
namespace Chat { namespace Chat {
extern std::vector<std::string> dump;
void init(); void init();
void sendServerMessage(CNSocket* sock, std::string msg); // uses MOTD void sendServerMessage(CNSocket* sock, std::string msg); // uses MOTD

View File

@@ -1,9 +1,7 @@
#include "Chunking.hpp" #include "Chunking.hpp"
#include "Player.hpp"
#include "MobAI.hpp" #include "MobAI.hpp"
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "Bucket.hpp"
#include <assert.h> #include <assert.h>
@@ -13,12 +11,6 @@ using namespace Chunking;
* The initial chunkPos value before a player is placed into the world. * The initial chunkPos value before a player is placed into the world.
*/ */
const ChunkPos Chunking::INVALID_CHUNK = {}; const ChunkPos Chunking::INVALID_CHUNK = {};
constexpr size_t MAX_PC_PER_AROUND = (CN_PACKET_BODY_SIZE - sizeof(int32_t)) / sizeof(sPCAppearanceData);
constexpr size_t MAX_NPC_PER_AROUND = (CN_PACKET_BODY_SIZE - sizeof(int32_t)) / sizeof(sNPCAppearanceData);
constexpr size_t MAX_SHINY_PER_AROUND = (CN_PACKET_BODY_SIZE - sizeof(int32_t)) / sizeof(sShinyAppearanceData);
constexpr size_t MAX_TRANSPORTATION_PER_AROUND = (CN_PACKET_BODY_SIZE - sizeof(int32_t)) / sizeof(sTransportationAppearanceData);
constexpr size_t MAX_IDS_PER_AROUND_DEL = (CN_PACKET_BODY_SIZE - sizeof(int32_t)) / sizeof(int32_t);
constexpr size_t MAX_TRANSPORTATION_IDS_PER_AROUND_DEL = MAX_IDS_PER_AROUND_DEL - 1; // 1 less for eTT
std::map<ChunkPos, Chunk*> Chunking::chunks; std::map<ChunkPos, Chunk*> Chunking::chunks;
@@ -83,80 +75,11 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef ref) {
deleteChunk(chunkPos); deleteChunk(chunkPos);
} }
template<class T, size_t N>
static void sendAroundPackets(const EntityRef recipient, std::vector<Bucket<T, N>>& buckets, uint32_t packetId) {
assert(recipient.kind == EntityKind::PLAYER);
uint8_t pktBuf[CN_PACKET_BODY_SIZE];
for (const auto& bucket : buckets) {
memset(pktBuf, 0, CN_PACKET_BODY_SIZE);
int count = bucket.size();
*((int32_t*)pktBuf) = count;
T* data = (T*)(pktBuf + sizeof(int32_t));
for (size_t i = 0; i < count; i++) {
data[i] = bucket.get(i).value();
}
recipient.sock->sendPacket(pktBuf, packetId, sizeof(int32_t) + (count * sizeof(T)));
}
}
template<size_t N>
static void sendAroundDelPackets(const EntityRef recipient, std::vector<Bucket<int32_t, N>>& buckets, uint32_t packetId) {
assert(recipient.kind == EntityKind::PLAYER);
uint8_t pktBuf[CN_PACKET_BODY_SIZE];
for (const auto& bucket : buckets) {
memset(pktBuf, 0, CN_PACKET_BODY_SIZE);
int count = bucket.size();
assert(count <= N);
size_t baseSize;
if (packetId == P_FE2CL_AROUND_DEL_TRANSPORTATION) {
sP_FE2CL_AROUND_DEL_TRANSPORTATION* pkt = (sP_FE2CL_AROUND_DEL_TRANSPORTATION*)pktBuf;
pkt->eTT = 3;
pkt->iCnt = count;
baseSize = sizeof(sP_FE2CL_AROUND_DEL_TRANSPORTATION);
} else {
*((int32_t*)pktBuf) = count;
baseSize = sizeof(int32_t);
}
int32_t* ids = (int32_t*)(pktBuf + baseSize);
for (size_t i = 0; i < count; i++) {
ids[i] = bucket.get(i).value();
}
recipient.sock->sendPacket(pktBuf, packetId, baseSize + (count * sizeof(int32_t)));
}
}
template<class T, size_t N>
static void bufferAppearanceData(std::vector<Bucket<T, N>>& buckets, const T& data) {
if (buckets.empty())
buckets.push_back({});
auto& bucket = buckets[buckets.size() - 1];
bucket.add(data);
if (bucket.isFull())
buckets.push_back({});
}
template<size_t N>
static void bufferIdForDisappearance(std::vector<Bucket<int32_t, N>>& buckets, int32_t id) {
if (buckets.empty())
buckets.push_back({});
auto& bucket = buckets[buckets.size() - 1];
bucket.add(id);
if (bucket.isFull())
buckets.push_back({});
}
void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) { void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
Entity *ent = ref.getEntity(); Entity *ent = ref.getEntity();
bool alive = ent->isExtant(); bool alive = ent->isExtant();
std::vector<Bucket<sPCAppearanceData, MAX_PC_PER_AROUND>> pcAppearances; // TODO: maybe optimize this, potentially using AROUND packets?
std::vector<Bucket<sNPCAppearanceData, MAX_NPC_PER_AROUND>> npcAppearances;
std::vector<Bucket<sShinyAppearanceData, MAX_SHINY_PER_AROUND>> shinyAppearances;
std::vector<Bucket<sTransportationAppearanceData, MAX_TRANSPORTATION_PER_AROUND>> transportationAppearances;
for (Chunk *chunk : chnks) { for (Chunk *chunk : chnks) {
for (const EntityRef otherRef : chunk->entities) { for (const EntityRef otherRef : chunk->entities) {
// skip oneself // skip oneself
@@ -172,38 +95,7 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
// notify this *player* of the existence of all visible Entities // notify this *player* of the existence of all visible Entities
if (ref.kind == EntityKind::PLAYER && other->isExtant()) { if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
sPCAppearanceData pcData; other->enterIntoViewOf(ref.sock);
sNPCAppearanceData npcData;
sShinyAppearanceData eggData;
sTransportationAppearanceData busData;
switch(otherRef.kind) {
case EntityKind::PLAYER:
pcData = dynamic_cast<Player*>(other)->getAppearanceData();
bufferAppearanceData(pcAppearances, pcData);
break;
case EntityKind::SIMPLE_NPC:
npcData = dynamic_cast<BaseNPC*>(other)->getAppearanceData();
bufferAppearanceData(npcAppearances, npcData);
break;
case EntityKind::COMBAT_NPC:
npcData = dynamic_cast<CombatNPC*>(other)->getAppearanceData();
bufferAppearanceData(npcAppearances, npcData);
break;
case EntityKind::MOB:
npcData = dynamic_cast<Mob*>(other)->getAppearanceData();
bufferAppearanceData(npcAppearances, npcData);
break;
case EntityKind::EGG:
eggData = dynamic_cast<Egg*>(other)->getShinyAppearanceData();
bufferAppearanceData(shinyAppearances, eggData);
break;
case EntityKind::BUS:
busData = dynamic_cast<Bus*>(other)->getTransportationAppearanceData();
bufferAppearanceData(transportationAppearances, busData);
break;
default:
break;
}
} }
// for mobs, increment playersInView // for mobs, increment playersInView
@@ -213,27 +105,13 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
((Mob*)other)->playersInView++; ((Mob*)other)->playersInView++;
} }
} }
if (ref.kind == EntityKind::PLAYER) {
if (!pcAppearances.empty())
sendAroundPackets(ref, pcAppearances, P_FE2CL_PC_AROUND);
if (!npcAppearances.empty())
sendAroundPackets(ref, npcAppearances, P_FE2CL_NPC_AROUND);
if (!shinyAppearances.empty())
sendAroundPackets(ref, shinyAppearances, P_FE2CL_SHINY_AROUND);
if (!transportationAppearances.empty())
sendAroundPackets(ref, transportationAppearances, P_FE2CL_TRANSPORTATION_AROUND);
}
} }
void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef ref) { void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef ref) {
Entity *ent = ref.getEntity(); Entity *ent = ref.getEntity();
bool alive = ent->isExtant(); bool alive = ent->isExtant();
std::vector<Bucket<int32_t, MAX_IDS_PER_AROUND_DEL>> pcDisappearances; // TODO: same as above
std::vector<Bucket<int32_t, MAX_IDS_PER_AROUND_DEL>> npcDisappearances;
std::vector<Bucket<int32_t, MAX_IDS_PER_AROUND_DEL>> shinyDisappearances;
std::vector<Bucket<int32_t, MAX_TRANSPORTATION_IDS_PER_AROUND_DEL>> transportationDisappearances;
for (Chunk *chunk : chnks) { for (Chunk *chunk : chnks) {
for (const EntityRef otherRef : chunk->entities) { for (const EntityRef otherRef : chunk->entities) {
// skip oneself // skip oneself
@@ -249,29 +127,7 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef re
// notify this *player* of the departure of all visible Entities // notify this *player* of the departure of all visible Entities
if (ref.kind == EntityKind::PLAYER && other->isExtant()) { if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
int32_t id; other->disappearFromViewOf(ref.sock);
switch(otherRef.kind) {
case EntityKind::PLAYER:
id = dynamic_cast<Player*>(other)->iID;
bufferIdForDisappearance(pcDisappearances, id);
break;
case EntityKind::SIMPLE_NPC:
case EntityKind::COMBAT_NPC:
case EntityKind::MOB:
id = dynamic_cast<BaseNPC*>(other)->id;
bufferIdForDisappearance(npcDisappearances, id);
break;
case EntityKind::EGG:
id = dynamic_cast<Egg*>(other)->id;
bufferIdForDisappearance(shinyDisappearances, id);
break;
case EntityKind::BUS:
id = dynamic_cast<Bus*>(other)->id;
bufferIdForDisappearance(transportationDisappearances, id);
break;
default:
break;
}
} }
// for mobs, decrement playersInView // for mobs, decrement playersInView
@@ -281,17 +137,6 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef re
((Mob*)other)->playersInView--; ((Mob*)other)->playersInView--;
} }
} }
if (ref.kind == EntityKind::PLAYER) {
if (!pcDisappearances.empty())
sendAroundDelPackets(ref, pcDisappearances, P_FE2CL_AROUND_DEL_PC);
if (!npcDisappearances.empty())
sendAroundDelPackets(ref, npcDisappearances, P_FE2CL_AROUND_DEL_NPC);
if (!shinyDisappearances.empty())
sendAroundDelPackets(ref, shinyDisappearances, P_FE2CL_AROUND_DEL_SHINY);
if (!transportationDisappearances.empty())
sendAroundDelPackets(ref, transportationDisappearances, P_FE2CL_AROUND_DEL_TRANSPORTATION);
}
} }
static void emptyChunk(ChunkPos chunkPos) { static void emptyChunk(ChunkPos chunkPos) {

View File

@@ -21,14 +21,13 @@ std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
#pragma region Player #pragma region Player
bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
if(!isAlive()) EntityRef self = PlayerManager::getSockFromID(iID);
return false;
if(!hasBuff(buffId)) { if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack); buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack);
return true; return true;
} }
buffs[buffId]->updateCallbacks(onUpdate, onTick); buffs[buffId]->updateCallbacks(onUpdate, onTick);
buffs[buffId]->addStack(stack); buffs[buffId]->addStack(stack);
return false; return false;
@@ -49,10 +48,9 @@ void Player::removeBuff(int buffId) {
} }
} }
void Player::removeBuff(int buffId, BuffClass buffClass) { void Player::removeBuff(int buffId, int buffClass) {
if(hasBuff(buffId)) { if(hasBuff(buffId)) {
buffs[buffId]->clear(buffClass); buffs[buffId]->clear((BuffClass)buffClass);
// buff might not be stale since another buff class might remain
if(buffs[buffId]->isStale()) { if(buffs[buffId]->isStale()) {
delete buffs[buffId]; delete buffs[buffId];
buffs.erase(buffId); buffs.erase(buffId);
@@ -60,16 +58,6 @@ void Player::removeBuff(int buffId, BuffClass buffClass) {
} }
} }
void Player::clearBuffs(bool force) {
auto it = buffs.begin();
while(it != buffs.end()) {
Buff* buff = (*it).second;
if(!force) buff->clear();
delete buff;
it = buffs.erase(it);
}
}
bool Player::hasBuff(int buffId) { bool Player::hasBuff(int buffId) {
auto buff = buffs.find(buffId); auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale(); return buff != buffs.end() && !buff->second->isStale();
@@ -168,78 +156,29 @@ void Player::step(time_t currTime) {
// buffs // buffs
for(auto buffEntry : buffs) { for(auto buffEntry : buffs) {
buffEntry.second->combatTick(currTime); buffEntry.second->combatTick(currTime);
if(!isAlive())
break; // unsafe to keep ticking if we're dead
} }
} }
#pragma endregion #pragma endregion
#pragma region CombatNPC #pragma region CombatNPC
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
if(!isAlive())
return false;
if (this->state != AIState::COMBAT && this->state != AIState::ROAMING)
return false;
if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
return true;
}
buffs[buffId]->updateCallbacks(onUpdate, onTick);
buffs[buffId]->addStack(stack);
return false; return false;
} }
Buff* CombatNPC::getBuff(int buffId) { Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
if(hasBuff(buffId)) {
return buffs[buffId];
}
return nullptr; return nullptr;
} }
void CombatNPC::removeBuff(int buffId) { void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
if(hasBuff(buffId)) {
buffs[buffId]->clear(); void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
delete buffs[buffId];
buffs.erase(buffId); bool CombatNPC::hasBuff(int buffId) { /* stubbed */
} return false;
} }
void CombatNPC::removeBuff(int buffId, BuffClass buffClass) { int CombatNPC::getCompositeCondition() { /* stubbed */
if(hasBuff(buffId)) { return 0;
buffs[buffId]->clear(buffClass);
// buff might not be stale since another buff class might remain
if(buffs[buffId]->isStale()) {
delete buffs[buffId];
buffs.erase(buffId);
}
}
}
void CombatNPC::clearBuffs(bool force) {
auto it = buffs.begin();
while(it != buffs.end()) {
Buff* buff = (*it).second;
if(!force) buff->clear();
delete buff;
it = buffs.erase(it);
}
}
bool CombatNPC::hasBuff(int buffId) {
auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale();
}
int CombatNPC::getCompositeCondition() {
int conditionBitFlag = 0;
for(auto buff : buffs) {
if(!buff.second->isStale() && buff.second->id > 0)
conditionBitFlag |= CSB_FROM_ECSB(buff.first);
}
return conditionBitFlag;
} }
int CombatNPC::takeDamage(EntityRef src, int amt) { int CombatNPC::takeDamage(EntityRef src, int amt) {
@@ -310,19 +249,19 @@ void CombatNPC::step(time_t currTime) {
} }
void CombatNPC::transition(AIState newState, EntityRef src) { void CombatNPC::transition(AIState newState, EntityRef src) {
state = newState;
state = newState;
if (transitionHandlers.find(newState) != transitionHandlers.end()) if (transitionHandlers.find(newState) != transitionHandlers.end())
transitionHandlers[newState](this, src); transitionHandlers[newState](this, src);
else { else {
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl; std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id); transition(AIState::INACTIVE, id);
} }
/* TODO: fire any triggered events
// trigger special NPCEvents, if applicable
for (NPCEvent& event : NPCManager::NPCEvents) for (NPCEvent& event : NPCManager::NPCEvents)
if (event.triggerState == newState && event.npcType == type) if (event.trigger == ON_KILLED && event.npcType == type)
event.handler(this); event.handler(src, this);
*/
} }
#pragma endregion #pragma endregion
@@ -365,40 +304,11 @@ static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shou
return ret; return ret;
} }
static bool checkRapidFire(CNSocket *sock, int targetCount, bool allowManyTargets) {
Player *plr = PlayerManager::getPlayer(sock);
time_t currTime = getTime();
if (currTime - plr->lastShot < plr->fireRate * 80)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
plr->lastShot = currTime;
// 3+ targets should never be possible
if (!allowManyTargets && targetCount > 3)
plr->suspicionRating += 10001;
// kill the socket when the player is too suspicious
if (plr->suspicionRating > 10000) {
sock->kill();
CNShardServer::_killConnection(sock);
return true;
}
return false;
}
static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) { static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
auto pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf; auto pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
auto targets = (int32_t*)data->trailers; auto targets = (int32_t*)data->trailers;
// kick the player if firing too rapidly
if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iNPCCnt, false))
return;
/* /*
* IMPORTANT: This validates memory safety in addition to preventing * IMPORTANT: This validates memory safety in addition to preventing
* ordinary cheating. If the client sends a very large number of trailing * ordinary cheating. If the client sends a very large number of trailing
@@ -539,9 +449,9 @@ static void dealGooDamage(CNSocket *sock) {
return; // ignore completely return; // ignore completely
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage); size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf; sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK)); sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
@@ -633,9 +543,9 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult); size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
sP_FE2CL_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf; sP_FE2CL_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf;
sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC)); sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC));
@@ -837,19 +747,15 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
return; return;
} }
// kick the player if firing too rapidly
if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iTargetCnt, true))
return;
/* /*
* initialize response struct * initialize response struct
* rocket style hit doesn't work properly, so we're always sending this one * rocket style hit doesn't work properly, so we're always sending this one
*/ */
size_t resplen = sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT) + pkt->iTargetCnt * sizeof(sAttackResult); size_t resplen = sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT) + pkt->iTargetCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
sP_FE2CL_PC_GRENADE_STYLE_HIT* resp = (sP_FE2CL_PC_GRENADE_STYLE_HIT*)respbuf; sP_FE2CL_PC_GRENADE_STYLE_HIT* resp = (sP_FE2CL_PC_GRENADE_STYLE_HIT*)respbuf;
sAttackResult* respdata = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT)); sAttackResult* respdata = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT));
@@ -939,12 +845,9 @@ static void playerTick(CNServer *serv, time_t currTime) {
if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) { if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data // nano has skill data
SkillData* skill = &Abilities::SkillTable[nano->iSkillID]; SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
if (skill->drainType == SkillDrainType::PASSIVE) { if (skill->drainType == SkillDrainType::PASSIVE)
ICombatant* src = dynamic_cast<ICombatant*>(plr); Nanos::applyNanoBuff(skill, plr);
int32_t targets[] = { plr->iID }; // ^ composite condition calculation is separate from combat for responsiveness
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, *nano, affectedCombatants);
}
} }
} }
@@ -964,7 +867,6 @@ static void playerTick(CNServer *serv, time_t currTime) {
auto it = plr->buffs.begin(); auto it = plr->buffs.begin();
while(it != plr->buffs.end()) { while(it != plr->buffs.end()) {
Buff* buff = (*it).second; Buff* buff = (*it).second;
//buff->combatTick() gets called in Player::step
buff->tick(currTime); buff->tick(currTime);
if(buff->isStale()) { if(buff->isStale()) {
// garbage collect // garbage collect

View File

@@ -83,77 +83,7 @@ static void helpCommand(std::string full, std::vector<std::string>& args, CNSock
} }
static void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) { static void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) { Chat::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
Chat::sendServerMessage(sock, "Usage: /access <id> [new_level]");
Chat::sendServerMessage(sock, "Use . for id to select yourself");
return;
}
char *tmp;
Player* self = PlayerManager::getPlayer(sock);
int selfAccess = self->accountLevel;
Player* player;
if (args[1].compare(".") == 0) {
player = self;
} else {
int id = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp) {
Chat::sendServerMessage(sock, "Invalid player ID " + args[1]);
return;
}
player = PlayerManager::getPlayerFromID(id);
if (player == nullptr) {
Chat::sendServerMessage(sock, "Could not find player with ID " + std::to_string(id));
return;
}
// Messing with other players requires a baseline access of 30
if (player != self && selfAccess > 30) {
Chat::sendServerMessage(sock, "Can't check or change other players access levels (insufficient privileges)");
return;
}
}
std::string playerName = PlayerManager::getPlayerName(player);
int currentAccess = player->accountLevel;
if (args.size() < 3) {
// just check
Chat::sendServerMessage(sock, playerName + " has access level " + std::to_string(currentAccess));
return;
}
// Can't change the access level of someone with stronger privileges
// N.B. lower value = stronger privileges
if (currentAccess <= selfAccess) {
Chat::sendServerMessage(sock, "Can't change this player's access level (insufficient privileges)");
return;
}
int newAccess = std::strtol(args[2].c_str(), &tmp, 10);
if (*tmp) {
Chat::sendServerMessage(sock, "Invalid access level " + args[2]);
return;
}
// Can only assign an access level weaker than yours
if (newAccess <= selfAccess) {
Chat::sendServerMessage(sock, "Can only assign privileges weaker than your own");
return;
}
player->accountLevel = newAccess;
// Save to database
int accountId = Database::getAccountIdForPlayer(player->iID);
Database::updateAccountLevel(accountId, newAccess);
std::string msg = "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess);
if (newAccess <= 50 && currentAccess > 50)
msg += " (they must log out and back in for some commands to be enabled)";
Chat::sendServerMessage(sock, msg);
} }
static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) { static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@@ -429,19 +359,23 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
int angle = (plr->angle + 180) % 360; int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle); NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
bool isGruntworkNpc = true; // if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) { + std::to_string(npc->id));
} else {
TableData::RunningNPCRotations[npc->id] = angle; TableData::RunningNPCRotations[npc->id] = angle;
isGruntworkNpc = false;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->id));
} }
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + // update rotation clientside
" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id)); INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->getAppearanceData();
// update rotation clientside by refreshing the player's chunks (same as the /refresh command) sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
} }
static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) { static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@@ -744,6 +678,7 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id)); Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type)); Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp)); Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->cbf));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind)); Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x)); Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y)); Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
@@ -1270,7 +1205,7 @@ static void registerCommand(std::string cmd, int requiredLevel, CommandHandler h
void CustomCommands::init() { void CustomCommands::init() {
registerCommand("help", 100, helpCommand, "list all unlocked server-side commands"); registerCommand("help", 100, helpCommand, "list all unlocked server-side commands");
registerCommand("access", 100, accessCommand, "check or change access levels"); registerCommand("access", 100, accessCommand, "print your access level");
registerCommand("instance", 30, instanceCommand, "print or change your current instance"); registerCommand("instance", 30, instanceCommand, "print or change your current instance");
registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes"); registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes");
registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs"); registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs");

View File

@@ -26,11 +26,10 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
return; return;
} }
SkillResult result = SkillResult();
SkillData* skill = &Abilities::SkillTable[skillId]; SkillData* skill = &Abilities::SkillTable[skillId];
if(skill->drainType == SkillDrainType::PASSIVE) { if(skill->drainType == SkillDrainType::PASSIVE) {
// apply buff // apply buff
if(skill->targetType != SkillTargetType::PLAYERS) { if(skill->targetType != SkillTargetType::SELF) {
std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl; std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
} }
@@ -51,57 +50,12 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
// no-op // no-op
}, },
&eggBuff); &eggBuff);
sSkillResult_Buff resultBuff{};
resultBuff.eCT = plr->getCharType();
resultBuff.iID = plr->getID();
resultBuff.bProtected = false;
resultBuff.iConditionBitFlag = plr->getCompositeCondition();
result = SkillResult(sizeof(sSkillResult_Buff), &resultBuff);
} else {
int value = plr->getMaxHP() * skill->values[0][0] / 1000;
sSkillResult_Damage resultDamage{};
sSkillResult_Heal_HP resultHeal{};
switch(skill->skillType)
{
case SkillType::DAMAGE:
resultDamage.bProtected = false;
resultDamage.eCT = plr->getCharType();
resultDamage.iID = plr->getID();
resultDamage.iDamage = plr->takeDamage(src, value);
resultDamage.iHP = plr->getCurrentHP();
result = SkillResult(sizeof(sSkillResult_Damage), &resultDamage);
break;
case SkillType::HEAL_HP:
resultHeal.eCT = plr->getCharType();
resultHeal.iID = plr->getID();
resultHeal.iHealHP = plr->heal(src, value);
resultHeal.iHP = plr->getCurrentHP();
result = SkillResult(sizeof(sSkillResult_Heal_HP), &resultHeal);
break;
default:
std::cout << "[WARN] oops, egg with active skill type " << (int)skill->skillType << " unhandled";
return;
}
} }
// initialize response struct // use skill
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + result.size; std::vector<ICombatant*> targets;
uint8_t respbuf[CN_PACKET_BODY_SIZE]; targets.push_back(dynamic_cast<ICombatant*>(plr));
memset(respbuf, 0, CN_PACKET_BODY_SIZE); Abilities::useNPCSkill(src, skillId, targets);
sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
pkt->iNPC_ID = eggId;
pkt->iSkillID = skillId;
pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = 1;
if(result.size > 0) {
void* attached = (void*)(pkt + 1);
memcpy(attached, result.payload, result.size);
}
NPCManager::sendToViewable(src.getEntity(), pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
} }
static void eggStep(CNServer* serv, time_t currTime) { static void eggStep(CNServer* serv, time_t currTime) {
@@ -126,6 +80,15 @@ static void eggStep(CNServer* serv, time_t currTime) {
} }
void Eggs::npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg) {
egg->iX = x;
egg->iY = y;
egg->iZ = z;
// client doesn't care about egg->iMapNum
egg->iShinyType = npc->iNPCType;
egg->iShiny_ID = npc->iNPC_ID;
}
static void eggPickup(CNSocket* sock, CNPacketData* data) { static void eggPickup(CNSocket* sock, CNPacketData* data) {
auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf; auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
@@ -183,7 +146,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
// drop // drop
if (type->dropCrateId != 0) { if (type->dropCrateId != 0) {
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation // we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry uint8_t respbuf[resplen]; // not a variable length array, don't worry

View File

@@ -15,4 +15,5 @@ namespace Eggs {
void init(); void init();
void eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration); void eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration);
void npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg);
} }

View File

@@ -3,7 +3,6 @@
#include "core/Core.hpp" #include "core/Core.hpp"
#include "db/Database.hpp" #include "db/Database.hpp"
#include "servers/CNShardServer.hpp" #include "servers/CNShardServer.hpp"
#include "servers/Monitor.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "Items.hpp" #include "Items.hpp"
@@ -11,6 +10,8 @@
using namespace Email; using namespace Email;
std::vector<std::string> Email::dump;
// New email notification // New email notification
static void emailUpdateCheck(CNSocket* sock, CNPacketData* data) { static void emailUpdateCheck(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_REP_PC_NEW_EMAIL, resp); INITSTRUCT(sP_FE2CL_REP_PC_NEW_EMAIL, resp);
@@ -92,7 +93,7 @@ static void emailReceiveItemSingle(CNSocket* sock, CNPacketData* data) {
auto pkt = (sP_CL2FE_REQ_PC_RECV_EMAIL_ITEM*)data->buf; auto pkt = (sP_CL2FE_REQ_PC_RECV_EMAIL_ITEM*)data->buf;
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
if (pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT || pkt->iEmailItemSlot < 1 || pkt->iEmailItemSlot > 4) if (pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT || pkt->iSlotNum < 1 || pkt->iSlotNum > 4)
return; // sanity check return; // sanity check
// get email item from db and delete it // get email item from db and delete it
@@ -251,26 +252,11 @@ static void emailSend(CNSocket* sock, CNPacketData* data) {
if (attachment.ItemInven.iID == 0) if (attachment.ItemInven.iID == 0)
continue; continue;
sItemBase* item = &pkt->aItem[i].ItemInven;
sItemBase* real = &plr->Inven[attachment.iSlotNum];
resp.aItem[i] = attachment; resp.aItem[i] = attachment;
attachments.push_back(attachment.ItemInven); attachments.push_back(attachment.ItemInven);
attSlots.push_back(attachment.iSlotNum); attSlots.push_back(attachment.iSlotNum);
if (real->iOpt <= item->iOpt) // delete item (if they attached the whole stack) // delete item
*real = { 0, 0, 0, 0 }; plr->Inven[attachment.iSlotNum] = { 0, 0, 0, 0 };
else // otherwise, decrement the item
real->iOpt -= item->iOpt;
// HACK: update the slot
INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, itemResp);
itemResp.iFromSlotNum = attachment.iSlotNum;
itemResp.iToSlotNum = attachment.iSlotNum;
itemResp.FromSlotItem = *real;
itemResp.ToSlotItem = *real;
itemResp.eFrom = (int32_t)Items::SlotType::INVENTORY;
itemResp.eTo = (int32_t)Items::SlotType::INVENTORY;
sock->sendPacket(itemResp, P_FE2CL_PC_ITEM_MOVE_SUCC);
} }
int cost = pkt->iCash + 50 + 20 * attachments.size(); // attached taros + postage int cost = pkt->iCash + 50 + 20 * attachments.size(); // attached taros + postage
@@ -290,7 +276,7 @@ static void emailSend(CNSocket* sock, CNPacketData* data) {
0 // DeleteTime (unimplemented) 0 // DeleteTime (unimplemented)
}; };
if (!Database::sendEmail(&email, attachments, plr)) { if (!Database::sendEmail(&email, attachments)) {
plr->money += cost; // give money back plr->money += cost; // give money back
// give items back // give items back
while (!attachments.empty()) { while (!attachments.empty()) {
@@ -323,14 +309,7 @@ static void emailSend(CNSocket* sock, CNPacketData* data) {
std::string logEmail = "[Email] " + PlayerManager::getPlayerName(plr, true) + " (to " + PlayerManager::getPlayerName(&otherPlr, true) + "): <" + email.SubjectLine + ">\n" + email.MsgBody; std::string logEmail = "[Email] " + PlayerManager::getPlayerName(plr, true) + " (to " + PlayerManager::getPlayerName(&otherPlr, true) + "): <" + email.SubjectLine + ">\n" + email.MsgBody;
std::cout << logEmail << std::endl; std::cout << logEmail << std::endl;
Monitor::emails.push_back(logEmail); dump.push_back(logEmail);
// notification to recipient if online
CNSocket* recipient = PlayerManager::getSockFromID(pkt->iTo_PCUID);
if (recipient != nullptr)
{
emailUpdateCheck(recipient, nullptr);
}
} }
void Email::init() { void Email::init() {

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@@ -4,5 +4,7 @@
#include <string> #include <string>
namespace Email { namespace Email {
extern std::vector<std::string> dump;
void init(); void init();
} }

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@@ -16,9 +16,8 @@ EntityRef::EntityRef(CNSocket *s) {
EntityRef::EntityRef(int32_t i) { EntityRef::EntityRef(int32_t i) {
id = i; id = i;
kind = EntityKind::INVALID; assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end());
if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) kind = NPCManager::NPCs[id]->kind;
kind = NPCManager::NPCs[id]->kind;
} }
bool EntityRef::isValid() const { bool EntityRef::isValid() const {
@@ -41,7 +40,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {}; sNPCAppearanceData data = {};
data.iAngle = angle; data.iAngle = angle;
data.iBarkerType = 0; // unused? data.iBarkerType = 0; // unused?
data.iConditionBitFlag = 0; data.iConditionBitFlag = cbf;
data.iHP = hp; data.iHP = hp;
data.iNPCType = type; data.iNPCType = type;
data.iNPC_ID = id; data.iNPC_ID = id;
@@ -51,12 +50,6 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
return data; return data;
} }
sNPCAppearanceData CombatNPC::getAppearanceData() {
sNPCAppearanceData data = BaseNPC::getAppearanceData();
data.iConditionBitFlag = getCompositeCondition();
return data;
}
/* /*
* Entity coming into view. * Entity coming into view.
*/ */
@@ -70,7 +63,11 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, pkt); INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, pkt);
// TODO: Potentially decouple this from BaseNPC? // TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = getTransportationAppearanceData(); pkt.AppearanceData = {
3, id, type,
x, y, z
};
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER); sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER);
} }
@@ -78,22 +75,12 @@ void Egg::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt); INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt);
// TODO: Potentially decouple this from BaseNPC? // TODO: Potentially decouple this from BaseNPC?
pkt.ShinyAppearanceData = getShinyAppearanceData(); pkt.ShinyAppearanceData = {
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
}
sTransportationAppearanceData Bus::getTransportationAppearanceData() {
return sTransportationAppearanceData {
3, id, type,
x, y, z
};
}
sShinyAppearanceData Egg::getShinyAppearanceData() {
return sShinyAppearanceData {
id, type, 0, // client doesn't care about map num id, type, 0, // client doesn't care about map num
x, y, z x, y, z
}; };
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
} }
sNano* Player::getActiveNano() { sNano* Player::getActiveNano() {

View File

@@ -47,8 +47,7 @@ public:
virtual bool addBuff(int, BuffCallback<int, BuffStack*>, BuffCallback<time_t>, BuffStack*) = 0; virtual bool addBuff(int, BuffCallback<int, BuffStack*>, BuffCallback<time_t>, BuffStack*) = 0;
virtual Buff* getBuff(int) = 0; virtual Buff* getBuff(int) = 0;
virtual void removeBuff(int) = 0; virtual void removeBuff(int) = 0;
virtual void removeBuff(int, BuffClass) = 0; virtual void removeBuff(int, int) = 0;
virtual void clearBuffs(bool) = 0;
virtual bool hasBuff(int) = 0; virtual bool hasBuff(int) = 0;
virtual int getCompositeCondition() = 0; virtual int getCompositeCondition() = 0;
virtual int takeDamage(EntityRef, int) = 0; virtual int takeDamage(EntityRef, int) = 0;
@@ -73,6 +72,7 @@ public:
int type; int type;
int hp; int hp;
int angle; int angle;
int cbf;
bool loopingPath = false; bool loopingPath = false;
BaseNPC(int _A, uint64_t iID, int t, int _id) { BaseNPC(int _A, uint64_t iID, int t, int _id) {
@@ -80,6 +80,7 @@ public:
type = t; type = t;
hp = 400; hp = 400;
angle = _A; angle = _A;
cbf = 0;
id = _id; id = _id;
instanceID = iID; instanceID = iID;
}; };
@@ -87,7 +88,7 @@ public:
virtual void enterIntoViewOf(CNSocket *sock) override; virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
virtual sNPCAppearanceData getAppearanceData(); sNPCAppearanceData getAppearanceData();
}; };
struct CombatNPC : public BaseNPC, public ICombatant { struct CombatNPC : public BaseNPC, public ICombatant {
@@ -104,13 +105,11 @@ struct CombatNPC : public BaseNPC, public ICombatant {
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers; std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers; std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
std::unordered_map<int, Buff*> buffs = {}; CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
CombatNPC(int spawnX, int spawnY, int spawnZ, int angle, uint64_t iID, int t, int id, int maxHP)
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) { : BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
this->spawnX = spawnX; spawnX = x;
this->spawnY = spawnY; spawnY = y;
this->spawnZ = spawnZ; spawnZ = z;
kind = EntityKind::COMBAT_NPC; kind = EntityKind::COMBAT_NPC;
@@ -118,15 +117,12 @@ struct CombatNPC : public BaseNPC, public ICombatant {
transitionHandlers[AIState::INACTIVE] = {}; transitionHandlers[AIState::INACTIVE] = {};
} }
virtual sNPCAppearanceData getAppearanceData() override;
virtual bool isExtant() override { return hp > 0; } virtual bool isExtant() override { return hp > 0; }
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override; virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
virtual Buff* getBuff(int buffId) override; virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override; virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, BuffClass buffClass) override; virtual void removeBuff(int buffId, int buffClass) override;
virtual void clearBuffs(bool force) override;
virtual bool hasBuff(int buffId) override; virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override; virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override; virtual int takeDamage(EntityRef src, int amt) override;
@@ -161,8 +157,6 @@ struct Egg : public BaseNPC {
virtual void enterIntoViewOf(CNSocket *sock) override; virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
sShinyAppearanceData getShinyAppearanceData();
}; };
struct Bus : public BaseNPC { struct Bus : public BaseNPC {
@@ -174,6 +168,4 @@ struct Bus : public BaseNPC {
virtual void enterIntoViewOf(CNSocket *sock) override; virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override;
sTransportationAppearanceData getTransportationAppearanceData();
}; };

View File

@@ -64,9 +64,6 @@ static void attachGroupData(std::vector<EntityRef>& pcs, std::vector<EntityRef>&
} }
void Groups::addToGroup(Group* group, EntityRef member) { void Groups::addToGroup(Group* group, EntityRef member) {
if (group == nullptr)
return;
if (member.kind == EntityKind::PLAYER) { if (member.kind == EntityKind::PLAYER) {
Player* plr = PlayerManager::getPlayer(member.sock); Player* plr = PlayerManager::getPlayer(member.sock);
plr->group = group; plr->group = group;
@@ -87,8 +84,8 @@ void Groups::addToGroup(Group* group, EntityRef member) {
size_t pcCount = pcs.size(); size_t pcCount = pcs.size();
size_t npcCount = npcs.size(); size_t npcCount = npcs.size();
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, CN_PACKET_BUFFER_SIZE);
sP_FE2CL_PC_GROUP_JOIN* pkt = (sP_FE2CL_PC_GROUP_JOIN*)respbuf; sP_FE2CL_PC_GROUP_JOIN* pkt = (sP_FE2CL_PC_GROUP_JOIN*)respbuf;
pkt->iID_NewMember = PlayerManager::getPlayer(member.sock)->iID; pkt->iID_NewMember = PlayerManager::getPlayer(member.sock)->iID;
@@ -112,9 +109,6 @@ void Groups::addToGroup(Group* group, EntityRef member) {
} }
bool Groups::removeFromGroup(Group* group, EntityRef member) { bool Groups::removeFromGroup(Group* group, EntityRef member) {
if (group == nullptr)
return false;
if (member.kind == EntityKind::PLAYER) { if (member.kind == EntityKind::PLAYER) {
Player* plr = PlayerManager::getPlayer(member.sock); Player* plr = PlayerManager::getPlayer(member.sock);
plr->group = nullptr; // no dangling pointers here muahaahahah plr->group = nullptr; // no dangling pointers here muahaahahah
@@ -143,8 +137,8 @@ bool Groups::removeFromGroup(Group* group, EntityRef member) {
size_t pcCount = pcs.size(); size_t pcCount = pcs.size();
size_t npcCount = npcs.size(); size_t npcCount = npcs.size();
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, CN_PACKET_BUFFER_SIZE);
sP_FE2CL_PC_GROUP_LEAVE* pkt = (sP_FE2CL_PC_GROUP_LEAVE*)respbuf; sP_FE2CL_PC_GROUP_LEAVE* pkt = (sP_FE2CL_PC_GROUP_LEAVE*)respbuf;
pkt->iID_LeaveMember = PlayerManager::getPlayer(member.sock)->iID; pkt->iID_LeaveMember = PlayerManager::getPlayer(member.sock)->iID;
@@ -174,9 +168,6 @@ bool Groups::removeFromGroup(Group* group, EntityRef member) {
} }
void Groups::disbandGroup(Group* group) { void Groups::disbandGroup(Group* group) {
if (group == nullptr)
return;
// remove everyone from the group!! // remove everyone from the group!!
bool done = false; bool done = false;
while(!done) { while(!done) {
@@ -261,9 +252,6 @@ static void leaveGroup(CNSocket* sock, CNPacketData* data) {
} }
void Groups::sendToGroup(Group* group, void* buf, uint32_t type, size_t size) { void Groups::sendToGroup(Group* group, void* buf, uint32_t type, size_t size) {
if (group == nullptr)
return;
auto players = group->filter(EntityKind::PLAYER); auto players = group->filter(EntityKind::PLAYER);
for (EntityRef ref : players) { for (EntityRef ref : players) {
ref.sock->sendPacket(buf, type, size); ref.sock->sendPacket(buf, type, size);
@@ -271,9 +259,6 @@ void Groups::sendToGroup(Group* group, void* buf, uint32_t type, size_t size) {
} }
void Groups::sendToGroup(Group* group, EntityRef excluded, void* buf, uint32_t type, size_t size) { void Groups::sendToGroup(Group* group, EntityRef excluded, void* buf, uint32_t type, size_t size) {
if (group == nullptr)
return;
auto players = group->filter(EntityKind::PLAYER); auto players = group->filter(EntityKind::PLAYER);
for (EntityRef ref : players) { for (EntityRef ref : players) {
if(ref != excluded) ref.sock->sendPacket(buf, type, size); if(ref != excluded) ref.sock->sendPacket(buf, type, size);
@@ -288,8 +273,8 @@ void Groups::groupTickInfo(CNSocket* sock) {
size_t pcCount = pcs.size(); size_t pcCount = pcs.size();
size_t npcCount = npcs.size(); size_t npcCount = npcs.size();
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, CN_PACKET_BUFFER_SIZE);
sP_FE2CL_PC_GROUP_MEMBER_INFO* pkt = (sP_FE2CL_PC_GROUP_MEMBER_INFO*)respbuf; sP_FE2CL_PC_GROUP_MEMBER_INFO* pkt = (sP_FE2CL_PC_GROUP_MEMBER_INFO*)respbuf;
pkt->iID = plr->iID; pkt->iID = plr->iID;
@@ -309,9 +294,6 @@ void Groups::groupTickInfo(CNSocket* sock) {
void Groups::groupKick(Group* group, EntityRef ref) { void Groups::groupKick(Group* group, EntityRef ref) {
if (group == nullptr)
return;
// if you are the group leader, destroy your own group and kick everybody // if you are the group leader, destroy your own group and kick everybody
if (group->members[0] == ref) { if (group->members[0] == ref) {
disbandGroup(group); disbandGroup(group);

View File

@@ -3,7 +3,6 @@
#include "EntityRef.hpp" #include "EntityRef.hpp"
#include <vector> #include <vector>
#include <assert.h>
struct Group { struct Group {
std::vector<EntityRef> members; std::vector<EntityRef> members;
@@ -15,10 +14,6 @@ struct Group {
}); });
return filtered; return filtered;
} }
EntityRef getLeader() {
assert(members.size() > 0);
return members[0];
}
Group(EntityRef leader); Group(EntityRef leader);
}; };

View File

@@ -46,7 +46,7 @@ static void nanoCapsuleHandler(CNSocket* sock, int slot, sItemBase *chest) {
// in order to remove capsule form inventory, we have to send item reward packet with empty item // in order to remove capsule form inventory, we have to send item reward packet with empty item
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation // we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry uint8_t respbuf[resplen]; // not a variable length array, don't worry
@@ -416,9 +416,6 @@ static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock); Player* plr = PlayerManager::getPlayer(sock);
if (itemdel->iSlotNum < 0 || itemdel->iSlotNum >= AINVEN_COUNT)
return; // sanity check
resp.eIL = itemdel->eIL; resp.eIL = itemdel->eIL;
resp.iSlotNum = itemdel->iSlotNum; resp.iSlotNum = itemdel->iSlotNum;
@@ -475,8 +472,8 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
if (gumball.iOpt == 0) if (gumball.iOpt == 0)
gumball = {}; gumball = {};
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf; sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf;
sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC)); sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
@@ -485,7 +482,7 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
resp->iSlotNum = request->iSlotNum; resp->iSlotNum = request->iSlotNum;
resp->RemainItem = gumball; resp->RemainItem = gumball;
resp->iTargetCnt = 1; resp->iTargetCnt = 1;
resp->eST = (int32_t)SkillType::NANOSTIMPAK; resp->eST = EST_NANOSTIMPAK;
resp->iSkillID = 144; resp->iSkillID = 144;
int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot; int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
@@ -556,7 +553,7 @@ static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
// item giving packet // item giving packet
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation // we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry uint8_t respbuf[resplen]; // not a variable length array, don't worry
@@ -645,7 +642,7 @@ void Items::checkItemExpire(CNSocket* sock, Player* player) {
*/ */
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL); const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation // we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry uint8_t respbuf[resplen]; // not a variable length array, don't worry
auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf; auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
@@ -715,7 +712,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation // we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry uint8_t respbuf[resplen]; // not a variable length array, don't worry

View File

@@ -64,7 +64,7 @@ static bool isQuestItemFull(CNSocket* sock, int itemId, int itemCount) {
static void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) { static void dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) {
std::cout << "Altered item id " << id << " by " << count << " for task id " << task << std::endl; std::cout << "Altered item id " << id << " by " << count << " for task id " << task << std::endl;
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE);
// we know it's only one trailing struct, so we can skip full validation // we know it's only one trailing struct, so we can skip full validation
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
@@ -152,14 +152,14 @@ static int giveMissionReward(CNSocket *sock, int task, int choice=0) {
plr->Inven[slots[i]] = { 999, 999, 999, 0 }; // temp item; overwritten later plr->Inven[slots[i]] = { 999, 999, 999, 0 }; // temp item; overwritten later
} }
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + nrewards * sizeof(sItemReward); size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + nrewards * sizeof(sItemReward);
assert(resplen < CN_PACKET_BODY_SIZE); assert(resplen < CN_PACKET_BUFFER_SIZE);
sP_FE2CL_REP_REWARD_ITEM *resp = (sP_FE2CL_REP_REWARD_ITEM *)respbuf; sP_FE2CL_REP_REWARD_ITEM *resp = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM)); sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
// don't forget to zero the buffer! // don't forget to zero the buffer!
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
// update player // update player
plr->money += reward->money; plr->money += reward->money;
@@ -386,9 +386,6 @@ static void taskStart(CNSocket* sock, CNPacketData* data) {
static void taskEnd(CNSocket* sock, CNPacketData* data) { static void taskEnd(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf; sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
if (Missions::Tasks.find(missionData->iTaskNum) == Missions::Tasks.end())
return;
TaskData* task = Missions::Tasks[missionData->iTaskNum]; TaskData* task = Missions::Tasks[missionData->iTaskNum];
// handle timed mission failure // handle timed mission failure

View File

@@ -51,13 +51,13 @@ int Mob::takeDamage(EntityRef src, int amt) {
} }
// wake up sleeping monster // wake up sleeping monster
if (hasBuff(ECSB_MEZ)) { if (cbf & CSB_BIT_MEZ) {
removeBuff(ECSB_MEZ); cbf &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2; pkt1.eCT = 2;
pkt1.iID = id; pkt1.iID = id;
pkt1.iConditionBitFlag = getCompositeCondition(); pkt1.iConditionBitFlag = cbf;
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
} }
@@ -96,12 +96,13 @@ static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
void MobAI::clearDebuff(Mob *mob) { void MobAI::clearDebuff(Mob *mob) {
mob->skillStyle = -1; mob->skillStyle = -1;
mob->clearBuffs(false); mob->cbf = 0;
mob->unbuffTimes.clear();
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2; pkt1.eCT = 2;
pkt1.iID = mob->id; pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->getCompositeCondition(); pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
} }
@@ -227,7 +228,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
return false; return false;
} }
static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int mobStyle) { static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
Player *plr = PlayerManager::getPlayer(mob->target); Player *plr = PlayerManager::getPlayer(mob->target);
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult); size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
@@ -238,15 +239,15 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
return; return;
} }
uint8_t respbuf[CN_PACKET_BODY_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE); memset(respbuf, 0, resplen);
sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf; sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf;
sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT)); sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT));
resp->iNPC_ID = mob->id; resp->iNPC_ID = mob->id;
resp->iSkillID = skillID; resp->iSkillID = skillID;
resp->iStyle = mobStyle; resp->iStyle = style;
resp->iValue1 = plr->x; resp->iValue1 = plr->x;
resp->iValue2 = plr->y; resp->iValue2 = plr->y;
resp->iValue3 = plr->z; resp->iValue3 = plr->z;
@@ -280,38 +281,26 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
respdata[i].iActiveNanoSlotNum = n; respdata[i].iActiveNanoSlotNum = n;
respdata[i].iNanoID = plr->activeNano; respdata[i].iNanoID = plr->activeNano;
int nanoStyle = Nanos::nanoStyle(plr->activeNano); int style2 = Nanos::nanoStyle(plr->activeNano);
if (nanoStyle == -1) { // no nano if (style2 == -1) { // no nano
respdata[i].iHitFlag = HF_BIT_STYLE_TIE; respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
} else if (mobStyle == nanoStyle) { } else if (style == style2) {
respdata[i].iHitFlag = HF_BIT_STYLE_TIE; respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
respdata[i].iDamage = 0; respdata[i].iDamage = 0;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
} else if (mobStyle - nanoStyle == 1 || nanoStyle - mobStyle == 2) { } else if (style - style2 == 1 || style2 - style == 2) {
respdata[i].iHitFlag = HF_BIT_STYLE_WIN; respdata[i].iHitFlag = HF_BIT_STYLE_WIN;
respdata[i].iDamage = 0; respdata[i].iDamage = 0;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
if (plr->Nanos[plr->activeNano].iStamina > 150) if (plr->Nanos[plr->activeNano].iStamina > 150)
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
// fire damage power disguised as a corruption attack back at the enemy // fire damage power disguised as a corruption attack back at the enemy
SkillData skill = { // TODO ABILITIES
SkillType::DAMAGE, // skillType /*std::vector<int> targetData2 = {1, mob->id, 0, 0, 0};
SkillEffectTarget::POINT, // effectTarget for (auto& pwr : Abilities::Powers)
1, // effectType if (pwr.skillType == EST_DAMAGE)
SkillTargetType::MOBS, // targetType pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/
SkillDrainType::ACTIVE, // drainType
0, // effectArea
{0, 0, 0, 0}, // batteryUse
{0, 0, 0, 0}, // durationTime
{0, 0, 0}, // valueTypes (unused)
{
{200, 200, 200, 200},
{200, 200, 200, 200},
{200, 200, 200, 200},
}
};
Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
} else { } else {
respdata[i].iHitFlag = HF_BIT_STYLE_LOSE; respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
@@ -338,6 +327,12 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
} }
static void useAbilities(Mob *mob, time_t currTime) { static void useAbilities(Mob *mob, time_t currTime) {
/*
* targetData approach
* first integer is the count
* second to fifth integers are IDs, these can be either player iID or mob's iID
* whether the skill targets players or mobs is determined by the skill packet being fired
*/
Player *plr = PlayerManager::getPlayer(mob->target); Player *plr = PlayerManager::getPlayer(mob->target);
if (mob->skillStyle >= 0) { // corruption hit if (mob->skillStyle >= 0) { // corruption hit
@@ -352,7 +347,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (mob->skillStyle == -2) { // eruption hit if (mob->skillStyle == -2) { // eruption hit
int skillID = (int)mob->data["m_iMegaType"]; int skillID = (int)mob->data["m_iMegaType"];
std::vector<ICombatant*> targets{}; std::vector<int> targetData = {0, 0, 0, 0, 0};
// find the players within range of eruption // find the players within range of eruption
for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) { for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
@@ -362,22 +357,26 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (ref.kind != EntityKind::PLAYER) if (ref.kind != EntityKind::PLAYER)
continue; continue;
CNSocket *s = ref.sock; CNSocket *s= ref.sock;
Player *plr = PlayerManager::getPlayer(s); Player *plr = PlayerManager::getPlayer(s);
if (!plr->isAlive()) if (plr->HP <= 0)
continue; continue;
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y); int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
if (distance < Abilities::SkillTable[skillID].effectArea) { if (distance < Abilities::SkillTable[skillID].effectArea) {
targets.push_back(plr); targetData[0] += 1;
if (targets.size() > 3) // make sure not to have more than 4 targetData[targetData[0]] = plr->iID;
if (targetData[0] > 3) // make sure not to have more than 4
break; break;
} }
} }
} }
Abilities::useNPCSkill(mob->id, skillID, targets); // TODO ABILITIES
/*for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
mob->skillStyle = -3; // eruption cooldown mob->skillStyle = -3; // eruption cooldown
mob->nextAttack = currTime + 1000; mob->nextAttack = currTime + 1000;
return; return;
@@ -395,11 +394,14 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (random < prob1) { // active skill hit if (random < prob1) { // active skill hit
int skillID = (int)mob->data["m_iActiveSkill1"]; int skillID = (int)mob->data["m_iActiveSkill1"];
SkillData* skill = &Abilities::SkillTable[skillID]; // TODO ABILITIES
int debuffID = Abilities::getCSTBFromST(skill->skillType); //std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
if(plr->hasBuff(debuffID)) //for (auto& pwr : Abilities::Powers)
return; // prevent debuffing a player twice // if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
Abilities::useNPCSkill(mob->getRef(), skillID, { plr }); // if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
// return; // prevent debuffing a player twice
// pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
// }
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100; mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
return; return;
} }
@@ -440,6 +442,31 @@ static void useAbilities(Mob *mob, time_t currTime) {
return; return;
} }
static void drainMobHP(Mob *mob, int amount) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
pkt->iID = mob->id;
pkt->eCT = 4; // mob
pkt->iTB_ID = ECSB_BOUNDINGBALL;
drain->eCT = 4;
drain->iID = mob->id;
drain->iDamage = amount;
drain->iHP = mob->hp -= amount;
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
if (mob->hp <= 0)
mob->transition(AIState::DEAD, mob->target);
}
void MobAI::incNextMovement(Mob* mob, time_t currTime) { void MobAI::incNextMovement(Mob* mob, time_t currTime) {
if (currTime == 0) if (currTime == 0)
currTime = getTime(); currTime = getTime();
@@ -478,14 +505,6 @@ void MobAI::deadStep(CombatNPC* npc, time_t currTime) {
if (self->groupLeader == self->id) if (self->groupLeader == self->id)
roamingStep(self, currTime); roamingStep(self, currTime);
/*
* If the mob hasn't fully despanwed yet, don't try to respawn it. This protects
* against the edge case where mobs with a very short regenTime would try to respawn
* before they've faded away; and would respawn even if they were meant to be removed.
*/
if (!self->despawned)
return;
if (self->killedTime != 0 && currTime - self->killedTime < self->regenTime * 100) if (self->killedTime != 0 && currTime - self->killedTime < self->regenTime * 100)
return; return;
@@ -534,27 +553,38 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
return; return;
} }
// tick buffs // drain
auto it = npc->buffs.begin(); if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
while(it != npc->buffs.end()) { && self->cbf & CSB_BIT_BOUNDINGBALL) {
Buff* buff = (*it).second; drainMobHP(self, self->maxHealth / 20); // lose 5% every second
buff->combatTick(currTime); self->lastDrainTime = currTime;
}
// if mob state changed, end the step // if drain killed the mob, return early
if(self->state != AIState::COMBAT) if (self->hp <= 0)
return; return;
buff->tick(currTime); // unbuffing
if(buff->isStale()) { std::unordered_map<int32_t, time_t>::iterator it = self->unbuffTimes.begin();
// garbage collect while (it != self->unbuffTimes.end()) {
it = npc->buffs.erase(it);
delete buff; if (currTime >= it->second) {
self->cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = self->id;
pkt1.iConditionBitFlag = self->cbf;
NPCManager::sendToViewable(self, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = self->unbuffTimes.erase(it);
} else {
it++;
} }
else it++;
} }
// skip attack if stunned or asleep // skip attack if stunned or asleep
if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) { if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up. self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return; return;
} }
@@ -570,7 +600,6 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
} }
int distanceToTravel = INT_MAX; int distanceToTravel = INT_MAX;
int speed = self->speed;
// movement logic: move when out of range but don't move while casting a skill // movement logic: move when out of range but don't move while casting a skill
if (distance > mobRange && self->skillStyle == -1) { if (distance > mobRange && self->skillStyle == -1) {
if (self->nextMovement != 0 && currTime < self->nextMovement) if (self->nextMovement != 0 && currTime < self->nextMovement)
@@ -580,8 +609,8 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
self->nextAttack = 0; self->nextAttack = 0;
// halve movement speed if snared // halve movement speed if snared
if (self->hasBuff(ECSB_DN_MOVE_SPEED)) if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
speed /= 2; self->speed /= 2;
int targetX = plr->x; int targetX = plr->x;
int targetY = plr->y; int targetY = plr->y;
@@ -590,9 +619,9 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
targetY += self->offsetY*distance/(self->idleRange + 1); targetY += self->offsetY*distance/(self->idleRange + 1);
} }
distanceToTravel = std::min(distance-mobRange+1, speed*2/5); distanceToTravel = std::min(distance-mobRange+1, self->speed*2/5);
auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel); auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel);
if (distanceToTravel < speed*2/5 && currTime >= self->nextAttack) if (distanceToTravel < self->speed*2/5 && currTime >= self->nextAttack)
self->nextAttack = 0; self->nextAttack = 0;
NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle); NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle);
@@ -600,7 +629,7 @@ void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = self->id; pkt.iNPC_ID = self->id;
pkt.iSpeed = speed; pkt.iSpeed = self->speed;
pkt.iToX = self->x = targ.first; pkt.iToX = self->x = targ.first;
pkt.iToY = self->y = targ.second; pkt.iToY = self->y = targ.second;
pkt.iToZ = plr->z; pkt.iToZ = plr->z;
@@ -686,7 +715,7 @@ void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
farY = std::clamp(farY, yStart, yStart + self->idleRange); farY = std::clamp(farY, yStart, yStart + self->idleRange);
// halve movement speed if snared // halve movement speed if snared
if (self->hasBuff(ECSB_DN_MOVE_SPEED)) if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
self->speed /= 2; self->speed /= 2;
std::queue<Vec3> queue; std::queue<Vec3> queue;
@@ -759,10 +788,14 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
self->hp = self->maxHealth; self->hp = self->maxHealth;
self->killedTime = 0; self->killedTime = 0;
self->nextAttack = 0; self->nextAttack = 0;
self->cbf = 0;
// cast a return home heal spell, this is the right way(tm) // cast a return home heal spell, this is the right way(tm)
Abilities::useNPCSkill(npc->getRef(), 110, { npc }); // TODO ABILITIES
/*std::vector<int> targetData = { 1, 0, 0, 0, 0 };
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[110].skillType)
pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);*/
// clear outlying debuffs // clear outlying debuffs
clearDebuff(self); clearDebuff(self);
} }
@@ -779,9 +812,12 @@ void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) {
self->roamY = self->y; self->roamY = self->y;
self->roamZ = self->z; self->roamZ = self->z;
int skillID = (int)self->data["m_iPassiveBuff"]; int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive
if(skillID != 0) // cast passive // TODO ABILITIES
Abilities::useNPCSkill(npc->getRef(), skillID, { npc }); /*std::vector<int> targetData = { 1, self->id, 0, 0, 0 };
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
} }
void MobAI::onRetreat(CombatNPC* npc, EntityRef src) { void MobAI::onRetreat(CombatNPC* npc, EntityRef src) {
@@ -797,8 +833,9 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc; Mob* self = (Mob*)npc;
self->target = nullptr; self->target = nullptr;
self->cbf = 0;
self->skillStyle = -1; self->skillStyle = -1;
self->clearBuffs(true); self->unbuffTimes.clear();
self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step? self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
// check for the edge case where hitting the mob did not aggro it // check for the edge case where hitting the mob did not aggro it

View File

@@ -21,6 +21,8 @@ namespace MobAI {
} }
struct Mob : public CombatNPC { struct Mob : public CombatNPC {
// general
std::unordered_map<int32_t,time_t> unbuffTimes = {};
// dead // dead
time_t killedTime = 0; time_t killedTime = 0;
@@ -50,8 +52,8 @@ struct Mob : public CombatNPC {
// temporary; until we're sure what's what // temporary; until we're sure what's what
nlohmann::json data = {}; nlohmann::json data = {};
Mob(int spawnX, int spawnY, int spawnZ, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id) Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
: CombatNPC(spawnX, spawnY, spawnZ, angle, iID, t, id, d["m_iHP"]), : CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
sightRange(d["m_iSightRange"]) { sightRange(d["m_iSightRange"]) {
state = AIState::ROAMING; state = AIState::ROAMING;
@@ -62,13 +64,15 @@ struct Mob : public CombatNPC {
idleRange = (int)data["m_iIdleRange"]; idleRange = (int)data["m_iIdleRange"];
level = data["m_iNpcLevel"]; level = data["m_iNpcLevel"];
roamX = spawnX; roamX = x;
roamY = spawnY; roamY = y;
roamZ = spawnZ; roamZ = z;
offsetX = 0; offsetX = 0;
offsetY = 0; offsetY = 0;
cbf = 0;
// NOTE: there appear to be discrepancies in the dump // NOTE: there appear to be discrepancies in the dump
hp = maxHealth; hp = maxHealth;

View File

@@ -94,49 +94,20 @@ void NPCManager::sendToViewable(Entity *npc, void *buf, uint32_t type, size_t si
static void npcBarkHandler(CNSocket* sock, CNPacketData* data) { static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf; sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
int taskID = req->iMissionTaskID; // get bark IDs from task data
// ignore req->iNPC_ID as it is often fixated on a single npc in the region TaskData* td = Missions::Tasks[req->iMissionTaskID];
std::vector<int> barks;
if (Missions::Tasks.find(taskID) == Missions::Tasks.end()) { for (int i = 0; i < 4; i++) {
std::cout << "mission task not found: " << taskID << std::endl; if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only
return; barks.push_back(td->task["m_iHBarkerTextID"][i]);
} }
TaskData* td = Missions::Tasks[taskID]; if (barks.empty())
auto& barks = td->task["m_iHBarkerTextID"]; return; // no barks
Player* plr = PlayerManager::getPlayer(sock);
std::vector<std::pair<int32_t, int32_t>> npcLines;
for (Chunk* chunk : plr->viewableChunks) {
for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
if (ent->kind != EntityKind::SIMPLE_NPC)
continue;
BaseNPC* npc = (BaseNPC*)ent->getEntity();
if (npc->type < 0 || npc->type >= NPCData.size())
continue; // npc unknown ?!
int barkType = NPCData[npc->type]["m_iBarkerType"];
if (barkType < 1 || barkType > 4)
continue; // no barks
int barkID = barks[barkType - 1];
if (barkID == 0)
continue; // no barks
npcLines.push_back(std::make_pair(npc->id, barkID));
}
}
if (npcLines.size() == 0)
return; // totally no barks
auto& [npcID, missionStringID] = npcLines[Rand::rand(npcLines.size())];
INITSTRUCT(sP_FE2CL_REP_BARKER, resp); INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
resp.iNPC_ID = npcID; resp.iNPC_ID = req->iNPC_ID;
resp.iMissionStringID = missionStringID; resp.iMissionStringID = barks[Rand::rand(barks.size())];
sock->sendPacket(resp, P_FE2CL_REP_BARKER); sock->sendPacket(resp, P_FE2CL_REP_BARKER);
} }
@@ -151,15 +122,16 @@ static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
} }
// type must already be checked and updateNPCPosition() must be called on the result // type must already be checked and updateNPCPosition() must be called on the result
BaseNPC *NPCManager::summonNPC(int spawnX, int spawnY, int spawnZ, uint64_t instance, int type, bool respawn, bool baseInstance) { BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
uint64_t inst = baseInstance ? MAPNUM(instance) : instance; uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
//assert(nextId < INT32_MAX);
int id = nextId--; int id = nextId--;
int team = NPCData[type]["m_iTeam"]; int team = NPCData[type]["m_iTeam"];
BaseNPC *npc = nullptr; BaseNPC *npc = nullptr;
if (team == 2) { if (team == 2) {
npc = new Mob(spawnX, spawnY, spawnZ, inst, type, NPCData[type], id); npc = new Mob(x, y, z, inst, type, NPCData[type], id);
// re-enable respawning, if desired // re-enable respawning, if desired
((Mob*)npc)->summoned = !respawn; ((Mob*)npc)->summoned = !respawn;
@@ -322,55 +294,57 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
return npc; return npc;
} }
// TODO: Move this to separate file in ai/ subdir when implementing more events // TODO: Move this to MobAI, possibly
#pragma region NPCEvents #pragma region NPCEvents
// summon right arm and stage 2 body // summon right arm and stage 2 body
static void lordFuseStageTwo(CombatNPC *npc) { static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
Mob *oldbody = (Mob*)npc; // adaptium, stun Mob *oldbody = (Mob*)npc; // adaptium, stun
Player *plr = PlayerManager::getPlayer(sock);
std::cout << "Lord Fuse stage two" << std::endl; std::cout << "Lord Fuse stage two" << std::endl;
// Fuse doesn't move // Fuse doesn't move
// Blastons, Heal // Blastons, Heal
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2467); Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2467);
newbody->angle = oldbody->angle; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ, NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
oldbody->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
// right arm, Adaptium, Stun // right arm, Adaptium, Stun
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, oldbody->instanceID, 2469); Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x - 600, oldbody->y, oldbody->z, plr->instanceID, 2469);
arm->angle = oldbody->angle; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ, NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
oldbody->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
} }
// summon left arm and stage 3 body // summon left arm and stage 3 body
static void lordFuseStageThree(CombatNPC *npc) { static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
Mob *oldbody = (Mob*)npc; Mob *oldbody = (Mob*)npc;
Player *plr = PlayerManager::getPlayer(sock);
std::cout << "Lord Fuse stage three" << std::endl; std::cout << "Lord Fuse stage three" << std::endl;
// Cosmix, Damage Point // Cosmix, Damage Point
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, oldbody->instanceID, 2468); Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->x, oldbody->y, oldbody->z, plr->instanceID, 2468);
newbody->angle = oldbody->angle; newbody->angle = oldbody->angle;
NPCManager::updateNPCPosition(newbody->id, newbody->spawnX, newbody->spawnY, newbody->spawnZ, NPCManager::updateNPCPosition(newbody->id, newbody->x, newbody->y, newbody->z,
newbody->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
// Blastons, Heal // Blastons, Heal
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, oldbody->instanceID, 2470); Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->x + 600, oldbody->y, oldbody->z, plr->instanceID, 2470);
arm->angle = oldbody->angle; arm->angle = oldbody->angle;
NPCManager::updateNPCPosition(arm->id, arm->spawnX, arm->spawnY, arm->spawnZ, NPCManager::updateNPCPosition(arm->id, arm->x, arm->y, arm->z,
arm->instanceID, oldbody->angle); plr->instanceID, oldbody->angle);
} }
std::vector<NPCEvent> NPCManager::NPCEvents = { std::vector<NPCEvent> NPCManager::NPCEvents = {
NPCEvent(2466, AIState::DEAD, lordFuseStageTwo), NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
NPCEvent(2467, AIState::DEAD, lordFuseStageThree), NPCEvent(2467, ON_KILLED, lordFuseStageThree),
}; };
#pragma endregion NPCEvents #pragma endregion NPCEvents
@@ -402,5 +376,5 @@ void NPCManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
REGISTER_SHARD_TIMER(step, MS_PER_COMBAT_TICK); REGISTER_SHARD_TIMER(step, 200);
} }

View File

@@ -14,15 +14,20 @@
#define RESURRECT_HEIGHT 400 #define RESURRECT_HEIGHT 400
typedef void (*NPCEventHandler)(CombatNPC*); enum Trigger {
ON_KILLED,
ON_COMBAT
};
typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
struct NPCEvent { struct NPCEvent {
int32_t npcType; int32_t npcType;
AIState triggerState; int trigger;
NPCEventHandler handler; NPCEventHandler handler;
NPCEvent(int32_t t, AIState tr, NPCEventHandler hndlr) NPCEvent(int32_t t, int tr, NPCEventHandler hndlr)
: npcType(t), triggerState(tr), handler(hndlr) {} : npcType(t), trigger(tr), handler(hndlr) {}
}; };
namespace NPCManager { namespace NPCManager {

View File

@@ -69,6 +69,52 @@ void Nanos::addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spendfm)
PlayerManager::sendToViewable(sock, resp2, P_FE2CL_REP_PC_CHANGE_LEVEL); PlayerManager::sendToViewable(sock, resp2, P_FE2CL_REP_PC_CHANGE_LEVEL);
} }
std::vector<ICombatant*> Nanos::applyNanoBuff(SkillData* skill, Player* plr) {
assert(skill->drainType == SkillDrainType::PASSIVE);
EntityRef self = PlayerManager::getSockFromID(plr->iID);
std::vector<ICombatant*> affected;
std::vector<EntityRef> targets;
if (skill->targetType == SkillTargetType::GROUP) {
targets = plr->getGroupMembers(); // group
}
else if(skill->targetType == SkillTargetType::SELF) {
targets.push_back(self); // self
} else {
std::cout << "[WARN] Passive skill with type " << skill->skillType << " has target type MOB" << std::endl;
}
int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
int boost = Nanos::getNanoBoost(plr) ? 3 : 0;
int value = skill->values[0][boost];
BuffStack passiveBuff = {
1, // passive nano buffs refreshed every tick
value,
self,
BuffClass::NONE, // overwritten per target
};
for (EntityRef target : targets) {
Entity* entity = target.getEntity();
if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
continue; // not a combatant
passiveBuff.buffStackClass = target == self ? BuffClass::NANO : BuffClass::GROUP_NANO;
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
if(combatant->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&passiveBuff)) affected.push_back(combatant);
}
return affected;
}
void Nanos::summonNano(CNSocket *sock, int slot, bool silent) { void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
resp.iActiveNanoSlotNum = slot; resp.iActiveNanoSlotNum = slot;
@@ -93,10 +139,8 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) { if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) {
// passive buff effect // passive buff effect
resp.eCSTB___Add = 1; resp.eCSTB___Add = 1;
ICombatant* src = dynamic_cast<ICombatant*>(plr); std::vector<ICombatant*> affectedCombatants = applyNanoBuff(skill, plr);
int32_t targets[] = { plr->iID }; if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
} }
if (!silent) // silent nano death but only for the summoning player if (!silent) // silent nano death but only for the summoning player
@@ -110,7 +154,7 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
} }
static void setNanoSkill(CNSocket* sock, sP_CL2FE_REQ_NANO_TUNE* skill) { static void setNanoSkill(CNSocket* sock, sP_CL2FE_REQ_NANO_TUNE* skill) {
if (skill == nullptr || skill->iNanoID >= NANO_COUNT || skill->iNanoID < 0) if (skill->iNanoID >= NANO_COUNT)
return; return;
Player *plr = PlayerManager::getPlayer(sock); Player *plr = PlayerManager::getPlayer(sock);
@@ -273,11 +317,11 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl; std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
) )
ICombatant* plrCombatant = dynamic_cast<ICombatant*>(plr); // TODO ABILITIES
std::vector<ICombatant*> targetData = Abilities::matchTargets(plrCombatant, skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1)); std::vector<ICombatant*> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
Abilities::useNanoSkill(sock, skillData, nano, targetData); Abilities::useNanoSkill(sock, skillData, nano, targetData);
if (plr->Nanos[plr->activeNano].iStamina <= 0) if (plr->Nanos[plr->activeNano].iStamina < 0)
summonNano(sock, -1); summonNano(sock, -1);
} }

View File

@@ -26,4 +26,5 @@ namespace Nanos {
void summonNano(CNSocket* sock, int slot, bool silent = false); void summonNano(CNSocket* sock, int slot, bool silent = false);
int nanoStyle(int nanoID); int nanoStyle(int nanoID);
bool getNanoBoost(Player* plr); bool getNanoBoost(Player* plr);
std::vector<ICombatant*> applyNanoBuff(SkillData* skill, Player* plr);
} }

View File

@@ -72,16 +72,14 @@ struct Player : public Entity, public ICombatant {
bool notify = false; bool notify = false;
bool hidden = false; bool hidden = false;
bool unwarpable = false; bool unwarpable = false;
bool initialLoadDone = false;
bool buddiesSynced = false;
int64_t buddyIDs[50] = {}; int64_t buddyIDs[50] = {};
bool isBuddyBlocked[50] = {}; bool isBuddyBlocked[50] = {};
uint64_t iFirstUseFlag[2] = {}; uint64_t iFirstUseFlag[2] = {};
time_t lastHeartbeat = 0; time_t lastHeartbeat = 0;
int suspicionRating = 0;
time_t lastShot = 0;
std::vector<sItemBase> buyback = {}; std::vector<sItemBase> buyback = {};
Player() { kind = EntityKind::PLAYER; } Player() { kind = EntityKind::PLAYER; }
@@ -92,8 +90,7 @@ struct Player : public Entity, public ICombatant {
virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override; virtual bool addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) override;
virtual Buff* getBuff(int buffId) override; virtual Buff* getBuff(int buffId) override;
virtual void removeBuff(int buffId) override; virtual void removeBuff(int buffId) override;
virtual void removeBuff(int buffId, BuffClass buffClass) override; virtual void removeBuff(int buffId, int buffClass) override;
virtual void clearBuffs(bool force) override;
virtual bool hasBuff(int buffId) override; virtual bool hasBuff(int buffId) override;
virtual int getCompositeCondition() override; virtual int getCompositeCondition() override;
virtual int takeDamage(EntityRef src, int amt) override; virtual int takeDamage(EntityRef src, int amt) override;

View File

@@ -23,12 +23,17 @@ using namespace PlayerManager;
std::map<CNSocket*, Player*> PlayerManager::players; std::map<CNSocket*, Player*> PlayerManager::players;
static void addPlayer(CNSocket* key, Player *plr) { static void addPlayer(CNSocket* key, Player& plr) {
players[key] = plr; Player *p = new Player();
plr->chunkPos = Chunking::INVALID_CHUNK;
plr->lastHeartbeat = 0;
std::cout << getPlayerName(plr) << " has joined!" << std::endl; // copy object into heap memory
*p = plr;
players[key] = p;
p->chunkPos = Chunking::INVALID_CHUNK;
p->lastHeartbeat = 0;
std::cout << getPlayerName(p) << " has joined!" << std::endl;
std::cout << players.size() << " players" << std::endl; std::cout << players.size() << " players" << std::endl;
} }
@@ -77,10 +82,7 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
plr->x = X; plr->x = X;
plr->y = Y; plr->y = Y;
plr->z = Z; plr->z = Z;
if (plr->instanceID != I) { plr->instanceID = I;
plr->instanceID = I;
plr->recallInstance = INSTANCE_OVERWORLD;
}
if (oldChunk == newChunk) if (oldChunk == newChunk)
return; // didn't change chunks return; // didn't change chunks
Chunking::updateEntityChunk({sock}, oldChunk, newChunk); Chunking::updateEntityChunk({sock}, oldChunk, newChunk);
@@ -126,6 +128,24 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC); sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
} }
if (I != INSTANCE_OVERWORLD) {
INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
if (I != fromInstance // do not retransmit MAP_INFO on recall
&& Racing::EPData.find(pkt.iInstanceMapNum) != Racing::EPData.end()) {
EPInfo* ep = &Racing::EPData[pkt.iInstanceMapNum];
pkt.iEP_ID = ep->EPID;
pkt.iMapCoordX_Min = ep->zoneX * 51200;
pkt.iMapCoordX_Max = (ep->zoneX + 1) * 51200;
pkt.iMapCoordY_Min = ep->zoneY * 51200;
pkt.iMapCoordY_Max = (ep->zoneY + 1) * 51200;
pkt.iMapCoordZ_Min = INT32_MIN;
pkt.iMapCoordZ_Max = INT32_MAX;
}
sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO);
}
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2); INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
pkt2.iX = X; pkt2.iX = X;
pkt2.iY = Y; pkt2.iY = Y;
@@ -155,21 +175,16 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
* Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted * Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted
* for in these packets, even if the player hasn't unlocked them. * for in these packets, even if the player hasn't unlocked them.
*/ */
static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) { static void sendNanoBookSubset(CNSocket *sock) {
#ifdef ACADEMY #ifdef ACADEMY
Player *plr = getPlayer(sock);
int16_t id = 0; int16_t id = 0;
INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt); INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
pkt.PCUID = plr->iID; pkt.PCUID = plr->iID;
pkt.bookSize = NANO_COUNT; pkt.bookSize = NANO_COUNT;
if (resizeOnly) {
// triggers nano array resizing without
// actually sending nanos
sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET);
return;
}
while (id < NANO_COUNT) { while (id < NANO_COUNT) {
pkt.elementOffset = id; pkt.elementOffset = id;
@@ -200,73 +215,66 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
return; return;
} }
Player *plr = new Player(); // for convenience
Database::getPlayer(plr, lm->playerId); Player& plr = lm->plr;
// check if account is already in use // check if account is already in use
if (isAccountInUse(plr->accountId)) { if (isAccountInUse(plr.accountId)) {
// kick the other player // kick the other player
exitDuplicate(plr->accountId); exitDuplicate(plr.accountId);
// re-read the player from disk, in case it was just flushed
*plr = {};
Database::getPlayer(plr, lm->playerId);
} }
plr->group = nullptr; response.iID = plr.iID;
response.iID = plr->iID;
response.uiSvrTime = getTime(); response.uiSvrTime = getTime();
response.PCLoadData2CL.iUserLevel = plr.accountLevel;
response.PCLoadData2CL.iUserLevel = plr->accountLevel; response.PCLoadData2CL.iHP = plr.HP;
response.PCLoadData2CL.iHP = plr->HP; response.PCLoadData2CL.iLevel = plr.level;
response.PCLoadData2CL.iLevel = plr->level; response.PCLoadData2CL.iCandy = plr.money;
response.PCLoadData2CL.iCandy = plr->money; response.PCLoadData2CL.iFusionMatter = plr.fusionmatter;
response.PCLoadData2CL.iFusionMatter = plr->fusionmatter; response.PCLoadData2CL.iMentor = plr.mentor;
response.PCLoadData2CL.iMentor = plr->mentor;
response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had
response.PCLoadData2CL.iX = plr->x; response.PCLoadData2CL.iX = plr.x;
response.PCLoadData2CL.iY = plr->y; response.PCLoadData2CL.iY = plr.y;
response.PCLoadData2CL.iZ = plr->z; response.PCLoadData2CL.iZ = plr.z;
response.PCLoadData2CL.iAngle = plr->angle; response.PCLoadData2CL.iAngle = plr.angle;
response.PCLoadData2CL.iBatteryN = plr->batteryN; response.PCLoadData2CL.iBatteryN = plr.batteryN;
response.PCLoadData2CL.iBatteryW = plr->batteryW; response.PCLoadData2CL.iBatteryW = plr.batteryW;
response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login
response.PCLoadData2CL.iWarpLocationFlag = plr->iWarpLocationFlag; response.PCLoadData2CL.iWarpLocationFlag = plr.iWarpLocationFlag;
response.PCLoadData2CL.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0]; response.PCLoadData2CL.aWyvernLocationFlag[0] = plr.aSkywayLocationFlag[0];
response.PCLoadData2CL.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1]; response.PCLoadData2CL.aWyvernLocationFlag[1] = plr.aSkywayLocationFlag[1];
response.PCLoadData2CL.iActiveNanoSlotNum = -1; response.PCLoadData2CL.iActiveNanoSlotNum = -1;
response.PCLoadData2CL.iFatigue = 50; response.PCLoadData2CL.iFatigue = 50;
response.PCLoadData2CL.PCStyle = plr->PCStyle; response.PCLoadData2CL.PCStyle = plr.PCStyle;
// client doesnt read this, it gets it from charinfo // client doesnt read this, it gets it from charinfo
// response.PCLoadData2CL.PCStyle2 = plr->PCStyle2; // response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
// inventory // inventory
for (int i = 0; i < AEQUIP_COUNT; i++) for (int i = 0; i < AEQUIP_COUNT; i++)
response.PCLoadData2CL.aEquip[i] = plr->Equip[i]; response.PCLoadData2CL.aEquip[i] = plr.Equip[i];
for (int i = 0; i < AINVEN_COUNT; i++) for (int i = 0; i < AINVEN_COUNT; i++)
response.PCLoadData2CL.aInven[i] = plr->Inven[i]; response.PCLoadData2CL.aInven[i] = plr.Inven[i];
// quest inventory // quest inventory
for (int i = 0; i < AQINVEN_COUNT; i++) for (int i = 0; i < AQINVEN_COUNT; i++)
response.PCLoadData2CL.aQInven[i] = plr->QInven[i]; response.PCLoadData2CL.aQInven[i] = plr.QInven[i];
// nanos // nanos
for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) { for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
response.PCLoadData2CL.aNanoBank[i] = plr->Nanos[i]; response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i];
} }
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
response.PCLoadData2CL.aNanoSlots[i] = plr->equippedNanos[i]; response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
} }
// missions in progress // missions in progress
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] == 0) if (plr.tasks[i] == 0)
break; break;
response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr->tasks[i]; response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i];
TaskData &task = *Missions::Tasks[plr->tasks[i]]; TaskData &task = *Missions::Tasks[plr.tasks[i]];
for (int j = 0; j < 3; j++) { for (int j = 0; j < 3; j++) {
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j]; response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr->RemainingNPCCount[i][j]; response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
/* /*
* client doesn't care about NeededItem ID and Count, * client doesn't care about NeededItem ID and Count,
* it gets Count from Quest Inventory * it gets Count from Quest Inventory
@@ -276,12 +284,12 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
*/ */
} }
} }
response.PCLoadData2CL.iCurrentMissionID = plr->CurrentMissionID; response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID;
// completed missions // completed missions
// the packet requires 32 items, but the client only checks the first 16 (shrug) // the packet requires 32 items, but the client only checks the first 16 (shrug)
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
response.PCLoadData2CL.aQuestFlag[i] = plr->aQuestFlag[i]; response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i];
} }
// Computress tips // Computress tips
@@ -290,47 +298,45 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX; response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
} }
else { else {
response.PCLoadData2CL.iFirstUseFlag1 = plr->iFirstUseFlag[0]; response.PCLoadData2CL.iFirstUseFlag1 = plr.iFirstUseFlag[0];
response.PCLoadData2CL.iFirstUseFlag2 = plr->iFirstUseFlag[1]; response.PCLoadData2CL.iFirstUseFlag2 = plr.iFirstUseFlag[1];
} }
plr->instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter plr.instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1)); sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1));
sock->setFEKey(lm->FEKey); sock->setFEKey(lm->FEKey);
sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
// Academy builds receive nanos in a separate packet. An initial one with the size of the
// nano book needs to be sent before PC_ENTER_SUCC so the client can resize its nano arrays,
// and then proper packets with the nanos included must be sent after, while the game is loading.
sendNanoBook(sock, plr, true);
sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC); sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
sendNanoBook(sock, plr, false); // transmit MOTD after entering the game, so the client hopefully changes modes on time
Chat::sendServerMessage(sock, settings::MOTDSTRING);
// transfer ownership of Player object into the shard (still valid in this function though) // copy Player object into the shard
addPlayer(sock, plr); addPlayer(sock, plr);
// check if there is an expiring vehicle
Items::checkItemExpire(sock, getPlayer(sock));
// set player equip stats // set player equip stats
Items::setItemStats(plr); Items::setItemStats(getPlayer(sock));
Missions::failInstancedMissions(sock);
sendNanoBookSubset(sock);
// initial buddy sync
Buddies::refreshBuddyList(sock);
for (auto& pair : players) for (auto& pair : players)
if (pair.second->notify) if (pair.second->notify)
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined."); Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
// deallocate lm // deallocate lm (and therefore the plr object)
delete lm; delete lm;
} }
void PlayerManager::sendToGroup(CNSocket* sock, void* buf, uint32_t type, size_t size) {
Player* plr = getPlayer(sock);
if (plr->group == nullptr)
return;
for(const EntityRef& ref : plr->group->filter(EntityKind::PLAYER))
ref.sock->sendPacket(buf, type, size);
}
void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) { void PlayerManager::sendToViewable(CNSocket* sock, void* buf, uint32_t type, size_t size) {
Player* plr = getPlayer(sock); Player* plr = getPlayer(sock);
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) { for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
@@ -359,35 +365,6 @@ static void loadPlayer(CNSocket* sock, CNPacketData* data) {
updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle); updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle);
sock->sendPacket(response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC); sock->sendPacket(response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC);
if (plr->instanceID != INSTANCE_OVERWORLD) {
INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
pkt.iInstanceMapNum = (int32_t)MAPNUM(plr->instanceID); // lower 32 bits are mapnum
if (pkt.iInstanceMapNum != plr->recallInstance // do not retransmit MAP_INFO on recall
&& Racing::EPData.find(pkt.iInstanceMapNum) != Racing::EPData.end()) {
EPInfo* ep = &Racing::EPData[pkt.iInstanceMapNum];
pkt.iEP_ID = ep->EPID;
pkt.iMapCoordX_Min = ep->zoneX * 51200;
pkt.iMapCoordX_Max = (ep->zoneX + 1) * 51200;
pkt.iMapCoordY_Min = ep->zoneY * 51200;
pkt.iMapCoordY_Max = (ep->zoneY + 1) * 51200;
pkt.iMapCoordZ_Min = INT32_MIN;
pkt.iMapCoordZ_Max = INT32_MAX;
}
sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO);
}
if (!plr->initialLoadDone) {
// these should be called only once, but not until after
// first load-in or else the client may ignore the packets
Chat::sendServerMessage(sock, settings::MOTDSTRING); // MOTD
Missions::failInstancedMissions(sock); // auto-fail missions
Buddies::sendBuddyList(sock); // buddy list
Items::checkItemExpire(sock, plr); // vehicle expiration
plr->initialLoadDone = true;
}
} }
static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) { static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
@@ -396,14 +373,6 @@ static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
static void exitGame(CNSocket* sock, CNPacketData* data) { static void exitGame(CNSocket* sock, CNPacketData* data) {
auto exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf; auto exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
// Refresh any auth cookie, in case "change character" was used
Player* plr = getPlayer(sock);
if (plr != nullptr) {
// 5 seconds should be enough to log in again
Database::refreshCookie(plr->accountId, 5);
}
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response); INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response);
response.iID = exitData->iID; response.iID = exitData->iID;
@@ -431,14 +400,14 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
if (!(plr->hasBuff(ECSB_PHOENIX))) if (!(plr->hasBuff(ECSB_PHOENIX)))
return; // sanity check return; // sanity check
plr->Nanos[plr->activeNano].iStamina = 0; plr->Nanos[plr->activeNano].iStamina = 0;
// TODO ABILITIES
//Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
// fallthrough // fallthrough
case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2; plr->HP = PC_MAXHEALTH(plr->level) / 2;
break; break;
default: // plain respawn default: // plain respawn
plr->HP = PC_MAXHEALTH(plr->level) / 2; plr->HP = PC_MAXHEALTH(plr->level) / 2;
plr->clearBuffs(false);
// fallthrough // fallthrough
case ePCRegenType::Unstick: // warp away case ePCRegenType::Unstick: // warp away
move = true; move = true;
@@ -599,7 +568,7 @@ static void setFirstUseFlag(CNSocket* sock, CNPacketData* data) {
std::cout << "[WARN] Client submitted invalid first use flag number?!" << std::endl; std::cout << "[WARN] Client submitted invalid first use flag number?!" << std::endl;
return; return;
} }
if (flag->iFlagCode <= 64) if (flag->iFlagCode <= 64)
plr->iFirstUseFlag[0] |= (1ULL << (flag->iFlagCode - 1)); plr->iFirstUseFlag[0] |= (1ULL << (flag->iFlagCode - 1));
else else
@@ -620,10 +589,6 @@ std::string PlayerManager::getPlayerName(Player *plr, bool id) {
if (plr == nullptr) if (plr == nullptr)
return "NOT IN GAME"; return "NOT IN GAME";
if (plr->PCStyle.iNameCheck != 1) {
return "Player " + std::to_string(plr->iID);
}
std::string ret = ""; std::string ret = "";
if (id && plr->accountLevel <= 30) if (id && plr->accountLevel <= 30)
ret += "(GM) "; ret += "(GM) ";

View File

@@ -33,7 +33,6 @@ namespace PlayerManager {
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname); CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
WarpLocation *getRespawnPoint(Player *plr); WarpLocation *getRespawnPoint(Player *plr);
void sendToGroup(CNSocket *sock, void* buf, uint32_t type, size_t size);
void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size); void sendToViewable(CNSocket *sock, void* buf, uint32_t type, size_t size);
// TODO: unify this under the new Entity system // TODO: unify this under the new Entity system

View File

@@ -66,7 +66,7 @@ static void racingCancel(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_REP_EP_RACE_CANCEL_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_EP_RACE_CANCEL_SUCC, resp);
sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC); sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC);
/* /*
* This request packet is used for both cancelling the race via the * This request packet is used for both cancelling the race via the
* NPC at the start, *and* failing the race by running out of time. * NPC at the start, *and* failing the race by running out of time.
* If the latter is to happen, the client disables movement until it * If the latter is to happen, the client disables movement until it
@@ -99,43 +99,35 @@ static void racingEnd(CNSocket* sock, CNPacketData* data) {
if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0) if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0)
return; // IZ not found return; // IZ not found
EPInfo& epInfo = EPData[mapNum];
EPRace& epRace = EPRaces[sock];
uint64_t now = getTime() / 1000; uint64_t now = getTime() / 1000;
int timeDiff = now - epRace.startTime;
int podsCollected = epRace.collectedRings.size();
int score = std::exp( int timeDiff = now - EPRaces[sock].startTime;
(epInfo.podFactor * podsCollected) / epInfo.maxPods int score = 500 * EPRaces[sock].collectedRings.size() - 10 * timeDiff;
- (epInfo.timeFactor * timeDiff) / epInfo.maxTime if (score < 0) score = 0; // lol
+ epInfo.scaleFactor); int fm = score * plr->level * (1.0f / 36) * 0.3f;
score = (settings::IZRACESCORECAPPED && score > epInfo.maxScore) ? epInfo.maxScore : score;
int fm = (1.0 + std::exp(epInfo.scaleFactor - 1.0) * epInfo.podFactor * podsCollected) / epInfo.maxPods;
// we submit the ranking first... // we submit the ranking first...
Database::RaceRanking postRanking = {}; Database::RaceRanking postRanking = {};
postRanking.EPID = epInfo.EPID; postRanking.EPID = EPData[mapNum].EPID;
postRanking.PlayerID = plr->iID; postRanking.PlayerID = plr->iID;
postRanking.RingCount = podsCollected; postRanking.RingCount = EPRaces[sock].collectedRings.size();
postRanking.Score = score; postRanking.Score = score;
postRanking.Time = timeDiff; postRanking.Time = timeDiff;
postRanking.Timestamp = getTimestamp(); postRanking.Timestamp = getTimestamp();
Database::postRaceRanking(postRanking); Database::postRaceRanking(postRanking);
// ...then we get the top ranking, which may or may not be what we just submitted // ...then we get the top ranking, which may or may not be what we just submitted
Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(epInfo.EPID, plr->iID); Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(EPData[mapNum].EPID, plr->iID);
INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp);
// get rank scores and rewards // get rank scores and rewards
std::vector<int>* rankScores = &EPRewards[epInfo.EPID].first; std::vector<int>* rankScores = &EPRewards[EPData[mapNum].EPID].first;
std::vector<int>* rankRewards = &EPRewards[epInfo.EPID].second; std::vector<int>* rankRewards = &EPRewards[EPData[mapNum].EPID].second;
// top ranking // top ranking
int maxRank = rankScores->size() - 1;
int topRank = 0; int topRank = 0;
while (topRank < maxRank && rankScores->at(topRank) > topRankingPlayer.Score) while (rankScores->at(topRank) > topRankingPlayer.Score)
topRank++; topRank++;
resp.iEPTopRank = topRank + 1; resp.iEPTopRank = topRank + 1;
@@ -145,7 +137,7 @@ static void racingEnd(CNSocket* sock, CNPacketData* data) {
// this ranking // this ranking
int rank = 0; int rank = 0;
while (rank < maxRank && rankScores->at(rank) > postRanking.Score) while (rankScores->at(rank) > postRanking.Score)
rank++; rank++;
resp.iEPRank = rank + 1; resp.iEPRank = rank + 1;

View File

@@ -7,11 +7,7 @@
#include <set> #include <set>
struct EPInfo { struct EPInfo {
// available through XDT (maxScore may be updated by drops) int zoneX, zoneY, EPID, maxScore, maxTime;
int zoneX, zoneY, EPID, maxScore;
// available through drops
int maxTime, maxPods;
double scaleFactor, podFactor, timeFactor;
}; };
struct EPRace { struct EPRace {

View File

@@ -1,7 +1,5 @@
#include "TableData.hpp" #include "TableData.hpp"
#include "servers/CNLoginServer.hpp"
#include "NPCManager.hpp" #include "NPCManager.hpp"
#include "Missions.hpp" #include "Missions.hpp"
#include "Items.hpp" #include "Items.hpp"
@@ -35,22 +33,6 @@ public:
const char *what() const throw() { return msg.c_str(); } const char *what() const throw() { return msg.c_str(); }
}; };
/*
* We must refuse to run if an invalid NPC type is found in the JSONs, especially
* the gruntwork file. If we were to just skip loading invalid NPCs, they would get
* silently dropped from the gruntwork file, which would be confusing in situations
* where a gruntwork file for the wrong game build was accidentally loaded.
*/
static void ensureValidNPCType(int type, std::string filename) {
// last known NPC type
int npcLimit = NPCManager::NPCData.back()["m_iNpcNumber"];
if (type > npcLimit) {
std::cout << "[FATAL] " << filename << " contains an invalid NPC type: " << type << std::endl;
exit(1);
}
}
/* /*
* Create a full and properly-paced path by interpolating between keyframes. * Create a full and properly-paced path by interpolating between keyframes.
*/ */
@@ -81,25 +63,6 @@ static void loadXDT(json& xdtData) {
NPCManager::NPCData = xdtData["m_pNpcTable"]["m_pNpcData"]; NPCManager::NPCData = xdtData["m_pNpcTable"]["m_pNpcData"];
try { try {
// load name wheel names
json firstNameData = xdtData["m_pNameTable"]["m_pFirstName"];
for (json::iterator _name = firstNameData.begin(); _name != firstNameData.end(); _name++) {
auto name = _name.value();
LoginServer::WheelFirstNames.push_back(name["m_pstrNameString"]);
}
json middleNameData = xdtData["m_pNameTable"]["m_pMiddleName"];
for (json::iterator _name = middleNameData.begin(); _name != middleNameData.end(); _name++) {
auto name = _name.value();
LoginServer::WheelMiddleNames.push_back(name["m_pstrNameString"]);
}
json lastNameData = xdtData["m_pNameTable"]["m_pLastName"];
for (json::iterator _name = lastNameData.begin(); _name != lastNameData.end(); _name++) {
auto name = _name.value();
LoginServer::WheelLastNames.push_back(name["m_pstrNameString"]);
}
// load warps // load warps
json warpData = xdtData["m_pInstanceTable"]["m_pWarpData"]; json warpData = xdtData["m_pInstanceTable"]["m_pWarpData"];
@@ -396,7 +359,7 @@ static void loadPaths(json& pathData, int32_t* nextId) {
Transport::NPCPaths.push_back(pathTemplate); Transport::NPCPaths.push_back(pathTemplate);
} }
std::cout << "[INFO] Loaded " << Transport::NPCPaths.size() << " NPC paths" << std::endl; std::cout << "[INFO] Loaded " << Transport::NPCPaths.size() << " NPC paths" << std::endl;
} }
catch (const std::exception& err) { catch (const std::exception& err) {
std::cerr << "[FATAL] Malformed paths.json file! Reason:" << err.what() << std::endl; std::cerr << "[FATAL] Malformed paths.json file! Reason:" << err.what() << std::endl;
@@ -605,17 +568,8 @@ static void loadDrops(json& dropData) {
continue; continue;
} }
EPInfo& epInfo = Racing::EPData[EPMap]; // time limit isn't stored in the XDT, so we include it in the reward table instead
Racing::EPData[EPMap].maxTime = race["TimeLimit"];
// max score is specified in the XDT, but can be updated if specified in the drops JSON
epInfo.maxScore = (int)race["ScoreCap"];
// time limit and total pods are not stored in the XDT, so we include it in the drops JSON
epInfo.maxTime = (int)race["TimeLimit"];
epInfo.maxPods = (int)race["TotalPods"];
// IZ-specific calculated constants included in the drops JSON
epInfo.scaleFactor = (double)race["ScaleFactor"];
epInfo.podFactor = (double)race["PodFactor"];
epInfo.timeFactor = (double)race["TimeFactor"];
// score cutoffs // score cutoffs
std::vector<int> rankScores; std::vector<int> rankScores;
@@ -631,7 +585,7 @@ static void loadDrops(json& dropData) {
if (rankScores.size() != 5 || rankScores.size() != rankRewards.size()) { if (rankScores.size() != 5 || rankScores.size() != rankRewards.size()) {
char buff[255]; char buff[255];
snprintf(buff, 255, "Race in EP %d doesn't have exactly 5 score/reward pairs", raceEPID); sprintf(buff, "Race in EP %d doesn't have exactly 5 score/reward pairs", raceEPID);
throw TableException(std::string(buff)); throw TableException(std::string(buff));
} }
@@ -716,12 +670,10 @@ static void loadEggs(json& eggData, int32_t* nextId) {
} }
} }
/* /*
* Load gruntwork output, if it exists * Load gruntwork output, if it exists
*/ */
static void loadGruntworkPre(json& gruntwork, int32_t* nextId) { static void loadGruntworkPre(json& gruntwork, int32_t* nextId) {
if (gruntwork.is_null())
return;
try { try {
auto paths = gruntwork["paths"]; auto paths = gruntwork["paths"];
@@ -771,8 +723,8 @@ static void loadGruntworkPre(json& gruntwork, int32_t* nextId) {
} }
static void loadGruntworkPost(json& gruntwork, int32_t* nextId) { static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (gruntwork.is_null())
return; if (gruntwork.is_null()) return;
try { try {
// skyway paths // skyway paths
@@ -824,8 +776,6 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
int id = (*nextId)--; int id = (*nextId)--;
uint64_t instanceID = mob.find("iMapNum") == mob.end() ? INSTANCE_OVERWORLD : (int)mob["iMapNum"]; uint64_t instanceID = mob.find("iMapNum") == mob.end() ? INSTANCE_OVERWORLD : (int)mob["iMapNum"];
ensureValidNPCType((int)mob["iNPCType"], settings::GRUNTWORKJSON);
if (NPCManager::NPCData[(int)mob["iNPCType"]]["m_iTeam"] == 2) { if (NPCManager::NPCData[(int)mob["iNPCType"]]["m_iTeam"] == 2) {
npc = new Mob(mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iNPCType"], npc = new Mob(mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iNPCType"],
NPCManager::NPCData[(int)mob["iNPCType"]], id); NPCManager::NPCData[(int)mob["iNPCType"]], id);
@@ -845,9 +795,6 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
auto groups = gruntwork["groups"]; auto groups = gruntwork["groups"];
for (auto _group = groups.begin(); _group != groups.end(); _group++) { for (auto _group = groups.begin(); _group != groups.end(); _group++) {
auto leader = _group.value(); auto leader = _group.value();
ensureValidNPCType((int)leader["iNPCType"], settings::GRUNTWORKJSON);
auto td = NPCManager::NPCData[(int)leader["iNPCType"]]; auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"]; uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
@@ -868,9 +815,6 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
int followerCount = 0; int followerCount = 0;
for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) { for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
auto follower = _fol.value(); auto follower = _fol.value();
ensureValidNPCType((int)follower["iNPCType"], settings::GRUNTWORKJSON);
auto tdFol = NPCManager::NPCData[(int)follower["iNPCType"]]; auto tdFol = NPCManager::NPCData[(int)follower["iNPCType"]];
Mob* tmpFol = new Mob((int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], leader["iAngle"], instanceID, follower["iNPCType"], tdFol, *nextId); Mob* tmpFol = new Mob((int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], leader["iAngle"], instanceID, follower["iNPCType"], tdFol, *nextId);
@@ -927,9 +871,10 @@ static void loadNPCs(json& npcData) {
npcID += NPC_ID_OFFSET; npcID += NPC_ID_OFFSET;
int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"]; int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
int type = (int)npc["iNPCType"]; int type = (int)npc["iNPCType"];
if (NPCManager::NPCData[type].is_null()) {
ensureValidNPCType(type, settings::NPCJSON); std::cout << "[WARN] NPC type " << type << " not found; skipping (json#" << _npc.key() << ")" << std::endl;
continue;
}
#ifdef ACADEMY #ifdef ACADEMY
// do not spawn NPCs in the future // do not spawn NPCs in the future
if (npc["iX"] > 512000 && npc["iY"] < 256000) if (npc["iX"] > 512000 && npc["iY"] < 256000)
@@ -971,9 +916,10 @@ static void loadMobs(json& npcData, int32_t* nextId) {
int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer
npcID += MOB_ID_OFFSET; npcID += MOB_ID_OFFSET;
int type = (int)npc["iNPCType"]; int type = (int)npc["iNPCType"];
if (NPCManager::NPCData[type].is_null()) {
ensureValidNPCType(type, settings::MOBJSON); std::cout << "[WARN] NPC type " << type << " not found; skipping (json#" << _npc.key() << ")" << std::endl;
continue;
}
auto td = NPCManager::NPCData[type]; auto td = NPCManager::NPCData[type];
uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"]; uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
@@ -1001,10 +947,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
for (json::iterator _group = groupData.begin(); _group != groupData.end(); _group++) { for (json::iterator _group = groupData.begin(); _group != groupData.end(); _group++) {
auto leader = _group.value(); auto leader = _group.value();
int leadID = std::strtol(_group.key().c_str(), nullptr, 10); // parse ID string to integer int leadID = std::strtol(_group.key().c_str(), nullptr, 10); // parse ID string to integer
leadID += MOB_GROUP_ID_OFFSET; leadID += MOB_GROUP_ID_OFFSET;
ensureValidNPCType(leader["iNPCType"], settings::MOBJSON);
auto td = NPCManager::NPCData[(int)leader["iNPCType"]]; auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"]; uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
auto followers = leader["aFollowers"]; auto followers = leader["aFollowers"];
@@ -1034,9 +977,6 @@ static void loadMobs(json& npcData, int32_t* nextId) {
int followerCount = 0; int followerCount = 0;
for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) { for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
auto follower = _fol.value(); auto follower = _fol.value();
ensureValidNPCType(follower["iNPCType"], settings::MOBJSON);
auto tdFol = NPCManager::NPCData[(int)follower["iNPCType"]]; auto tdFol = NPCManager::NPCData[(int)follower["iNPCType"]];
Mob* tmpFol = new Mob((int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], leader["iAngle"], instanceID, follower["iNPCType"], tdFol, *nextId); Mob* tmpFol = new Mob((int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], leader["iAngle"], instanceID, follower["iNPCType"], tdFol, *nextId);
@@ -1142,39 +1082,19 @@ void TableData::init() {
}; };
// load JSON data into tables // load JSON data into tables
std::ifstream fstream;
for (int i = 0; i < 7; i++) { for (int i = 0; i < 7; i++) {
std::pair<json*, std::string>& table = tables[i]; std::pair<json*, std::string>& table = tables[i];
fstream.open(settings::TDATADIR + "/" + table.second); // open file
// scope for fstream if (!fstream.fail()) {
{ fstream >> *table.first; // load file contents into table
std::ifstream fstream; } else {
fstream.open(settings::TDATADIR + "/" + table.second); // open file if (table.first != &gruntwork) { // gruntwork isn't critical
// did we fail to open the file?
if (fstream.fail()) {
// gruntwork isn't critical
if (table.first == &gruntwork)
continue;
std::cerr << "[FATAL] Critical tdata file missing: " << table.second << std::endl; std::cerr << "[FATAL] Critical tdata file missing: " << table.second << std::endl;
exit(1); exit(1);
} }
// is the file empty?
if (fstream.peek() == std::ifstream::traits_type::eof()) {
// tolerate empty gruntwork file
if (table.first == &gruntwork) {
std::cout << "[WARN] The gruntwork file is empty" << std::endl;
continue;
}
std::cerr << "[FATAL] Critical tdata file is empty: " << table.second << std::endl;
exit(1);
}
// load file contents into table
fstream >> *table.first;
} }
fstream.close();
// patching: load each patch directory specified in the config file // patching: load each patch directory specified in the config file
@@ -1189,11 +1109,11 @@ void TableData::init() {
std::string patchModuleName = *it; std::string patchModuleName = *it;
std::string patchFile = settings::PATCHDIR + patchModuleName + "/" + table.second; std::string patchFile = settings::PATCHDIR + patchModuleName + "/" + table.second;
try { try {
std::ifstream fstream;
fstream.open(patchFile); fstream.open(patchFile);
fstream >> patch; // load into temporary json object fstream >> patch; // load into temporary json object
std::cout << "[INFO] Patching " << patchFile << std::endl; std::cout << "[INFO] Patching " << patchFile << std::endl;
patchJSON(table.first, &patch); // patch patchJSON(table.first, &patch); // patch
fstream.close();
} catch (const std::exception& err) { } catch (const std::exception& err) {
// no-op // no-op
} }
@@ -1391,7 +1311,7 @@ void TableData::flush() {
targetIDs.push_back(tID); targetIDs.push_back(tID);
for (int32_t tType : path.targetTypes) for (int32_t tType : path.targetTypes)
targetTypes.push_back(tType); targetTypes.push_back(tType);
pathObj["iBaseSpeed"] = path.speed; pathObj["iBaseSpeed"] = path.speed;
pathObj["iTaskID"] = path.escortTaskID; pathObj["iTaskID"] = path.escortTaskID;
pathObj["bRelative"] = path.isRelative; pathObj["bRelative"] = path.isRelative;

View File

@@ -3,7 +3,6 @@
#include "servers/CNShardServer.hpp" #include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp" #include "PlayerManager.hpp"
#include "db/Database.hpp"
using namespace Trading; using namespace Trading;
@@ -186,36 +185,6 @@ static void tradeOfferRefusal(CNSocket* sock, CNPacketData* data) {
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL)); otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
} }
static void tradeOfferCancel(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_OFFER_CANCEL* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER_CANCEL*)data->buf;
CNSocket* otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER_CANCEL, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_CANCEL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_CANCEL));
}
static void tradeOfferAbort(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_OFFER_ABORT* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER_ABORT*)data->buf;
CNSocket* otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER_ABORT, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_ABORT, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_ABORT));
}
static void tradeConfirm(CNSocket* sock, CNPacketData* data) { static void tradeConfirm(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_CONFIRM* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM*)data->buf; sP_CL2FE_REQ_PC_TRADE_CONFIRM* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM*)data->buf;
@@ -303,8 +272,6 @@ static void tradeConfirm(CNSocket* sock, CNPacketData* data) {
otherSock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE); otherSock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return; return;
} }
Database::commitTrade(plr, plr2);
} }
static void tradeConfirmCancel(CNSocket* sock, CNPacketData* data) { static void tradeConfirmCancel(CNSocket* sock, CNPacketData* data) {
@@ -460,8 +427,6 @@ void Trading::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER, tradeOffer); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER, tradeOffer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT, tradeOfferAccept); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT, tradeOfferAccept);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL, tradeOfferRefusal); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL, tradeOfferRefusal);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_CANCEL, tradeOfferCancel);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ABORT, tradeOfferAbort);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM, tradeConfirm); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM, tradeConfirm);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL, tradeConfirmCancel); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL, tradeConfirmCancel);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_REGISTER, tradeRegisterItem); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_REGISTER, tradeRegisterItem);

View File

@@ -388,21 +388,8 @@ NPCPath* Transport::findApplicablePath(int32_t id, int32_t type, int taskID) {
void Transport::constructPathNPC(int32_t id, NPCPath* path) { void Transport::constructPathNPC(int32_t id, NPCPath* path) {
BaseNPC* npc = NPCManager::NPCs[id]; BaseNPC* npc = NPCManager::NPCs[id];
if (npc->kind == EntityKind::MOB)
if (npc->kind == EntityKind::MOB) { ((Mob*)(npc))->staticPath = true;
auto mob = (Mob*)npc;
mob->staticPath = true;
Vec3 firstPoint = path->points.front();
// Ensure that the first point coincides with the mob's spawn point.
if (mob->spawnX != firstPoint.x || mob->spawnY != firstPoint.y) {
std::cout << "[FATAL] The first point of the route for mob " << mob->id << " (type " << mob->type
<< ") does not correspond with its spawn point." << std::endl;
exit(1);
}
}
npc->loopingPath = path->isLoop; npc->loopingPath = path->isLoop;
// Interpolate // Interpolate

View File

@@ -6,9 +6,6 @@
#include "Items.hpp" #include "Items.hpp"
#include "Rand.hpp" #include "Rand.hpp"
// 7 days
#define VEHICLE_EXPIRY_DURATION 604800
using namespace Vendors; using namespace Vendors;
std::map<int32_t, std::vector<VendorListing>> Vendors::VendorTables; std::map<int32_t, std::vector<VendorListing>> Vendors::VendorTables;
@@ -61,8 +58,8 @@ static void vendorBuy(CNSocket* sock, CNPacketData* data) {
// if vehicle // if vehicle
if (req->Item.iType == 10) { if (req->Item.iType == 10) {
// set time limit: current time + expiry duration // set time limit: current time + 7days
req->Item.iTimeLimit = getTimestamp() + VEHICLE_EXPIRY_DURATION; req->Item.iTimeLimit = getTimestamp() + 604800;
} }
if (slot != req->iInvenSlotNum) { if (slot != req->iInvenSlotNum) {
@@ -232,20 +229,12 @@ static void vendorTable(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp); INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp);
for (int i = 0; i < (int)listings.size() && i < 20; i++) { // 20 is the max for (int i = 0; i < (int)listings.size() && i < 20; i++) { // 20 is the max
sItemBase base = {}; sItemBase base;
base.iID = listings[i].id; base.iID = listings[i].id;
base.iOpt = 0;
base.iTimeLimit = 0;
base.iType = listings[i].type; base.iType = listings[i].type;
/*
* Set vehicle expiry value.
*
* Note: sItemBase.iTimeLimit in the context of vendor listings contains
* a duration, unlike in most other contexts where it contains the
* expiration timestamp.
*/
if (listings[i].type == 10)
base.iTimeLimit = VEHICLE_EXPIRY_DURATION;
sItemVendor vItem; sItemVendor vItem;
vItem.item = base; vItem.item = base;
vItem.iSortNum = listings[i].sort; vItem.iSortNum = listings[i].sort;

View File

@@ -41,8 +41,7 @@ int CNSocketEncryption::xorData(uint8_t* buffer, uint8_t* key, int size) {
uint64_t CNSocketEncryption::createNewKey(uint64_t uTime, int32_t iv1, int32_t iv2) { uint64_t CNSocketEncryption::createNewKey(uint64_t uTime, int32_t iv1, int32_t iv2) {
uint64_t num = (uint64_t)(iv1 + 1); uint64_t num = (uint64_t)(iv1 + 1);
uint64_t num2 = (uint64_t)(iv2 + 1); uint64_t num2 = (uint64_t)(iv2 + 1);
uint64_t dEKey; uint64_t dEKey = (uint64_t)(*(uint64_t*)&defaultKey[0]);
memcpy(&dEKey, defaultKey, sizeof(dEKey));
return dEKey * (uTime * num * num2); return dEKey * (uTime * num * num2);
} }
@@ -66,7 +65,7 @@ CNPacketData::CNPacketData(void *b, uint32_t t, int l, int trnum, void *trs):
// ========================================================[[ CNSocket ]]======================================================== // ========================================================[[ CNSocket ]]========================================================
CNSocket::CNSocket(SOCKET s, struct sockaddr_in &addr, PacketHandler ph): sock(s), sockaddr(addr), pHandler(ph) { CNSocket::CNSocket(SOCKET s, struct sockaddr_in &addr, PacketHandler ph): sock(s), sockaddr(addr), pHandler(ph) {
memcpy(&EKey, CNSocketEncryption::defaultKey, sizeof(EKey)); EKey = (uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]);
} }
bool CNSocket::sendData(uint8_t* data, int size) { bool CNSocket::sendData(uint8_t* data, int size) {
@@ -110,11 +109,7 @@ bool CNSocket::isAlive() {
} }
void CNSocket::kill() { void CNSocket::kill() {
if (!alive)
return;
alive = false; alive = false;
#ifdef _WIN32 #ifdef _WIN32
shutdown(sock, SD_BOTH); shutdown(sock, SD_BOTH);
closesocket(sock); closesocket(sock);
@@ -246,10 +241,9 @@ void CNSocket::step() {
if (readSize <= 0) { if (readSize <= 0) {
// we aren't reading a packet yet, try to start looking for one // we aren't reading a packet yet, try to start looking for one
int recved = recv(sock, (buffer_t*)readBuffer, sizeof(int32_t), 0); int recved = recv(sock, (buffer_t*)readBuffer, sizeof(int32_t), 0);
if (recved >= 0 && recved < sizeof(int32_t)) { if (recved == 0) {
// too little data for readSize or the socket was closed normally (when 0 bytes were read) // the socket was closed normally
kill(); kill();
return;
} else if (!SOCKETERROR(recved)) { } else if (!SOCKETERROR(recved)) {
// we got our packet size!!!! // we got our packet size!!!!
readSize = *((int32_t*)readBuffer); readSize = *((int32_t*)readBuffer);
@@ -270,12 +264,11 @@ void CNSocket::step() {
} }
if (readSize > 0 && readBufferIndex < readSize) { if (readSize > 0 && readBufferIndex < readSize) {
// read until the end of the packet (or at least try to) // read until the end of the packet! (or at least try too)
int recved = recv(sock, (buffer_t*)(readBuffer + readBufferIndex), readSize - readBufferIndex, 0); int recved = recv(sock, (buffer_t*)(readBuffer + readBufferIndex), readSize - readBufferIndex, 0);
if (recved == 0) { if (recved == 0) {
// the socket was closed normally // the socket was closed normally
kill(); kill();
return;
} else if (!SOCKETERROR(recved)) } else if (!SOCKETERROR(recved))
readBufferIndex += recved; readBufferIndex += recved;
else if (OF_ERRNO != OF_EWOULD) { else if (OF_ERRNO != OF_EWOULD) {
@@ -418,9 +411,9 @@ void CNServer::addPollFD(SOCKET s) {
fds.push_back({s, POLLIN}); fds.push_back({s, POLLIN});
} }
void CNServer::removePollFD(int fd) { void CNServer::removePollFD(int i) {
auto it = fds.begin(); auto it = fds.begin();
while (it != fds.end() && it->fd != fd) while (it != fds.end() && it->fd != fds[i].fd)
it++; it++;
assert(it != fds.end()); assert(it != fds.end());
@@ -428,7 +421,7 @@ void CNServer::removePollFD(int fd) {
} }
void CNServer::start() { void CNServer::start() {
std::cout << "Starting " << serverType << " server at *:" << port << std::endl; std::cout << "Starting server at *:" << port << std::endl;
while (active) { while (active) {
// the timeout is to ensure shard timers are ticking // the timeout is to ensure shard timers are ticking
int n = poll(fds.data(), fds.size(), 50); int n = poll(fds.data(), fds.size(), 50);
@@ -465,7 +458,7 @@ void CNServer::start() {
if (!setSockNonblocking(sock, newConnectionSocket)) if (!setSockNonblocking(sock, newConnectionSocket))
continue; continue;
std::cout << "New " << serverType << " connection! " << inet_ntoa(address.sin_addr) << std::endl; std::cout << "New connection! " << inet_ntoa(address.sin_addr) << std::endl;
addPollFD(newConnectionSocket); addPollFD(newConnectionSocket);
@@ -480,15 +473,10 @@ void CNServer::start() {
} else { } else {
std::lock_guard<std::mutex> lock(activeCrit); // protect operations on connections std::lock_guard<std::mutex> lock(activeCrit); // protect operations on connections
// halt packet handling if server is shutting down
if (!active)
return;
// player sockets // player sockets
if (connections.find(fds[i].fd) == connections.end()) { if (connections.find(fds[i].fd) == connections.end()) {
std::cout << "[FATAL] Event on non-existent socket: " << fds[i].fd << std::endl; std::cout << "[WARN] Event on non-existant socket?" << std::endl;
assert(0); continue; // just to be safe
/* not reached */
} }
CNSocket* cSock = connections[fds[i].fd]; CNSocket* cSock = connections[fds[i].fd];
@@ -497,29 +485,22 @@ void CNServer::start() {
if (fds[i].revents & ~POLLIN) if (fds[i].revents & ~POLLIN)
cSock->kill(); cSock->kill();
if (cSock->isAlive()) if (cSock->isAlive()) {
cSock->step(); cSock->step();
} else {
killConnection(cSock);
connections.erase(fds[i].fd);
delete cSock;
removePollFD(i);
// a new entry was moved to this position, so we check it again
i--;
}
} }
} }
onStep(); onStep();
// clean up dead connection sockets
auto it = connections.begin();
while (it != connections.end()) {
CNSocket *cSock = it->second;
if (!cSock->isAlive()) {
killConnection(cSock);
it = connections.erase(it);
removePollFD(cSock->sock);
delete cSock;
} else {
it++;
}
}
} }
} }

View File

@@ -95,14 +95,14 @@ inline constexpr bool isOutboundPacketID(uint32_t id) {
// for outbound packets // for outbound packets
inline constexpr bool validOutVarPacket(size_t base, size_t npayloads, size_t plsize) { inline constexpr bool validOutVarPacket(size_t base, size_t npayloads, size_t plsize) {
// check for multiplication overflow // check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BODY_SIZE) / (size_t)npayloads < plsize) if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
return false; return false;
// it's safe to multiply // it's safe to multiply
size_t trailing = npayloads * plsize; size_t trailing = npayloads * plsize;
// does it fit in a packet? // does it fit in a packet?
if (base + trailing > CN_PACKET_BODY_SIZE) if (base + trailing > CN_PACKET_BUFFER_SIZE - 8)
return false; return false;
// everything is a-ok! // everything is a-ok!
@@ -112,14 +112,14 @@ inline constexpr bool validOutVarPacket(size_t base, size_t npayloads, size_t pl
// for inbound packets // for inbound packets
inline constexpr bool validInVarPacket(size_t base, size_t npayloads, size_t plsize, size_t datasize) { inline constexpr bool validInVarPacket(size_t base, size_t npayloads, size_t plsize, size_t datasize) {
// check for multiplication overflow // check for multiplication overflow
if (npayloads > 0 && CN_PACKET_BODY_SIZE / (size_t)npayloads < plsize) if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
return false; return false;
// it's safe to multiply // it's safe to multiply
size_t trailing = npayloads * plsize; size_t trailing = npayloads * plsize;
// make sure size is exact // make sure size is exact
// datasize has already been validated against CN_PACKET_BODY_SIZE // datasize has already been validated against CN_PACKET_BUFFER_SIZE
if (datasize != base + trailing) if (datasize != base + trailing)
return false; return false;
@@ -230,7 +230,6 @@ protected:
const size_t STARTFDSCOUNT = 8; // number of initial PollFD slots const size_t STARTFDSCOUNT = 8; // number of initial PollFD slots
std::vector<PollFD> fds; std::vector<PollFD> fds;
std::string serverType = "invalid";
SOCKET sock; SOCKET sock;
uint16_t port; uint16_t port;
socklen_t addressSize; socklen_t addressSize;

View File

@@ -32,7 +32,7 @@ void CNShared::pruneLoginMetadata(CNServer *serv, time_t currTime) {
auto& sk = it->first; auto& sk = it->first;
auto& lm = it->second; auto& lm = it->second;
if (currTime > lm->timestamp + CNSHARED_TIMEOUT) { if (lm->timestamp + CNSHARED_TIMEOUT > currTime) {
std::cout << "[WARN] Pruning hung connection attempt" << std::endl; std::cout << "[WARN] Pruning hung connection attempt" << std::endl;
// deallocate object and remove map entry // deallocate object and remove map entry

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@@ -11,14 +11,14 @@
#include "Player.hpp" #include "Player.hpp"
/* /*
* Connecions time out after 5 minutes, checked every 30 seconds. * Connecions time out after 15 minutes, checked every 30 seconds.
*/ */
#define CNSHARED_TIMEOUT 300000 #define CNSHARED_TIMEOUT 900000
#define CNSHARED_PERIOD 30000 #define CNSHARED_PERIOD 30000
struct LoginMetadata { struct LoginMetadata {
uint64_t FEKey; uint64_t FEKey;
int32_t playerId; Player plr;
time_t timestamp; time_t timestamp;
}; };

View File

@@ -29,8 +29,8 @@
#define INITSTRUCT(T, x) T x; \ #define INITSTRUCT(T, x) T x; \
memset(&x, 0, sizeof(T)); memset(&x, 0, sizeof(T));
#define INITVARPACKET(_buf, _Pkt, _pkt, _Trailer, _trailer) uint8_t _buf[CN_PACKET_BODY_SIZE]; \ #define INITVARPACKET(_buf, _Pkt, _pkt, _Trailer, _trailer) uint8_t _buf[CN_PACKET_BUFFER_SIZE]; \
memset(&_buf, 0, CN_PACKET_BODY_SIZE); \ memset(&_buf, 0, CN_PACKET_BUFFER_SIZE); \
auto _pkt = (_Pkt*)_buf; \ auto _pkt = (_Pkt*)_buf; \
auto _trailer = (_Trailer*)(_pkt + 1); auto _trailer = (_Trailer*)(_pkt + 1);
@@ -40,7 +40,6 @@
// wrapper for U16toU8 // wrapper for U16toU8
#define ARRLEN(x) (sizeof(x)/sizeof(*x)) #define ARRLEN(x) (sizeof(x)/sizeof(*x))
#define AUTOU8(x) std::string((char*)x, ARRLEN(x))
#define AUTOU16TOU8(x) U16toU8(x, ARRLEN(x)) #define AUTOU16TOU8(x) U16toU8(x, ARRLEN(x))
// TODO: rewrite U16toU8 & U8toU16 to not use codecvt // TODO: rewrite U16toU8 & U8toU16 to not use codecvt
@@ -49,18 +48,15 @@ std::string U16toU8(char16_t* src, size_t max);
size_t U8toU16(std::string src, char16_t* des, size_t max); // returns number of char16_t that was written at des size_t U8toU16(std::string src, char16_t* des, size_t max); // returns number of char16_t that was written at des
time_t getTime(); time_t getTime();
time_t getTimestamp(); time_t getTimestamp();
int timingSafeStrcmp(const char* a, const char* b);
void terminate(int); void terminate(int);
// The PROTOCOL_VERSION definition can be defined by the build system. // The PROTOCOL_VERSION definition is defined by the build system.
#if !defined(PROTOCOL_VERSION) #if !defined(PROTOCOL_VERSION)
#define PROTOCOL_VERSION 104
#endif
#if PROTOCOL_VERSION == 104
#include "structs/0104.hpp" #include "structs/0104.hpp"
#elif PROTOCOL_VERSION == 728 #elif PROTOCOL_VERSION == 728
#include "structs/0728.hpp" #include "structs/0728.hpp"
#elif PROTOCOL_VERSION == 104
#include "structs/0104.hpp"
#elif PROTOCOL_VERSION == 1013 #elif PROTOCOL_VERSION == 1013
#include "structs/1013.hpp" #include "structs/1013.hpp"
#else #else

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@@ -1,8 +1,6 @@
/* enum definitions from the client */ /* enum definitions from the client */
#pragma once #pragma once
#include "core/CNStructs.hpp"
// floats // floats
const float VALUE_BATTERY_EMPTY_PENALTY = 0.5f; const float VALUE_BATTERY_EMPTY_PENALTY = 0.5f;
const float CN_EP_RANK_1 = 0.8f; const float CN_EP_RANK_1 = 0.8f;
@@ -48,8 +46,49 @@ enum class ePCRegenType {
End End
}; };
// nano power flags // nano powers
enum { enum {
EST_NONE = 0,
EST_DAMAGE = 1,
EST_HEAL_HP = 2,
EST_KNOCKDOWN = 3,
EST_SLEEP = 4,
EST_SNARE = 5,
EST_HEAL_STAMINA = 6,
EST_STAMINA_SELF = 7,
EST_STUN = 8,
EST_WEAPONSLOW = 9,
EST_JUMP = 10,
EST_RUN = 11,
EST_STEALTH = 12,
EST_SWIM = 13,
EST_MINIMAPENEMY = 14,
EST_MINIMAPTRESURE = 15,
EST_PHOENIX = 16,
EST_PROTECTBATTERY = 17,
EST_PROTECTINFECTION = 18,
EST_REWARDBLOB = 19,
EST_REWARDCASH = 20,
EST_BATTERYDRAIN = 21,
EST_CORRUPTIONATTACK = 22,
EST_INFECTIONDAMAGE = 23,
EST_KNOCKBACK = 24,
EST_FREEDOM = 25,
EST_PHOENIX_GROUP = 26,
EST_RECALL = 27,
EST_RECALL_GROUP = 28,
EST_RETROROCKET_SELF = 29,
EST_BLOODSUCKING = 30,
EST_BOUNDINGBALL = 31,
EST_INVULNERABLE = 32,
EST_NANOSTIMPAK = 33,
EST_RETURNHOMEHEAL = 34,
EST_BUFFHEAL = 35,
EST_EXTRABANK = 36,
EST__END = 37,
EST_CORRUPTIONATTACKWIN = 38,
EST_CORRUPTIONATTACKLOSE = 39,
ECSB_NONE = 0, ECSB_NONE = 0,
ECSB_UP_MOVE_SPEED = 1, ECSB_UP_MOVE_SPEED = 1,
ECSB_UP_SWIM_SPEED = 2, ECSB_UP_SWIM_SPEED = 2,
@@ -412,13 +451,7 @@ enum {
SEND_ANYCAST_NEW = 3, SEND_ANYCAST_NEW = 3,
SEND_BROADCAST = 4, SEND_BROADCAST = 4,
#if PROTOCOL_VERSION == 728
CN_PACKET_BUFFER_SIZE = 8192,
#elif PROTOCOL_VERSION == 1013
CN_PACKET_BUFFER_SIZE = 8192,
#else
CN_PACKET_BUFFER_SIZE = 4096, CN_PACKET_BUFFER_SIZE = 4096,
#endif
P_CL2LS_REQ_LOGIN = 0x12000001, // 301989889 P_CL2LS_REQ_LOGIN = 0x12000001, // 301989889
P_CL2LS_REQ_CHECK_CHAR_NAME = 0x12000002, // 301989890 P_CL2LS_REQ_CHECK_CHAR_NAME = 0x12000002, // 301989890
@@ -942,8 +975,3 @@ enum {
N_PACKETS = N_CL2LS + N_CL2FE + N_FE2CL + N_LS2CL N_PACKETS = N_CL2LS + N_CL2FE + N_FE2CL + N_LS2CL
}; };
/*
* Usable space in the packet buffer = CN_PACKET_BUFFER_SIZE - type - size
*/
constexpr size_t CN_PACKET_BODY_SIZE = CN_PACKET_BUFFER_SIZE - 2 * sizeof(int32_t);

View File

@@ -235,7 +235,7 @@ std::map<uint32_t, PacketDesc> Packets::packets = {
PACKET(P_FE2CL_REP_PC_EXIT_FAIL), PACKET(P_FE2CL_REP_PC_EXIT_FAIL),
PACKET(P_FE2CL_REP_PC_EXIT_SUCC), PACKET(P_FE2CL_REP_PC_EXIT_SUCC),
PACKET(P_FE2CL_PC_EXIT), PACKET(P_FE2CL_PC_EXIT),
VAR_PACKET(P_FE2CL_PC_AROUND, iPCCnt, sPCAppearanceData), PACKET(P_FE2CL_PC_AROUND),
PACKET(P_FE2CL_PC_MOVE), PACKET(P_FE2CL_PC_MOVE),
PACKET(P_FE2CL_PC_STOP), PACKET(P_FE2CL_PC_STOP),
PACKET(P_FE2CL_PC_JUMP), PACKET(P_FE2CL_PC_JUMP),
@@ -243,9 +243,9 @@ std::map<uint32_t, PacketDesc> Packets::packets = {
PACKET(P_FE2CL_NPC_EXIT), PACKET(P_FE2CL_NPC_EXIT),
PACKET(P_FE2CL_NPC_MOVE), PACKET(P_FE2CL_NPC_MOVE),
PACKET(P_FE2CL_NPC_NEW), PACKET(P_FE2CL_NPC_NEW),
VAR_PACKET(P_FE2CL_NPC_AROUND, iNPCCnt, sNPCAppearanceData), PACKET(P_FE2CL_NPC_AROUND),
VAR_PACKET(P_FE2CL_AROUND_DEL_PC, iPCCnt, int32_t), PACKET(P_FE2CL_AROUND_DEL_PC),
VAR_PACKET(P_FE2CL_AROUND_DEL_NPC, iNPCCnt, int32_t), PACKET(P_FE2CL_AROUND_DEL_NPC),
PACKET(P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC), PACKET(P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC),
PACKET(P_FE2CL_REP_SEND_FREECHAT_MESSAGE_FAIL), PACKET(P_FE2CL_REP_SEND_FREECHAT_MESSAGE_FAIL),
VAR_PACKET(P_FE2CL_PC_ATTACK_NPCs_SUCC, iNPCCnt, sAttackResult), VAR_PACKET(P_FE2CL_PC_ATTACK_NPCs_SUCC, iNPCCnt, sAttackResult),
@@ -387,8 +387,8 @@ std::map<uint32_t, PacketDesc> Packets::packets = {
PACKET(P_FE2CL_TRANSPORTATION_EXIT), PACKET(P_FE2CL_TRANSPORTATION_EXIT),
PACKET(P_FE2CL_TRANSPORTATION_MOVE), PACKET(P_FE2CL_TRANSPORTATION_MOVE),
PACKET(P_FE2CL_TRANSPORTATION_NEW), PACKET(P_FE2CL_TRANSPORTATION_NEW),
VAR_PACKET(P_FE2CL_TRANSPORTATION_AROUND, iCnt, sTransportationAppearanceData), PACKET(P_FE2CL_TRANSPORTATION_AROUND),
VAR_PACKET(P_FE2CL_AROUND_DEL_TRANSPORTATION, iCnt, int32_t), PACKET(P_FE2CL_AROUND_DEL_TRANSPORTATION),
PACKET(P_FE2CL_REP_EP_RANK_LIST), PACKET(P_FE2CL_REP_EP_RANK_LIST),
PACKET(P_FE2CL_REP_EP_RANK_DETAIL), PACKET(P_FE2CL_REP_EP_RANK_DETAIL),
PACKET(P_FE2CL_REP_EP_RANK_PC_INFO), PACKET(P_FE2CL_REP_EP_RANK_PC_INFO),
@@ -404,8 +404,8 @@ std::map<uint32_t, PacketDesc> Packets::packets = {
PACKET(P_FE2CL_SHINY_ENTER), PACKET(P_FE2CL_SHINY_ENTER),
PACKET(P_FE2CL_SHINY_EXIT), PACKET(P_FE2CL_SHINY_EXIT),
PACKET(P_FE2CL_SHINY_NEW), PACKET(P_FE2CL_SHINY_NEW),
VAR_PACKET(P_FE2CL_SHINY_AROUND, iShinyCnt, sShinyAppearanceData), PACKET(P_FE2CL_SHINY_AROUND),
VAR_PACKET(P_FE2CL_AROUND_DEL_SHINY, iShinyCnt, int32_t), PACKET(P_FE2CL_AROUND_DEL_SHINY),
PACKET(P_FE2CL_REP_SHINY_PICKUP_FAIL), PACKET(P_FE2CL_REP_SHINY_PICKUP_FAIL),
PACKET(P_FE2CL_REP_SHINY_PICKUP_SUCC), PACKET(P_FE2CL_REP_SHINY_PICKUP_SUCC),
PACKET(P_FE2CL_PC_MOVETRANSPORTATION), PACKET(P_FE2CL_PC_MOVETRANSPORTATION),

View File

@@ -5,7 +5,7 @@
#include <string> #include <string>
#include <vector> #include <vector>
#define DATABASE_VERSION 6 #define DATABASE_VERSION 4
namespace Database { namespace Database {
@@ -41,35 +41,24 @@ namespace Database {
uint64_t Timestamp; uint64_t Timestamp;
}; };
void init();
void open(); void open();
void close(); void close();
void findAccount(Account* account, std::string login); void findAccount(Account* account, std::string login);
// returns ID, 0 if something failed
// return ID, 0 if something failed
int getAccountIdForPlayer(int playerId);
int addAccount(std::string login, std::string password); int addAccount(std::string login, std::string password);
void updateAccountLevel(int accountId, int accountLevel);
// return true if cookie is valid for the account.
// invalidates the stored cookie afterwards
bool checkCookie(int accountId, const char *cookie);
void refreshCookie(int accountId, int durationSec);
// interface for the /ban command // interface for the /ban command
bool banPlayer(int playerId, std::string& reason); bool banPlayer(int playerId, std::string& reason);
bool unbanPlayer(int playerId); bool unbanPlayer(int playerId);
void updateSelected(int accountId, int slot); void updateSelected(int accountId, int playerId);
void updateSelectedByPlayerId(int accountId, int playerId);
bool validateCharacter(int characterID, int userID); bool validateCharacter(int characterID, int userID);
bool isNameFree(std::string firstName, std::string lastName); bool isNameFree(std::string firstName, std::string lastName);
bool isSlotFree(int accountId, int slotNum); bool isSlotFree(int accountId, int slotNum);
/// returns ID, 0 if something failed /// returns ID, 0 if something failed
int createCharacter(int slot, int accountId, const char* firstName, const char* lastName, int nameCheck); int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID);
/// returns true if query succeeded /// returns true if query succeeded
bool finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId); bool finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId);
/// returns true if query succeeded /// returns true if query succeeded
@@ -85,13 +74,11 @@ namespace Database {
}; };
void evaluateCustomName(int characterID, CustomName decision); void evaluateCustomName(int characterID, CustomName decision);
/// returns true if query succeeded /// returns true if query succeeded
bool changeName(int playerId, int accountId, const char* firstName, const char* lastName, int nameCheck); bool changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId);
// getting players // getting players
void getPlayer(Player* plr, int id); void getPlayer(Player* plr, int id);
bool _updatePlayer(Player *player);
void updatePlayer(Player *player); void updatePlayer(Player *player);
void commitTrade(Player *plr1, Player *plr2);
// buddies // buddies
int getNumBuddies(Player* player); int getNumBuddies(Player* player);
@@ -111,7 +98,7 @@ namespace Database {
void deleteEmailAttachments(int playerID, int index, int slot); void deleteEmailAttachments(int playerID, int index, int slot);
void deleteEmails(int playerID, int64_t* indices); void deleteEmails(int playerID, int64_t* indices);
int getNextEmailIndex(int playerID); int getNextEmailIndex(int playerID);
bool sendEmail(EmailData* data, std::vector<sItemBase> attachments, Player *sender); bool sendEmail(EmailData* data, std::vector<sItemBase> attachments);
// racing // racing
RaceRanking getTopRaceRanking(int epID, int playerID); RaceRanking getTopRaceRanking(int epID, int playerID);

View File

@@ -152,8 +152,7 @@ void Database::updateEmailContent(EmailData* data) {
sqlite3_step(stmt); sqlite3_step(stmt);
int attachmentsCount = sqlite3_column_int(stmt, 0); int attachmentsCount = sqlite3_column_int(stmt, 0);
// set attachment flag dynamically data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0; // set attachment flag dynamically
data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0;
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
@@ -266,7 +265,7 @@ int Database::getNextEmailIndex(int playerID) {
return (index > 0 ? index + 1 : 1); return (index > 0 ? index + 1 : 1);
} }
bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments, Player *sender) { bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
std::lock_guard<std::mutex> lock(dbCrit); std::lock_guard<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
@@ -331,13 +330,6 @@ bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments, Pl
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
if (!_updatePlayer(sender)) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
return false;
}
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
return true; return true;
} }

View File

@@ -226,31 +226,17 @@ static void createTables() {
static int getTableSize(std::string tableName) { static int getTableSize(std::string tableName) {
std::lock_guard<std::mutex> lock(dbCrit); // XXX std::lock_guard<std::mutex> lock(dbCrit); // XXX
// you aren't allowed to bind the table name const char* sql = "SELECT COUNT(*) FROM ?";
const char* sql = "SELECT COUNT(*) FROM ";
tableName.insert(0, sql);
sqlite3_stmt* stmt; sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, tableName.c_str(), -1, &stmt, NULL); sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_text(stmt, 1, tableName.c_str(), -1, NULL);
sqlite3_step(stmt); sqlite3_step(stmt);
int result = sqlite3_column_int(stmt, 0); int result = sqlite3_column_int(stmt, 0);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return result; return result;
} }
void Database::init() {
std::cout << "[INFO] Built with libsqlite " SQLITE_VERSION << std::endl;
if (sqlite3_libversion_number() != SQLITE_VERSION_NUMBER)
std::cout << "[INFO] Using libsqlite " << std::string(sqlite3_libversion()) << std::endl;
if (sqlite3_libversion_number() < MIN_SUPPORTED_SQLITE_NUMBER) {
std::cerr << "[FATAL] Runtime sqlite version too old. Minimum compatible version: " MIN_SUPPORTED_SQLITE << std::endl;
exit(1);
}
}
void Database::open() { void Database::open() {
// XXX: move locks here // XXX: move locks here
int rc = sqlite3_open(settings::DBPATH.c_str(), &db); int rc = sqlite3_open(settings::DBPATH.c_str(), &db);
if (rc != SQLITE_OK) { if (rc != SQLITE_OK) {
@@ -267,17 +253,17 @@ void Database::open() {
checkMetaTable(); checkMetaTable();
createTables(); createTables();
std::cout << "[INFO] Database in operation"; std::cout << "[INFO] Database in operation ";
int accounts = getTableSize("Accounts"); int accounts = getTableSize("Accounts");
int players = getTableSize("Players"); int players = getTableSize("Players");
std::string message = ""; std::string message = "";
if (accounts > 0) { if (accounts > 0) {
message += ": Found " + std::to_string(accounts) + " account"; message += ": Found " + std::to_string(accounts) + " Account";
if (accounts > 1) if (accounts > 1)
message += "s"; message += "s";
} }
if (players > 0) { if (players > 0) {
message += " and " + std::to_string(players) + " player"; message += " and " + std::to_string(players) + " Player Character";
if (players > 1) if (players > 1)
message += "s"; message += "s";
} }

View File

@@ -3,15 +3,6 @@
#include "db/Database.hpp" #include "db/Database.hpp"
#include <sqlite3.h> #include <sqlite3.h>
#define MIN_SUPPORTED_SQLITE_NUMBER 3033000
#define MIN_SUPPORTED_SQLITE "3.33.0"
// we can't use this in #error, since it doesn't expand macros
// Compile-time libsqlite version check
#if SQLITE_VERSION_NUMBER < MIN_SUPPORTED_SQLITE_NUMBER
#error libsqlite version too old. Minimum compatible version: 3.33.0
#endif
extern std::mutex dbCrit; extern std::mutex dbCrit;
extern sqlite3 *db; extern sqlite3 *db;

View File

@@ -1,9 +1,5 @@
#include "core/CNStructs.hpp"
#include "db/internal.hpp" #include "db/internal.hpp"
#include "servers/CNLoginServer.hpp"
#include "bcrypt/BCrypt.hpp" #include "bcrypt/BCrypt.hpp"
void Database::findAccount(Account* account, std::string login) { void Database::findAccount(Account* account, std::string login) {
@@ -31,32 +27,6 @@ void Database::findAccount(Account* account, std::string login) {
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
} }
int Database::getAccountIdForPlayer(int playerId) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
SELECT AccountID
FROM Players
WHERE PlayerID = ?
LIMIT 1;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, playerId);
int rc = sqlite3_step(stmt);
if (rc != SQLITE_ROW) {
std::cout << "[WARN] Database: couldn't get account id for player " << playerId << std::endl;
sqlite3_finalize(stmt);
return 0;
}
int accountId = sqlite3_column_int(stmt, 0);
sqlite3_finalize(stmt);
return accountId;
}
int Database::addAccount(std::string login, std::string password) { int Database::addAccount(std::string login, std::string password) {
std::lock_guard<std::mutex> lock(dbCrit); std::lock_guard<std::mutex> lock(dbCrit);
@@ -82,98 +52,6 @@ int Database::addAccount(std::string login, std::string password) {
return sqlite3_last_insert_rowid(db); return sqlite3_last_insert_rowid(db);
} }
void Database::updateAccountLevel(int accountId, int accountLevel) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
UPDATE Accounts SET
AccountLevel = ?
WHERE AccountID = ?;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, accountLevel);
sqlite3_bind_int(stmt, 2, accountId);
int rc = sqlite3_step(stmt);
if (rc != SQLITE_DONE)
std::cout << "[WARN] Database fail on updateAccountLevel(): " << sqlite3_errmsg(db) << std::endl;
sqlite3_finalize(stmt);
}
bool Database::checkCookie(int accountId, const char *tryCookie) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql_get = R"(
SELECT Cookie
FROM Auth
WHERE AccountID = ? AND Expires > ?;
)";
const char* sql_invalidate = R"(
UPDATE Auth
SET Expires = 0
WHERE AccountID = ?;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql_get, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, accountId);
sqlite3_bind_int(stmt, 2, getTimestamp());
int rc = sqlite3_step(stmt);
if (rc != SQLITE_ROW) {
sqlite3_finalize(stmt);
return false;
}
const char *cookie = reinterpret_cast<const char*>(sqlite3_column_text(stmt, 0));
if (strlen(cookie) != strlen(tryCookie)) {
sqlite3_finalize(stmt);
return false;
}
bool match = (timingSafeStrcmp(cookie, tryCookie) == 0);
sqlite3_finalize(stmt);
/*
* Only invalidate the cookie if it was correct. This prevents
* replay attacks without enabling DOS attacks on accounts.
*/
if (match) {
sqlite3_prepare_v2(db, sql_invalidate, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, accountId);
rc = sqlite3_step(stmt);
sqlite3_finalize(stmt);
if (rc != SQLITE_DONE)
std::cout << "[WARN] Database fail on checkCookie(): " << sqlite3_errmsg(db) << std::endl;
}
return match;
}
void Database::refreshCookie(int accountId, int durationSec) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
UPDATE Auth
SET Expires = ?
WHERE AccountID = ?;
)";
int expires = getTimestamp() + durationSec;
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, expires);
sqlite3_bind_int(stmt, 2, accountId);
int rc = sqlite3_step(stmt);
sqlite3_finalize(stmt);
if (rc != SQLITE_DONE)
std::cout << "[WARN] Database fail on refreshCookie(): " << sqlite3_errmsg(db) << std::endl;
}
void Database::updateSelected(int accountId, int slot) { void Database::updateSelected(int accountId, int slot) {
std::lock_guard<std::mutex> lock(dbCrit); std::lock_guard<std::mutex> lock(dbCrit);
@@ -201,29 +79,6 @@ void Database::updateSelected(int accountId, int slot) {
std::cout << "[WARN] Database fail on updateSelected(): " << sqlite3_errmsg(db) << std::endl; std::cout << "[WARN] Database fail on updateSelected(): " << sqlite3_errmsg(db) << std::endl;
} }
void Database::updateSelectedByPlayerId(int accountId, int32_t playerId) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
UPDATE Accounts SET
Selected = p.Slot,
LastLogin = (strftime('%s', 'now'))
FROM (SELECT Slot From Players WHERE PlayerId = ?) AS p
WHERE AccountID = ?;
)";
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, playerId);
sqlite3_bind_int(stmt, 2, accountId);
int rc = sqlite3_step(stmt);
sqlite3_finalize(stmt);
if (rc != SQLITE_DONE)
std::cout << "[WARN] Database fail on updateSelectedByPlayerId(): " << sqlite3_errmsg(db) << std::endl;
}
bool Database::validateCharacter(int characterID, int userID) { bool Database::validateCharacter(int characterID, int userID) {
std::lock_guard<std::mutex> lock(dbCrit); std::lock_guard<std::mutex> lock(dbCrit);
@@ -293,7 +148,7 @@ bool Database::isSlotFree(int accountId, int slotNum) {
return result; return result;
} }
int Database::createCharacter(int slot, int accountId, const char* firstName, const char* lastName, int nameCheck) { int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) {
std::lock_guard<std::mutex> lock(dbCrit); std::lock_guard<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
@@ -306,17 +161,22 @@ int Database::createCharacter(int slot, int accountId, const char* firstName, co
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?); VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
)"; )";
sqlite3_stmt* stmt; sqlite3_stmt* stmt;
std::string firstName = AUTOU16TOU8(save->szFirstName);
std::string lastName = AUTOU16TOU8(save->szLastName);
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, accountId); sqlite3_bind_int(stmt, 1, AccountID);
sqlite3_bind_int(stmt, 2, slot); sqlite3_bind_int(stmt, 2, save->iSlotNum);
sqlite3_bind_text(stmt, 3, firstName, -1, NULL); sqlite3_bind_text(stmt, 3, firstName.c_str(), -1, NULL);
sqlite3_bind_text(stmt, 4, lastName, -1, NULL); sqlite3_bind_text(stmt, 4, lastName.c_str(), -1, NULL);
sqlite3_bind_int(stmt, 5, settings::SPAWN_X); sqlite3_bind_int(stmt, 5, settings::SPAWN_X);
sqlite3_bind_int(stmt, 6, settings::SPAWN_Y); sqlite3_bind_int(stmt, 6, settings::SPAWN_Y);
sqlite3_bind_int(stmt, 7, settings::SPAWN_Z); sqlite3_bind_int(stmt, 7, settings::SPAWN_Z);
sqlite3_bind_int(stmt, 8, settings::SPAWN_ANGLE); sqlite3_bind_int(stmt, 8, settings::SPAWN_ANGLE);
sqlite3_bind_int(stmt, 9, PC_MAXHEALTH(1)); sqlite3_bind_int(stmt, 9, PC_MAXHEALTH(1));
// if FNCode isn't 0, it's a wheel name
int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0;
sqlite3_bind_int(stmt, 10, nameCheck); sqlite3_bind_int(stmt, 10, nameCheck);
// blobs // blobs
@@ -645,7 +505,7 @@ void Database::evaluateCustomName(int characterID, CustomName decision) {
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
} }
bool Database::changeName(int playerId, int accountId, const char* firstName, const char* lastName, int nameCheck) { bool Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId) {
std::lock_guard<std::mutex> lock(dbCrit); std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"( const char* sql = R"(
@@ -659,10 +519,15 @@ bool Database::changeName(int playerId, int accountId, const char* firstName, co
sqlite3_stmt* stmt; sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_text(stmt, 1, firstName, -1, NULL); std::string firstName = AUTOU16TOU8(save->szFirstName);
sqlite3_bind_text(stmt, 2, lastName, -1, NULL); std::string lastName = AUTOU16TOU8(save->szLastName);
sqlite3_bind_text(stmt, 1, firstName.c_str(), -1, NULL);
sqlite3_bind_text(stmt, 2, lastName.c_str(), -1, NULL);
// if FNCode isn't 0, it's a wheel name
int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0;
sqlite3_bind_int(stmt, 3, nameCheck); sqlite3_bind_int(stmt, 3, nameCheck);
sqlite3_bind_int(stmt, 4, playerId); sqlite3_bind_int(stmt, 4, save->iPCUID);
sqlite3_bind_int(stmt, 5, accountId); sqlite3_bind_int(stmt, 5, accountId);
int rc = sqlite3_step(stmt); int rc = sqlite3_step(stmt);

View File

@@ -285,13 +285,11 @@ void Database::getPlayer(Player* plr, int id) {
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
} }
/* void Database::updatePlayer(Player *player) {
* Low-level function to save a player to DB. std::lock_guard<std::mutex> lock(dbCrit);
* Must be run in a SQL transaction and with dbCrit locked.
* The caller manages the transacstion, so if this function returns false, sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
* the caller must roll it back.
*/
bool Database::_updatePlayer(Player *player) {
const char* sql = R"( const char* sql = R"(
UPDATE Players UPDATE Players
SET SET
@@ -338,8 +336,10 @@ bool Database::_updatePlayer(Player *player) {
sqlite3_bind_int(stmt, 21, player->iID); sqlite3_bind_int(stmt, 21, player->iID);
if (sqlite3_step(stmt) != SQLITE_DONE) { if (sqlite3_step(stmt) != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
return;
} }
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
@@ -375,8 +375,10 @@ bool Database::_updatePlayer(Player *player) {
rc = sqlite3_step(stmt); rc = sqlite3_step(stmt);
if (rc != SQLITE_DONE) { if (rc != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; return;
} }
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
@@ -393,8 +395,10 @@ bool Database::_updatePlayer(Player *player) {
sqlite3_bind_int(stmt, 6, player->Inven[i].iTimeLimit); sqlite3_bind_int(stmt, 6, player->Inven[i].iTimeLimit);
if (sqlite3_step(stmt) != SQLITE_DONE) { if (sqlite3_step(stmt) != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; return;
} }
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
@@ -411,8 +415,10 @@ bool Database::_updatePlayer(Player *player) {
sqlite3_bind_int(stmt, 6, player->Bank[i].iTimeLimit); sqlite3_bind_int(stmt, 6, player->Bank[i].iTimeLimit);
if (sqlite3_step(stmt) != SQLITE_DONE) { if (sqlite3_step(stmt) != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; return;
} }
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
@@ -445,8 +451,10 @@ bool Database::_updatePlayer(Player *player) {
sqlite3_bind_int(stmt, 4, player->QInven[i].iID); sqlite3_bind_int(stmt, 4, player->QInven[i].iID);
if (sqlite3_step(stmt) != SQLITE_DONE) { if (sqlite3_step(stmt) != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; return;
} }
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
@@ -479,8 +487,10 @@ bool Database::_updatePlayer(Player *player) {
sqlite3_bind_int(stmt, 4, player->Nanos[i].iStamina); sqlite3_bind_int(stmt, 4, player->Nanos[i].iStamina);
if (sqlite3_step(stmt) != SQLITE_DONE) { if (sqlite3_step(stmt) != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; return;
} }
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
@@ -514,47 +524,14 @@ bool Database::_updatePlayer(Player *player) {
sqlite3_bind_int(stmt, 5, player->RemainingNPCCount[i][2]); sqlite3_bind_int(stmt, 5, player->RemainingNPCCount[i][2]);
if (sqlite3_step(stmt) != SQLITE_DONE) { if (sqlite3_step(stmt) != SQLITE_DONE) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return false; return;
} }
sqlite3_reset(stmt); sqlite3_reset(stmt);
} }
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
sqlite3_finalize(stmt); sqlite3_finalize(stmt);
return true;
}
void Database::updatePlayer(Player *player) {
std::lock_guard<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
if (!_updatePlayer(player)) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
return;
}
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
}
void Database::commitTrade(Player *plr1, Player *plr2) {
std::lock_guard<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
if (!_updatePlayer(plr1)) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
return;
}
if (!_updatePlayer(plr2)) {
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
return;
}
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
} }

View File

@@ -208,8 +208,6 @@ void Database::addBlock(int playerId, int blockedPlayerId) {
} }
void Database::removeBlock(int playerId, int blockedPlayerId) { void Database::removeBlock(int playerId, int blockedPlayerId) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"( const char* sql = R"(
DELETE FROM Blocks DELETE FROM Blocks
WHERE PlayerID = ? AND BlockedPlayerID = ?; WHERE PlayerID = ? AND BlockedPlayerID = ?;

View File

@@ -49,7 +49,6 @@ CNShardServer *shardServer = nullptr;
std::thread *shardThread = nullptr; std::thread *shardThread = nullptr;
void startShard(CNShardServer* server) { void startShard(CNShardServer* server) {
sandbox_thread_start();
server->start(); server->start();
} }
@@ -65,7 +64,7 @@ void terminate(int arg) {
} }
#ifdef _WIN32 #ifdef _WIN32
static BOOL WINAPI winTerminate(DWORD arg) { static BOOL winTerminate(DWORD arg) {
terminate(0); terminate(0);
return FALSE; return FALSE;
} }
@@ -99,9 +98,6 @@ void initsignals() {
} }
int main() { int main() {
std::cout << "[INFO] OpenFusion v" GIT_VERSION << std::endl;
std::cout << "[INFO] Protocol version: " << PROTOCOL_VERSION << std::endl;
#ifdef _WIN32 #ifdef _WIN32
WSADATA wsaData; WSADATA wsaData;
if (WSAStartup(MAKEWORD(1, 1), &wsaData) != 0) { if (WSAStartup(MAKEWORD(1, 1), &wsaData) != 0) {
@@ -109,15 +105,15 @@ int main() {
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
#endif #endif
initsignals(); initsignals();
settings::init(); settings::init();
Database::init();
Rand::init(getTime());
TableData::init();
std::cout << "[INFO] OpenFusion v" GIT_VERSION << std::endl;
std::cout << "[INFO] Protocol version: " << PROTOCOL_VERSION << std::endl;
std::cout << "[INFO] Intializing Packet Managers..." << std::endl; std::cout << "[INFO] Intializing Packet Managers..." << std::endl;
Rand::init(getTime());
TableData::init();
PlayerManager::init(); PlayerManager::init();
PlayerMovement::init(); PlayerMovement::init();
BuiltinCommands::init(); BuiltinCommands::init();
@@ -136,9 +132,8 @@ int main() {
Email::init(); Email::init();
Groups::init(); Groups::init();
Racing::init(); Racing::init();
Trading::init();
Database::open(); Database::open();
Trading::init();
switch (settings::EVENTMODE) { switch (settings::EVENTMODE) {
case 0: break; // no event case 0: break; // no event
@@ -151,8 +146,6 @@ int main() {
/* not reached */ /* not reached */
} }
sandbox_init();
std::cout << "[INFO] Starting Server Threads..." << std::endl; std::cout << "[INFO] Starting Server Threads..." << std::endl;
CNLoginServer loginServer(settings::LOGINPORT); CNLoginServer loginServer(settings::LOGINPORT);
shardServer = new CNShardServer(settings::SHARDPORT); shardServer = new CNShardServer(settings::SHARDPORT);
@@ -160,7 +153,6 @@ int main() {
shardThread = new std::thread(startShard, (CNShardServer*)shardServer); shardThread = new std::thread(startShard, (CNShardServer*)shardServer);
sandbox_start(); sandbox_start();
sandbox_thread_start();
loginServer.start(); loginServer.start();
@@ -222,17 +214,6 @@ time_t getTimestamp() {
return (time_t)value.count(); return (time_t)value.count();
} }
// timing safe strcmp implementation for e.g. cookie validation
int timingSafeStrcmp(const char* a, const char* b) {
int diff = 0;
while (*a && *b) {
diff |= *a++ ^ *b++;
}
diff |= *a;
diff |= *b;
return diff;
}
// convert integer timestamp (in s) to FF systime struct // convert integer timestamp (in s) to FF systime struct
sSYSTEMTIME timeStampToStruct(uint64_t time) { sSYSTEMTIME timeStampToStruct(uint64_t time) {

View File

@@ -4,16 +4,11 @@
#if defined(__linux__) || defined(__OpenBSD__) #if defined(__linux__) || defined(__OpenBSD__)
# if !defined(CONFIG_NOSANDBOX) # if !defined(CONFIG_NOSANDBOX)
void sandbox_init();
void sandbox_start(); void sandbox_start();
void sandbox_thread_start();
# else # else
#include <iostream> #include <iostream>
inline void sandbox_init() {}
inline void sandbox_thread_start() {}
inline void sandbox_start() { inline void sandbox_start() {
std::cout << "[WARN] Built without a sandbox" << std::endl; std::cout << "[WARN] Built without a sandbox" << std::endl;
} }
@@ -22,7 +17,5 @@ inline void sandbox_start() {
#else #else
// stub for unsupported platforms // stub for unsupported platforms
inline void sandbox_init() {}
inline void sandbox_start() {} inline void sandbox_start() {}
inline void sandbox_thread_start() {}
#endif #endif

View File

@@ -13,9 +13,6 @@ static void eunveil(const char *path, const char *permissions) {
err(1, "unveil"); err(1, "unveil");
} }
void sandbox_init() {}
void sandbox_thread_start() {}
void sandbox_start() { void sandbox_start() {
/* /*
* There shouldn't ever be a reason to disable this one, but might as well * There shouldn't ever be a reason to disable this one, but might as well

View File

@@ -4,9 +4,6 @@
#include "settings.hpp" #include "settings.hpp"
#include <stdlib.h> #include <stdlib.h>
#include <fcntl.h>
#include <filesystem>
#include <sys/prctl.h> #include <sys/prctl.h>
#include <sys/ptrace.h> #include <sys/ptrace.h>
@@ -20,10 +17,6 @@
#include <linux/audit.h> #include <linux/audit.h>
#include <linux/net.h> // for socketcall() args #include <linux/net.h> // for socketcall() args
#ifndef CONFIG_NOLANDLOCK
#include <linux/landlock.h>
#endif
/* /*
* Macros adapted from https://outflux.net/teach-seccomp/ * Macros adapted from https://outflux.net/teach-seccomp/
* Relevant license: * Relevant license:
@@ -61,7 +54,7 @@
BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_ERRNO|(_errno)) BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_ERRNO|(_errno))
#define KILL_PROCESS \ #define KILL_PROCESS \
BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_TRAP) BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_KILL_PROCESS)
/* /*
* Macros adapted from openssh's sandbox-seccomp-filter.c * Macros adapted from openssh's sandbox-seccomp-filter.c
@@ -160,18 +153,15 @@ static sock_filter filter[] = {
ALLOW_SYSCALL(read), ALLOW_SYSCALL(read),
ALLOW_SYSCALL(write), ALLOW_SYSCALL(write),
ALLOW_SYSCALL(close), ALLOW_SYSCALL(close),
#ifdef __NR_stat #if __NR_stat
ALLOW_SYSCALL(stat), ALLOW_SYSCALL(stat),
#endif #endif
ALLOW_SYSCALL(fstat), ALLOW_SYSCALL(fstat),
#ifdef __NR_newfstatat
ALLOW_SYSCALL(newfstatat),
#endif
ALLOW_SYSCALL(fsync), // maybe ALLOW_SYSCALL(fsync), // maybe
#ifdef __NR_creat #if __NR_creat
ALLOW_SYSCALL(creat), // maybe; for DB journal ALLOW_SYSCALL(creat), // maybe; for DB journal
#endif #endif
#ifdef __NR_unlink #if __NR_unlink
ALLOW_SYSCALL(unlink), // for DB journal ALLOW_SYSCALL(unlink), // for DB journal
#endif #endif
ALLOW_SYSCALL(lseek), // musl-libc; alt DB ALLOW_SYSCALL(lseek), // musl-libc; alt DB
@@ -202,9 +192,6 @@ static sock_filter filter[] = {
ALLOW_SYSCALL(exit_group), ALLOW_SYSCALL(exit_group),
ALLOW_SYSCALL(rt_sigprocmask), // musl-libc ALLOW_SYSCALL(rt_sigprocmask), // musl-libc
ALLOW_SYSCALL(clock_nanosleep), // gets called very rarely ALLOW_SYSCALL(clock_nanosleep), // gets called very rarely
#ifdef __NR_rseq
ALLOW_SYSCALL(rseq),
#endif
// to crash properly on SIGSEGV // to crash properly on SIGSEGV
DENY_SYSCALL_ERRNO(tgkill, EPERM), DENY_SYSCALL_ERRNO(tgkill, EPERM),
@@ -287,7 +274,7 @@ static sock_filter filter[] = {
#endif #endif
// AArch64 (ARM64) // AArch64 (ARM64)
#ifdef __NR_unlinkat #if __NR_unlinkat
ALLOW_SYSCALL(unlinkat), ALLOW_SYSCALL(unlinkat),
#endif #endif
#ifdef __NR_fstatat64 #ifdef __NR_fstatat64
@@ -304,201 +291,25 @@ static sock_fprog prog = {
ARRLEN(filter), filter ARRLEN(filter), filter
}; };
// Our own wrapper for the seccomp() syscall. // our own wrapper for the seccomp() syscall
int seccomp(unsigned int operation, unsigned int flags, void *args) { int seccomp(unsigned int operation, unsigned int flags, void *args) {
return syscall(__NR_seccomp, operation, flags, args); return syscall(__NR_seccomp, operation, flags, args);
} }
#ifndef CONFIG_NOLANDLOCK void sandbox_start() {
// Support compilation on systems that only have older Landlock headers.
#ifndef LANDLOCK_ACCESS_FS_REFER
#define LANDLOCK_ACCESS_FS_REFER 0
#endif
#ifndef LANDLOCK_ACCESS_FS_TRUNCATE
#define LANDLOCK_ACCESS_FS_TRUNCATE 0
#endif
struct landlock_ruleset_attr ruleset_attr = {
.handled_access_fs = LANDLOCK_ACCESS_FS_READ_FILE
| LANDLOCK_ACCESS_FS_WRITE_FILE
| LANDLOCK_ACCESS_FS_READ_DIR
| LANDLOCK_ACCESS_FS_MAKE_REG
| LANDLOCK_ACCESS_FS_MAKE_DIR
| LANDLOCK_ACCESS_FS_MAKE_SYM
| LANDLOCK_ACCESS_FS_MAKE_SOCK
| LANDLOCK_ACCESS_FS_MAKE_FIFO
| LANDLOCK_ACCESS_FS_MAKE_BLOCK
| LANDLOCK_ACCESS_FS_REMOVE_FILE
| LANDLOCK_ACCESS_FS_REMOVE_DIR
| LANDLOCK_ACCESS_FS_TRUNCATE
| LANDLOCK_ACCESS_FS_REFER
};
uint64_t landlock_perms = LANDLOCK_ACCESS_FS_READ_FILE
| LANDLOCK_ACCESS_FS_WRITE_FILE
| LANDLOCK_ACCESS_FS_TRUNCATE
| LANDLOCK_ACCESS_FS_MAKE_REG
| LANDLOCK_ACCESS_FS_REMOVE_FILE;
int landlock_fd;
bool landlock_supported;
/*
* Our own wrappers for Landlock syscalls.
*/
int landlock_create_ruleset(const struct landlock_ruleset_attr *attr, size_t size, uint32_t flags) {
return syscall(__NR_landlock_create_ruleset, attr, size, flags);
}
int landlock_add_rule(int ruleset_fd, enum landlock_rule_type rule_type, const void *rule_attr, uint32_t flags) {
return syscall(__NR_landlock_add_rule, ruleset_fd, rule_type, rule_attr, flags);
}
int landlock_restrict_self(int ruleset_fd, uint32_t flags) {
return syscall(__NR_landlock_restrict_self, ruleset_fd, flags);
}
static void landlock_path(std::string path, uint32_t perms) {
struct landlock_path_beneath_attr path_beneath = {
.allowed_access = perms
};
path_beneath.parent_fd = open(path.c_str(), O_PATH|O_CLOEXEC);
if (path_beneath.parent_fd < 0) {
perror(path.c_str());
exit(1);
}
if (landlock_add_rule(landlock_fd, LANDLOCK_RULE_PATH_BENEATH, &path_beneath, 0)) {
perror("landlock_add_rule");
exit(1);
}
close(path_beneath.parent_fd);
}
static bool landlock_detect() {
int abi = landlock_create_ruleset(NULL, 0, LANDLOCK_CREATE_RULESET_VERSION);
if (abi < 0) {
if (errno == ENOSYS || errno == EOPNOTSUPP) {
std::cout << "[WARN] No Landlock support on this system" << std::endl;
return false;
}
perror("landlock_create_ruleset");
exit(1);
}
std::cout << "[INFO] Detected Landlock ABI version: " << abi << std::endl;
switch (abi) {
case 1:
ruleset_attr.handled_access_fs &= ~LANDLOCK_ACCESS_FS_REFER;
landlock_perms &= ~LANDLOCK_ACCESS_FS_REFER;
// fallthrough
case 2:
ruleset_attr.handled_access_fs &= ~LANDLOCK_ACCESS_FS_TRUNCATE;
landlock_perms &= ~LANDLOCK_ACCESS_FS_TRUNCATE;
}
return true;
}
static void landlock_init() {
std::cout << "[INFO] Setting up Landlock sandbox..." << std::endl;
landlock_supported = landlock_detect();
if (!landlock_supported)
return;
landlock_fd = landlock_create_ruleset(&ruleset_attr, sizeof(ruleset_attr), 0);
if (landlock_fd < 0) {
perror("landlock_create_ruleset");
exit(1);
}
std::string dbdir = std::filesystem::path(settings::DBPATH).parent_path();
// for the DB files (we can't rely on them being in the working directory)
landlock_path(dbdir == "" ? "." : dbdir, landlock_perms);
// for writing the gruntwork file
landlock_path(settings::TDATADIR, landlock_perms);
// for passowrd salting during account creation
landlock_path("/dev/urandom", LANDLOCK_ACCESS_FS_READ_FILE);
// for core dumps, optionally
if (settings::SANDBOXEXTRAPATH != "")
landlock_path(settings::SANDBOXEXTRAPATH, landlock_perms);
}
#endif // !CONFIG_NOLANDLOCK
static void sigsys_handler(int signo, siginfo_t *info, void *context) {
// report the unhandled syscall
std::cout << "[FATAL] Unhandled syscall " << info->si_syscall
<< " at " << std::hex << info->si_call_addr << " on arch " << info->si_arch << std::endl;
std::cout << "If you're unsure why this is happening, please read https://openfusion.dev/docs/development/the-sandbox/" << std::endl
<< "for more information and possibly open an issue at https://github.com/OpenFusionProject/OpenFusion/issues to report"
<< " needed changes in our seccomp filter." << std::endl;
exit(1);
}
void sandbox_init() {
if (!settings::SANDBOX) { if (!settings::SANDBOX) {
std::cout << "[WARN] Running without a sandbox" << std::endl; std::cout << "[WARN] Running without a sandbox" << std::endl;
return; return;
} }
// listen to SIGSYS to report unhandled syscalls
struct sigaction sa = {};
sa.sa_flags = SA_SIGINFO;
sa.sa_sigaction = sigsys_handler;
if (sigaction(SIGSYS, &sa, NULL) < 0) {
perror("sigaction");
exit(1);
}
#ifndef CONFIG_NOLANDLOCK
landlock_init();
#else
std::cout << "[WARN] Built without Landlock" << std::endl;
#endif
}
void sandbox_start() {
if (!settings::SANDBOX)
return;
std::cout << "[INFO] Starting seccomp-bpf sandbox..." << std::endl; std::cout << "[INFO] Starting seccomp-bpf sandbox..." << std::endl;
// Sandboxing starts in sandbox_thread_start().
}
void sandbox_thread_start() {
if (!settings::SANDBOX)
return;
if (prctl(PR_SET_NO_NEW_PRIVS, 1, 0, 0, 0) < 0) { if (prctl(PR_SET_NO_NEW_PRIVS, 1, 0, 0, 0) < 0) {
perror("prctl"); perror("prctl");
exit(1); exit(1);
} }
#ifndef CONFIG_NOLANDLOCK if (seccomp(SECCOMP_SET_MODE_FILTER, SECCOMP_FILTER_FLAG_TSYNC, &prog) < 0) {
if (landlock_supported) {
if (landlock_restrict_self(landlock_fd, 0)) {
perror("landlock_restrict_self");
exit(1);
}
}
#endif
if (seccomp(SECCOMP_SET_MODE_FILTER, 0, &prog) < 0) {
perror("seccomp"); perror("seccomp");
exit(1); exit(1);
} }

View File

@@ -1,5 +1,4 @@
#include "servers/CNLoginServer.hpp" #include "servers/CNLoginServer.hpp"
#include "servers/Monitor.hpp"
#include "core/CNShared.hpp" #include "core/CNShared.hpp"
#include "db/Database.hpp" #include "db/Database.hpp"
@@ -13,14 +12,7 @@
std::map<CNSocket*, CNLoginData> CNLoginServer::loginSessions; std::map<CNSocket*, CNLoginData> CNLoginServer::loginSessions;
namespace LoginServer {
std::vector<std::string> WheelFirstNames;
std::vector<std::string> WheelMiddleNames;
std::vector<std::string> WheelLastNames;
}
CNLoginServer::CNLoginServer(uint16_t p) { CNLoginServer::CNLoginServer(uint16_t p) {
serverType = "login";
port = p; port = p;
pHandler = &CNLoginServer::handlePacket; pHandler = &CNLoginServer::handlePacket;
init(); init();
@@ -112,63 +104,77 @@ void loginFail(LoginError errorCode, std::string userLogin, CNSocket* sock) {
void CNLoginServer::login(CNSocket* sock, CNPacketData* data) { void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
auto login = (sP_CL2LS_REQ_LOGIN*)data->buf; auto login = (sP_CL2LS_REQ_LOGIN*)data->buf;
// TODO: implement better way of sending credentials
std::string userLogin; std::string userLogin((char*)login->szCookie_TEGid);
std::string userToken; // could be password or auth cookie std::string userPassword((char*)login->szCookie_authid);
/* /*
* In this context, "cookie auth" just means the credentials were sent * Sometimes the client sends garbage cookie data.
* in the szCookie fields instead of szID and szPassword. * Validate it as normal credentials instead of using a length check before falling back.
*/ */
bool isCookieAuth = login->iLoginType == USE_COOKIE_FIELDS; if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) {
/*
/* * The std::string -> char* -> std::string maneuver should remove any
* The std::string -> char* -> std::string maneuver should remove any * trailing garbage after the null terminator.
* trailing garbage after the null terminator. */
*/
if (isCookieAuth) {
userLogin = std::string(AUTOU8(login->szCookie_TEGid).c_str());
userToken = std::string(AUTOU8(login->szCookie_authid).c_str());
} else {
userLogin = std::string(AUTOU16TOU8(login->szID).c_str()); userLogin = std::string(AUTOU16TOU8(login->szID).c_str());
userToken = std::string(AUTOU16TOU8(login->szPassword).c_str()); userPassword = std::string(AUTOU16TOU8(login->szPassword).c_str());
} }
if (!CNLoginServer::checkUsername(sock, userLogin)) { // the client inserts a "\n" in the password if you press enter key in the middle of the password
// (not at the start or the end of the password field)
if (int(userPassword.find("\n")) > 0)
userPassword.erase(userPassword.find("\n"), 1);
// check regex
if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) {
// send a custom error message
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
std::string text = "Invalid login or password\n";
text += "Login has to be 4 - 32 characters long and can't contain special characters other than dash and underscore\n";
text += "Password has to be 8 - 32 characters long";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 15;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
// we still have to send login fail to prevent softlock
return loginFail(LoginError::LOGIN_ERROR, userLogin, sock); return loginFail(LoginError::LOGIN_ERROR, userLogin, sock);
} }
if (!isCookieAuth) {
// password was sent in plaintext
if (!CNLoginServer::checkPassword(sock, userToken)) {
return loginFail(LoginError::LOGIN_ERROR, userLogin, sock);
}
}
Database::Account findUser = {}; Database::Account findUser = {};
Database::findAccount(&findUser, userLogin); Database::findAccount(&findUser, userLogin);
// account was not found // account was not found
if (findUser.AccountID == 0) { if (findUser.AccountID == 0) {
/* if (settings::AUTOCREATEACCOUNTS)
* Don't auto-create accounts if it's a cookie login. return newAccount(sock, userLogin, userPassword, login->iClientVerC);
* It'll either be a bad cookie or a plaintext password sent by auto-login;
* either way, we only want to allow auto-creation if the user explicitly entered their credentials.
*/
if (settings::AUTOCREATEACCOUNTS && !isCookieAuth) {
return newAccount(sock, userLogin, userToken, login->iClientVerC);
}
return loginFail(LoginError::ID_DOESNT_EXIST, userLogin, sock); return loginFail(LoginError::ID_DOESNT_EXIST, userLogin, sock);
} }
// make sure either a valid cookie or password was sent if (!CNLoginServer::isPasswordCorrect(findUser.Password, userPassword))
if (!CNLoginServer::checkToken(sock, findUser, userToken, isCookieAuth)) {
return loginFail(LoginError::ID_AND_PASSWORD_DO_NOT_MATCH, userLogin, sock); return loginFail(LoginError::ID_AND_PASSWORD_DO_NOT_MATCH, userLogin, sock);
}
if (CNLoginServer::checkBan(sock, findUser)) { // is the account banned
return; // don't send fail packet if (findUser.BannedUntil > getTimestamp()) {
// send a custom error message
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
// ceiling devision
int64_t remainingDays = (findUser.BannedUntil-getTimestamp()) / 86400 + ((findUser.BannedUntil - getTimestamp()) % 86400 != 0);
std::string text = "Your account has been banned. \nReason: ";
text += findUser.BanReason;
text += "\nBan expires in " + std::to_string(remainingDays) + " day";
if (remainingDays > 1)
text += "s";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 99999999;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
// don't send fail packet
return;
} }
/* /*
@@ -204,12 +210,9 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
// send the resp in with original key // send the resp in with original key
sock->sendPacket(resp, P_LS2CL_REP_LOGIN_SUCC); sock->sendPacket(resp, P_LS2CL_REP_LOGIN_SUCC);
uint64_t defaultKey;
memcpy(&defaultKey, CNSocketEncryption::defaultKey, sizeof(defaultKey));
// update keys // update keys
sock->setEKey(CNSocketEncryption::createNewKey(resp.uiSvrTime, resp.iCharCount + 1, resp.iSlotNum + 1)); sock->setEKey(CNSocketEncryption::createNewKey(resp.uiSvrTime, resp.iCharCount + 1, resp.iSlotNum + 1));
sock->setFEKey(CNSocketEncryption::createNewKey(defaultKey, login->iClientVerC, 1)); sock->setFEKey(CNSocketEncryption::createNewKey((uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]), login->iClientVerC, 1));
DEBUGLOG( DEBUGLOG(
std::cout << "Login Server: Login success. Welcome " << userLogin << " [" << loginSessions[sock].userID << "]" << std::endl; std::cout << "Login Server: Login success. Welcome " << userLogin << " [" << loginSessions[sock].userID << "]" << std::endl;
@@ -292,29 +295,10 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_LS2CL_REP_SAVE_CHAR_NAME_SUCC, resp); INITSTRUCT(sP_LS2CL_REP_SAVE_CHAR_NAME_SUCC, resp);
int errorCode = 0; int errorCode = 0;
if (!CNLoginServer::isCharacterNameGood(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
std::string firstName = AUTOU16TOU8(save->szFirstName); errorCode = 4;
std::string lastName = AUTOU16TOU8(save->szLastName); } else if (!Database::isNameFree(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
int nameCheck = 0; errorCode = 1;
// if FNCode isn't 0, it's a wheel name
if (save->iFNCode != 0) {
if (!CNLoginServer::isNameWheelNameGood(save->iFNCode, save->iMNCode, save->iLNCode, firstName, lastName)) {
errorCode = 4;
} else {
nameCheck = settings:: APPROVEWHEELNAMES ? 1 : 0;
}
} else {
// custom name
nameCheck = settings::APPROVECUSTOMNAMES ? 1 : 0;
}
if (errorCode == 0) {
if (!CNLoginServer::isCharacterNameGood(firstName, lastName)) {
errorCode = 4;
} else if (!Database::isNameFree(firstName, lastName)) {
errorCode = 1;
}
} }
if (errorCode != 0) { if (errorCode != 0) {
@@ -332,19 +316,12 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum)) if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum))
return invalidCharacter(sock); return invalidCharacter(sock);
resp.iPC_UID = Database::createCharacter(save->iSlotNum, loginSessions[sock].userID, firstName.c_str(), lastName.c_str(), nameCheck); resp.iPC_UID = Database::createCharacter(save, loginSessions[sock].userID);
// if query somehow failed // if query somehow failed
if (resp.iPC_UID == 0) { if (resp.iPC_UID == 0) {
std::cout << "[WARN] Login Server: Database failed to create new character!" << std::endl; std::cout << "[WARN] Login Server: Database failed to create new character!" << std::endl;
return invalidCharacter(sock); return invalidCharacter(sock);
} }
// fire name check event if needed
if (nameCheck != 1) {
std::string namereq = std::to_string(resp.iPC_UID) + " " + firstName + " " + lastName;
Monitor::namereqs.push_back(namereq);
}
resp.iSlotNum = save->iSlotNum; resp.iSlotNum = save->iSlotNum;
resp.iGender = save->iGender; resp.iGender = save->iGender;
@@ -360,9 +337,7 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
DEBUGLOG( DEBUGLOG(
std::cout << "Login Server: new character created" << std::endl; std::cout << "Login Server: new character created" << std::endl;
std::cout << "\tSlot: " << (int)save->iSlotNum << std::endl; std::cout << "\tSlot: " << (int)save->iSlotNum << std::endl;
std::cout << "\tName: " << firstName << " " << lastName; std::cout << "\tName: " << AUTOU16TOU8(save->szFirstName) << " " << AUTOU16TOU8(save->szLastName) << std::endl;
if (nameCheck != 1) std::cout << " (pending approval)";
std::cout << std::endl;
) )
} }
@@ -498,7 +473,11 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
LoginMetadata *lm = new LoginMetadata(); LoginMetadata *lm = new LoginMetadata();
lm->FEKey = sock->getFEKey(); lm->FEKey = sock->getFEKey();
lm->timestamp = getTime(); lm->timestamp = getTime();
lm->playerId = selection->iPC_UID;
Database::getPlayer(&lm->plr, selection->iPC_UID);
// this should never happen but for extra safety
if (lm->plr.iID == 0)
return invalidCharacter(sock);
resp.iEnterSerialKey = Rand::cryptoRand(); resp.iEnterSerialKey = Rand::cryptoRand();
@@ -508,7 +487,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
sock->sendPacket(resp, P_LS2CL_REP_SHARD_SELECT_SUCC); sock->sendPacket(resp, P_LS2CL_REP_SHARD_SELECT_SUCC);
// update current slot in DB // update current slot in DB
Database::updateSelectedByPlayerId(loginSessions[sock].userID, selection->iPC_UID); Database::updateSelected(loginSessions[sock].userID, lm->plr.slot);
} }
void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) { void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
@@ -529,30 +508,11 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
auto save = (sP_CL2LS_REQ_CHANGE_CHAR_NAME*)data->buf; auto save = (sP_CL2LS_REQ_CHANGE_CHAR_NAME*)data->buf;
int errorCode = 0; int errorCode = 0;
if (!CNLoginServer::isCharacterNameGood(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
std::string firstName = AUTOU16TOU8(save->szFirstName); errorCode = 4;
std::string lastName = AUTOU16TOU8(save->szLastName);
int nameCheck = 0;
// if FNCode isn't 0, it's a wheel name
if (save->iFNCode != 0) {
if (!CNLoginServer::isNameWheelNameGood(save->iFNCode, save->iMNCode, save->iLNCode, firstName, lastName)) {
errorCode = 4;
} else {
nameCheck = settings::APPROVEWHEELNAMES ? 1 : 0;
}
} else {
// custom name
nameCheck = settings::APPROVECUSTOMNAMES ? 1 : 0;
} }
else if (!Database::isNameFree(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
if (errorCode == 0) { errorCode = 1;
if (!CNLoginServer::isCharacterNameGood(firstName, lastName)) {
errorCode = 4;
}
else if (!Database::isNameFree(firstName, lastName)) {
errorCode = 1;
}
} }
if (errorCode != 0) { if (errorCode != 0) {
@@ -567,15 +527,9 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
return; return;
} }
if (!Database::changeName(save->iPCUID, loginSessions[sock].userID, firstName.c_str(), lastName.c_str(), nameCheck)) if (!Database::changeName(save, loginSessions[sock].userID))
return invalidCharacter(sock); return invalidCharacter(sock);
// fire name check event if needed
if (nameCheck != 1) {
std::string namereq = std::to_string(save->iPCUID) + " " + firstName + " " + lastName;
Monitor::namereqs.push_back(namereq);
}
INITSTRUCT(sP_LS2CL_REP_CHANGE_CHAR_NAME_SUCC, resp); INITSTRUCT(sP_LS2CL_REP_CHANGE_CHAR_NAME_SUCC, resp);
resp.iPC_UID = save->iPCUID; resp.iPC_UID = save->iPCUID;
memcpy(resp.szFirstName, save->szFirstName, sizeof(resp.szFirstName)); memcpy(resp.szFirstName, save->szFirstName, sizeof(resp.szFirstName));
@@ -587,10 +541,8 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
sock->sendPacket(resp, P_LS2CL_REP_CHANGE_CHAR_NAME_SUCC); sock->sendPacket(resp, P_LS2CL_REP_CHANGE_CHAR_NAME_SUCC);
DEBUGLOG( DEBUGLOG(
std::cout << "Login Server: Name change request for character [" << save->iPCUID << "]" << std::endl; std::cout << "Login Server: Name check success for character [" << save->iPCUID << "]" << std::endl;
std::cout << "\tNew name: " << firstName << " " << lastName; std::cout << "\tNew name: " << AUTOU16TOU8(save->szFirstName) << " " << AUTOU16TOU8(save->szLastName) << std::endl;
if (nameCheck != 1) std::cout << " (pending approval)";
std::cout << std::endl;
) )
} }
@@ -669,164 +621,21 @@ bool CNLoginServer::exitDuplicate(int accountId) {
return false; return false;
} }
bool CNLoginServer::isUsernameGood(std::string& login) { bool CNLoginServer::isLoginDataGood(std::string login, std::string password) {
const std::regex loginRegex("[a-zA-Z0-9_-]{4,32}"); std::regex loginRegex("[a-zA-Z0-9_-]{4,32}");
return (std::regex_match(login, loginRegex)); std::regex passwordRegex("[a-zA-Z0-9!@#$%^&*()_+]{8,32}");
}
bool CNLoginServer::isPasswordGood(std::string& password) { return (std::regex_match(login, loginRegex) && std::regex_match(password, passwordRegex));
const std::regex passwordRegex("[a-zA-Z0-9!@#$%^&*()_+]{8,32}");
return (std::regex_match(password, passwordRegex));
} }
bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword) { bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword) {
return BCrypt::validatePassword(tryPassword, actualPassword); return BCrypt::validatePassword(tryPassword, actualPassword);
} }
bool CNLoginServer::isNameWheelNameGood(int fnCode, int mnCode, int lnCode, std::string& firstName, std::string& lastName) {
if (fnCode >= LoginServer::WheelFirstNames.size()
|| mnCode >= LoginServer::WheelMiddleNames.size()
|| lnCode >= LoginServer::WheelLastNames.size()) {
std::cout << "[WARN] Login Server: Invalid name codes received: " << fnCode << " " << mnCode << " " << lnCode << std::endl;
return false;
}
// client sends 1 if not selected for these. they point to a single blank space. why.
// just change them to 0, which points to an empty string; keeps the code much cleaner
if (mnCode == 1) mnCode = 0;
if (lnCode == 1) lnCode = 0;
std::string firstNameFromWheel = LoginServer::WheelFirstNames[fnCode];
std::string middleNamePart = LoginServer::WheelMiddleNames[mnCode];
std::string lastNamePart = LoginServer::WheelLastNames[lnCode];
if (mnCode != 0 && middleNamePart[middleNamePart.size() - 1] != ' ') {
// If there's a middle name, we need to lowercase the last name
std::transform(lastNamePart.begin(), lastNamePart.end(), lastNamePart.begin(), ::tolower);
}
std::string lastNameFromWheel = middleNamePart + lastNamePart;
if (firstNameFromWheel.empty() || lastNameFromWheel.empty()) {
std::cout << "[WARN] Login Server: Invalid wheel name combo: " << fnCode << " " << mnCode << " " << lnCode << std::endl;
return false;
}
if (firstName != firstNameFromWheel || lastName != lastNameFromWheel) {
std::cout << "[WARN] Login Server: Name wheel mismatch. Expected " << firstNameFromWheel << " " << lastNameFromWheel << ", got " << firstName << " " << lastName << std::endl;
return false;
}
return true;
}
bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname) { bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname) {
//Allow alphanumeric and dot characters in names(disallows dot and space characters at the beginning of a name) //Allow alphanumeric and dot characters in names(disallows dot and space characters at the beginning of a name)
std::regex firstnamecheck(R"(((?! )(?!\.)[a-zA-Z0-9]*\.{0,1}(?!\.+ +)[a-zA-Z0-9]* {0,1}(?! +))*$)"); std::regex firstnamecheck(R"(((?! )(?!\.)[a-zA-Z0-9]*\.{0,1}(?!\.+ +)[a-zA-Z0-9]* {0,1}(?! +))*$)");
std::regex lastnamecheck(R"(((?! )(?!\.)[a-zA-Z0-9]*\.{0,1}(?!\.+ +)[a-zA-Z0-9]* {0,1}(?! +))*$)"); std::regex lastnamecheck(R"(((?! )(?!\.)[a-zA-Z0-9]*\.{0,1}(?!\.+ +)[a-zA-Z0-9]* {0,1}(?! +))*$)");
return (std::regex_match(Firstname, firstnamecheck) && std::regex_match(Lastname, lastnamecheck)); return (std::regex_match(Firstname, firstnamecheck) && std::regex_match(Lastname, lastnamecheck));
} }
bool CNLoginServer::isAuthMethodAllowed(AuthMethod authMethod) {
// the config file specifies "comma-separated" but tbh we don't care
switch (authMethod) {
case AuthMethod::PASSWORD:
return settings::AUTHMETHODS.find("password") != std::string::npos;
case AuthMethod::COOKIE:
return settings::AUTHMETHODS.find("cookie") != std::string::npos;
default:
break;
}
return false;
}
bool CNLoginServer::checkPassword(CNSocket* sock, std::string& password) {
// check password auth allowed
if (!CNLoginServer::isAuthMethodAllowed(AuthMethod::PASSWORD)) {
// send a custom error message
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
std::string text = "Password login disabled\n";
text += "This server has disabled logging in with plaintext passwords.\n";
text += "Please contact an admin for assistance.";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 12;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return false;
}
// check regex
if (!CNLoginServer::isPasswordGood(password)) {
// send a custom error message
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
std::string text = "Invalid password\n";
text += "Password has to be 8 - 32 characters long";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 10;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return false;
}
return true;
}
bool CNLoginServer::checkUsername(CNSocket* sock, std::string& username) {
// check username regex
if (!CNLoginServer::isUsernameGood(username)) {
// send a custom error message
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
std::string text = "Invalid login\n";
text += "Login has to be 4 - 32 characters long and can't contain special characters other than dash and underscore";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 10;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return false;
}
return true;
}
bool CNLoginServer::checkToken(CNSocket* sock, Database::Account& account, std::string& token, bool isCookieAuth) {
// check for valid cookie first
if (isCookieAuth && CNLoginServer::isAuthMethodAllowed(AuthMethod::COOKIE)) {
const char *cookie = token.c_str();
if (Database::checkCookie(account.AccountID, cookie)) {
return true;
}
}
// cookie check disabled or failed; check to see if it's a plaintext password
if (CNLoginServer::isAuthMethodAllowed(AuthMethod::PASSWORD)
&& CNLoginServer::isPasswordCorrect(account.Password, token)) {
return true;
}
return false;
}
bool CNLoginServer::checkBan(CNSocket* sock, Database::Account& account) {
// check if the account is banned
if (account.BannedUntil > getTimestamp()) {
// send a custom error message
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
// ceiling devision
int64_t remainingDays = (account.BannedUntil-getTimestamp()) / 86400 + ((account.BannedUntil - getTimestamp()) % 86400 != 0);
std::string text = "Your account has been banned. \nReason: ";
text += account.BanReason;
text += "\nBan expires in " + std::to_string(remainingDays) + " day";
if (remainingDays > 1)
text += "s";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 99999999;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return true;
}
return false;
}
#pragma endregion #pragma endregion

View File

@@ -1,18 +1,11 @@
#pragma once #pragma once
#include "core/Core.hpp" #include "core/Core.hpp"
#include "db/Database.hpp"
#include "Player.hpp" #include "Player.hpp"
#include <map> #include <map>
namespace LoginServer {
extern std::vector<std::string> WheelFirstNames;
extern std::vector<std::string> WheelMiddleNames;
extern std::vector<std::string> WheelLastNames;
}
struct CNLoginData { struct CNLoginData {
int userID; int userID;
time_t lastHeartbeat; time_t lastHeartbeat;
@@ -30,13 +23,6 @@ enum class LoginError {
UPDATED_EUALA_REQUIRED = 9 UPDATED_EUALA_REQUIRED = 9
}; };
#define USE_COOKIE_FIELDS 2
enum class AuthMethod {
PASSWORD = 1,
COOKIE = 2
};
// WARNING: THERE CAN ONLY BE ONE OF THESE SERVERS AT A TIME!!!!!! TODO: change loginSessions & packet handlers to be non-static // WARNING: THERE CAN ONLY BE ONE OF THESE SERVERS AT A TIME!!!!!! TODO: change loginSessions & packet handlers to be non-static
class CNLoginServer : public CNServer { class CNLoginServer : public CNServer {
private: private:
@@ -53,18 +39,10 @@ private:
static void changeName(CNSocket* sock, CNPacketData* data); static void changeName(CNSocket* sock, CNPacketData* data);
static void duplicateExit(CNSocket* sock, CNPacketData* data); static void duplicateExit(CNSocket* sock, CNPacketData* data);
static bool isUsernameGood(std::string& login); static bool isLoginDataGood(std::string login, std::string password);
static bool isPasswordGood(std::string& password);
static bool isPasswordCorrect(std::string actualPassword, std::string tryPassword); static bool isPasswordCorrect(std::string actualPassword, std::string tryPassword);
static bool isAccountInUse(int accountId); static bool isAccountInUse(int accountId);
static bool isNameWheelNameGood(int fnCode, int mnCode, int lnCode, std::string& firstName, std::string& lastName);
static bool isCharacterNameGood(std::string Firstname, std::string Lastname); static bool isCharacterNameGood(std::string Firstname, std::string Lastname);
static bool isAuthMethodAllowed(AuthMethod authMethod);
static bool checkUsername(CNSocket* sock, std::string& username);
static bool checkPassword(CNSocket* sock, std::string& password);
static bool checkToken(CNSocket* sock, Database::Account& account, std::string& token, bool isCookieAuth);
static bool checkBan(CNSocket* sock, Database::Account& account);
static void newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC); static void newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC);
// returns true if success // returns true if success
static bool exitDuplicate(int accountId); static bool exitDuplicate(int accountId);

View File

@@ -18,7 +18,6 @@ std::map<uint32_t, PacketHandler> CNShardServer::ShardPackets;
std::list<TimerEvent> CNShardServer::Timers; std::list<TimerEvent> CNShardServer::Timers;
CNShardServer::CNShardServer(uint16_t p) { CNShardServer::CNShardServer(uint16_t p) {
serverType = "shard";
port = p; port = p;
pHandler = &CNShardServer::handlePacket; pHandler = &CNShardServer::handlePacket;
REGISTER_SHARD_TIMER(keepAliveTimer, 4000); REGISTER_SHARD_TIMER(keepAliveTimer, 4000);
@@ -118,10 +117,6 @@ void CNShardServer::kill() {
void CNShardServer::onStep() { void CNShardServer::onStep() {
time_t currTime = getTime(); time_t currTime = getTime();
// do not evaluate timers if the server is shutting down
if (!active)
return;
for (TimerEvent& event : Timers) { for (TimerEvent& event : Timers) {
if (event.scheduledEvent == 0) { if (event.scheduledEvent == 0) {
// event hasn't been queued yet, go ahead and do that // event hasn't been queued yet, go ahead and do that

View File

@@ -8,7 +8,6 @@
#define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr; #define REGISTER_SHARD_PACKET(pactype, handlr) CNShardServer::ShardPackets[pactype] = handlr;
#define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta)); #define REGISTER_SHARD_TIMER(handlr, delta) CNShardServer::Timers.push_back(TimerEvent(handlr, delta));
#define MS_PER_PLAYER_TICK 500 #define MS_PER_PLAYER_TICK 500
#define MS_PER_COMBAT_TICK 200
class CNShardServer : public CNServer { class CNShardServer : public CNServer {
private: private:

View File

@@ -14,13 +14,6 @@ static std::mutex sockLock; // guards socket list
static std::list<SOCKET> sockets; static std::list<SOCKET> sockets;
static sockaddr_in address; static sockaddr_in address;
std::vector<std::string> Monitor::chats;
std::vector<std::string> Monitor::bcasts;
std::vector<std::string> Monitor::emails;
std::vector<std::string> Monitor::namereqs;
using namespace Monitor;
static bool transmit(std::list<SOCKET>::iterator& it, char *buff, int len) { static bool transmit(std::list<SOCKET>::iterator& it, char *buff, int len) {
int n = 0; int n = 0;
int sock = *it; int sock = *it;
@@ -106,23 +99,15 @@ outer:
} }
// chat // chat
for (auto& str : chats) { for (auto& str : Chat::dump) {
n = std::snprintf(buff, sizeof(buff), "chat %s\n", str.c_str()); n = std::snprintf(buff, sizeof(buff), "chat %s\n", str.c_str());
if (!transmit(it, buff, n)) if (!transmit(it, buff, n))
goto outer; goto outer;
} }
// announcements
for (auto& str : bcasts) {
n = std::snprintf(buff, sizeof(buff), "bcast %s\n", str.c_str());
if (!transmit(it, buff, n))
goto outer;
}
// emails // emails
for (auto& str : emails) { for (auto& str : Email::dump) {
n = process_email(buff, str); n = process_email(buff, str);
if (!transmit(it, buff, n)) if (!transmit(it, buff, n))
@@ -132,24 +117,14 @@ outer:
goto outer; goto outer;
} }
// name requests
for (auto& str : namereqs) {
n = std::snprintf(buff, sizeof(buff), "namereq %s\n", str.c_str());
if (!transmit(it, buff, n))
goto outer;
}
if (!transmit(it, (char*)"end\n", 4)) if (!transmit(it, (char*)"end\n", 4))
continue; continue;
it++; it++;
} }
chats.clear(); Chat::dump.clear();
bcasts.clear(); Email::dump.clear();
emails.clear();
namereqs.clear();
} }
bool Monitor::acceptConnection(SOCKET fd, uint16_t revents) { bool Monitor::acceptConnection(SOCKET fd, uint16_t revents) {
@@ -205,14 +180,9 @@ SOCKET Monitor::init() {
} }
address.sin_family = AF_INET; address.sin_family = AF_INET;
address.sin_addr.s_addr = INADDR_ANY;
address.sin_port = htons(settings::MONITORPORT); address.sin_port = htons(settings::MONITORPORT);
if (!inet_pton(AF_INET, settings::MONITORLISTENIP.c_str(), &address.sin_addr)) {
std::cout << "Failed to set monitor listen address" << std::endl;
printSocketError("inet_pton");
exit(1);
}
if (SOCKETERROR(bind(listener, (struct sockaddr*)&address, sizeof(address)))) { if (SOCKETERROR(bind(listener, (struct sockaddr*)&address, sizeof(address)))) {
std::cout << "Failed to bind to monitor port" << std::endl; std::cout << "Failed to bind to monitor port" << std::endl;
printSocketError("bind"); printSocketError("bind");
@@ -236,7 +206,7 @@ SOCKET Monitor::init() {
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
std::cout << "Monitor listening on " << settings::MONITORLISTENIP << ":" << settings::MONITORPORT << std::endl; std::cout << "Monitor listening on *:" << settings::MONITORPORT << std::endl;
REGISTER_SHARD_TIMER(tick, settings::MONITORINTERVAL); REGISTER_SHARD_TIMER(tick, settings::MONITORINTERVAL);

View File

@@ -3,11 +3,6 @@
#include "core/Core.hpp" #include "core/Core.hpp"
namespace Monitor { namespace Monitor {
extern std::vector<std::string> chats;
extern std::vector<std::string> bcasts;
extern std::vector<std::string> emails;
extern std::vector<std::string> namereqs;
SOCKET init(); SOCKET init();
bool acceptConnection(SOCKET, uint16_t); bool acceptConnection(SOCKET, uint16_t);
}; };

View File

@@ -9,13 +9,10 @@
// defaults :) // defaults :)
int settings::VERBOSITY = 1; int settings::VERBOSITY = 1;
bool settings::SANDBOX = true; bool settings::SANDBOX = true;
std::string settings::SANDBOXEXTRAPATH = "";
int settings::LOGINPORT = 23000; int settings::LOGINPORT = 23000;
bool settings::APPROVEWHEELNAMES = true; bool settings::APPROVEALLNAMES = true;
bool settings::APPROVECUSTOMNAMES = true;
bool settings::AUTOCREATEACCOUNTS = true; bool settings::AUTOCREATEACCOUNTS = true;
std::string settings::AUTHMETHODS = "password";
int settings::DBSAVEINTERVAL = 240; int settings::DBSAVEINTERVAL = 240;
int settings::SHARDPORT = 23001; int settings::SHARDPORT = 23001;
@@ -24,7 +21,6 @@ bool settings::LOCALHOSTWORKAROUND = true;
time_t settings::TIMEOUT = 60000; time_t settings::TIMEOUT = 60000;
int settings::VIEWDISTANCE = 25600; int settings::VIEWDISTANCE = 25600;
bool settings::SIMULATEMOBS = true; bool settings::SIMULATEMOBS = true;
bool settings::ANTICHEAT = true;
// default spawn point // default spawn point
#ifndef ACADEMY #ifndef ACADEMY
@@ -65,15 +61,11 @@ bool settings::DISABLEFIRSTUSEFLAG = true;
// monitor settings // monitor settings
bool settings::MONITORENABLED = false; bool settings::MONITORENABLED = false;
int settings::MONITORPORT = 8003; int settings::MONITORPORT = 8003;
std::string settings::MONITORLISTENIP = "127.0.0.1";
int settings::MONITORINTERVAL = 5000; int settings::MONITORINTERVAL = 5000;
// event mode settings // event mode settings
int settings::EVENTMODE = 0; int settings::EVENTMODE = 0;
// race settings
bool settings::IZRACESCORECAPPED = true;
void settings::init() { void settings::init() {
INIReader reader("config.ini"); INIReader reader("config.ini");
@@ -88,12 +80,9 @@ void settings::init() {
VERBOSITY = reader.GetInteger("", "verbosity", VERBOSITY); VERBOSITY = reader.GetInteger("", "verbosity", VERBOSITY);
SANDBOX = reader.GetBoolean("", "sandbox", SANDBOX); SANDBOX = reader.GetBoolean("", "sandbox", SANDBOX);
SANDBOXEXTRAPATH = reader.Get("", "sandboxextrapath", SANDBOXEXTRAPATH);
LOGINPORT = reader.GetInteger("login", "port", LOGINPORT); LOGINPORT = reader.GetInteger("login", "port", LOGINPORT);
APPROVEWHEELNAMES = reader.GetBoolean("login", "acceptallwheelnames", APPROVEWHEELNAMES); APPROVEALLNAMES = reader.GetBoolean("login", "acceptallcustomnames", APPROVEALLNAMES);
APPROVECUSTOMNAMES = reader.GetBoolean("login", "acceptallcustomnames", APPROVECUSTOMNAMES);
AUTOCREATEACCOUNTS = reader.GetBoolean("login", "autocreateaccounts", AUTOCREATEACCOUNTS); AUTOCREATEACCOUNTS = reader.GetBoolean("login", "autocreateaccounts", AUTOCREATEACCOUNTS);
AUTHMETHODS = reader.Get("login", "authmethods", AUTHMETHODS);
DBSAVEINTERVAL = reader.GetInteger("login", "dbsaveinterval", DBSAVEINTERVAL); DBSAVEINTERVAL = reader.GetInteger("login", "dbsaveinterval", DBSAVEINTERVAL);
SHARDPORT = reader.GetInteger("shard", "port", SHARDPORT); SHARDPORT = reader.GetInteger("shard", "port", SHARDPORT);
SHARDSERVERIP = reader.Get("shard", "ip", SHARDSERVERIP); SHARDSERVERIP = reader.Get("shard", "ip", SHARDSERVERIP);
@@ -120,10 +109,7 @@ void settings::init() {
ACCLEVEL = reader.GetInteger("shard", "accountlevel", ACCLEVEL); ACCLEVEL = reader.GetInteger("shard", "accountlevel", ACCLEVEL);
EVENTMODE = reader.GetInteger("shard", "eventmode", EVENTMODE); EVENTMODE = reader.GetInteger("shard", "eventmode", EVENTMODE);
DISABLEFIRSTUSEFLAG = reader.GetBoolean("shard", "disablefirstuseflag", DISABLEFIRSTUSEFLAG); DISABLEFIRSTUSEFLAG = reader.GetBoolean("shard", "disablefirstuseflag", DISABLEFIRSTUSEFLAG);
ANTICHEAT = reader.GetBoolean("shard", "anticheat", ANTICHEAT);
IZRACESCORECAPPED = reader.GetBoolean("shard", "izracescorecapped", IZRACESCORECAPPED);
MONITORENABLED = reader.GetBoolean("monitor", "enabled", MONITORENABLED); MONITORENABLED = reader.GetBoolean("monitor", "enabled", MONITORENABLED);
MONITORPORT = reader.GetInteger("monitor", "port", MONITORPORT); MONITORPORT = reader.GetInteger("monitor", "port", MONITORPORT);
MONITORLISTENIP = reader.Get("monitor", "listenip", MONITORLISTENIP);
MONITORINTERVAL = reader.GetInteger("monitor", "interval", MONITORINTERVAL); MONITORINTERVAL = reader.GetInteger("monitor", "interval", MONITORINTERVAL);
} }

View File

@@ -1,23 +1,17 @@
#pragma once #pragma once
#include <stdint.h>
#include <string> #include <string>
#include <time.h>
namespace settings { namespace settings {
extern int VERBOSITY; extern int VERBOSITY;
extern bool SANDBOX; extern bool SANDBOX;
extern std::string SANDBOXEXTRAPATH;
extern int LOGINPORT; extern int LOGINPORT;
extern bool APPROVEWHEELNAMES; extern bool APPROVEALLNAMES;
extern bool APPROVECUSTOMNAMES;
extern bool AUTOCREATEACCOUNTS; extern bool AUTOCREATEACCOUNTS;
extern std::string AUTHMETHODS;
extern int DBSAVEINTERVAL; extern int DBSAVEINTERVAL;
extern int SHARDPORT; extern int SHARDPORT;
extern std::string SHARDSERVERIP; extern std::string SHARDSERVERIP;
extern bool LOCALHOSTWORKAROUND; extern bool LOCALHOSTWORKAROUND;
extern bool ANTICHEAT;
extern time_t TIMEOUT; extern time_t TIMEOUT;
extern int VIEWDISTANCE; extern int VIEWDISTANCE;
extern bool SIMULATEMOBS; extern bool SIMULATEMOBS;
@@ -41,10 +35,8 @@ namespace settings {
extern int EVENTMODE; extern int EVENTMODE;
extern bool MONITORENABLED; extern bool MONITORENABLED;
extern int MONITORPORT; extern int MONITORPORT;
extern std::string MONITORLISTENIP;
extern int MONITORINTERVAL; extern int MONITORINTERVAL;
extern bool DISABLEFIRSTUSEFLAG; extern bool DISABLEFIRSTUSEFLAG;
extern bool IZRACESCORECAPPED;
void init(); void init();
} }

2
tdata

Submodule tdata updated: bdb611b092...8230fb8649

14842
vendor/JSON.hpp vendored

File diff suppressed because it is too large Load Diff

View File

@@ -22,14 +22,9 @@
#endif #endif
#include <errno.h> #include <errno.h>
#if defined(_WIN32) && !defined(_WIN64) #ifdef _WIN32 || _WIN64
typedef __int32 ssize_t;
#elif defined(_WIN32) && defined(_WIN64)
typedef __int64 ssize_t;
#endif
#if defined(_WIN32) || defined(_WIN64)
// On windows we need to generate random bytes differently. // On windows we need to generate random bytes differently.
typedef __int64 ssize_t;
#define BCRYPT_HASHSIZE 60 #define BCRYPT_HASHSIZE 60
#include "bcrypt.h" #include "bcrypt.h"
@@ -38,9 +33,8 @@ typedef __int64 ssize_t;
#include <wincrypt.h> /* CryptAcquireContext, CryptGenRandom */ #include <wincrypt.h> /* CryptAcquireContext, CryptGenRandom */
#else #else
#include "bcrypt.h" #include "bcrypt.h"
#endif
#include "ow-crypt.h" #include "ow-crypt.h"
#endif
#define RANDBYTES (16) #define RANDBYTES (16)
@@ -123,7 +117,7 @@ int bcrypt_gensalt(int factor, char salt[BCRYPT_HASHSIZE])
char *aux; char *aux;
// Note: Windows does not have /dev/urandom sadly. // Note: Windows does not have /dev/urandom sadly.
#if defined(_WIN32) || defined(_WIN64) #ifdef _WIN32 || _WIN64
HCRYPTPROV p; HCRYPTPROV p;
ULONG i; ULONG i;

View File

@@ -51,7 +51,7 @@
#endif #endif
/* Just to make sure the prototypes match the actual definitions */ /* Just to make sure the prototypes match the actual definitions */
#if defined(_WIN32) || defined(_WIN64) #ifdef _WIN32 || _WIN64
#include "crypt_blowfish.h" #include "crypt_blowfish.h"
#else #else
#include "crypt_blowfish.h" #include "crypt_blowfish.h"

View File

@@ -41,7 +41,7 @@
#define __SKIP_GNU #define __SKIP_GNU
#endif #endif
#if defined(_WIN32) || defined(_WIN64) #ifdef _WIN32 | _WIN64
#include "ow-crypt.h" #include "ow-crypt.h"
#include "crypt_blowfish.h" #include "crypt_blowfish.h"
@@ -251,7 +251,7 @@ char *__crypt_gensalt_ra(const char *prefix, unsigned long count,
input, size, output, sizeof(output)); input, size, output, sizeof(output));
if (retval) { if (retval) {
#if defined(_WIN32) || defined(_WIN64) #ifdef _WIN32 | _WIN64
retval = _strdup(retval); retval = _strdup(retval);
#else #else
retval = strdup(retval); retval = strdup(retval);

View File

@@ -1,52 +0,0 @@
# Run this first if needed:
# Set-ExecutionPolicy -ExecutionPolicy Bypass -Scope Process
param (
# height of largest column without top bar
[Parameter(Mandatory=$true)]
[string]$protocolVersion
)
$ErrorActionPreference = 'Stop'
# check for vscmd
if ([string]::IsNullOrEmpty($env:VSCMD_VER)) {
Write-Host 'Must be run inside of VS Developer Powershell'
exit 1
}
# check for git
try {
$git_version = git --version
} catch {
Write-Host 'git not installed'
exit 1
}
# setup vcpkg
if (Test-Path -Path 'vcpkg\') {
Write-Host 'vcpkg already setup'
} else {
Write-Host 'Setting up vcpkg...'
git clone "https://github.com/microsoft/vcpkg.git"
}
if (-not (Test-Path -Path 'vcpkg\vcpkg.exe')) {
Write-Host 'Bootstrapping vcpkg...'
Start-Process -Wait -NoNewWindow -FilePath 'vcpkg\bootstrap-vcpkg.bat' -ArgumentList '-disableMetrics'
}
$env:VCPKG_ROOT='' # ignore msvc's vcpkg root, it doesn't work
$vcpkg = (Resolve-Path -Path '.\vcpkg')
Write-Host "vcpkg installed to $vcpkg"
Start-Process -Wait -NoNewWindow -FilePath 'vcpkg\vcpkg.exe' -ArgumentList 'install sqlite3:x64-windows'
# setup cmake project
if (Test-Path -Path 'build\') {
Write-Host 'cmake project already setup';
} else {
Write-Host 'Setting up cmake project...'
Start-Process -Wait -NoNewWindow -FilePath 'cmake' -ArgumentList "-B build -DPROTOCOL_VERSION=$protocolVersion -DCMAKE_TOOLCHAIN_FILE=$vcpkg\scripts\buildsystems\vcpkg.cmake"
}
Write-Host 'Done!'
$sln = (Resolve-Path -Path '.\build\OpenFusion.sln')
Write-Host "Solution file is at $sln"