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4
.github/workflows/check-builds.yaml
vendored
4
.github/workflows/check-builds.yaml
vendored
@ -53,7 +53,7 @@ jobs:
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- name: Upload build artifact
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uses: actions/upload-artifact@v2
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with:
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name: 'ubuntu20_04-bin-x64-${{ env.SHORT_SHA }}'
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name: 'ubuntu22_04-bin-x64-${{ env.SHORT_SHA }}'
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path: bin
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windows-build:
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@ -112,7 +112,7 @@ jobs:
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copy-artifacts:
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if: github.event_name != 'pull_request' && github.ref == 'refs/heads/master'
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runs-on: ubuntu-latest
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runs-on: ubuntu-22.04
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needs: [windows-build, ubuntu-build]
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env:
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BOT_SSH_KEY: ${{ secrets.BOT_SSH_KEY }}
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@ -13,13 +13,13 @@ OpenFusion is a reverse-engineered server for FusionFall. It primarily targets v
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### Getting Started
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#### Method A: Installer (Easiest)
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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.
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1. Download the client installer by clicking [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.5/OpenFusionClient-1.5-Installer.exe) - choose to run the file.
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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.
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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.
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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.
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#### Method B: Standalone .zip file
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1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.4/OpenFusionClient-1.4.zip).
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1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.5/OpenFusionClient-1.5.zip).
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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.
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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.
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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.
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@ -29,7 +29,7 @@ Instructions for getting the client to run on Linux through Wine can be found [h
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### Hosting a server
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1. Grab `OpenFusionServer-1.4-original.zip` or `OpenFusionServer-1.4-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.4).
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1. Grab `OpenFusionServer-1.5-original.zip` or `OpenFusionServer-1.5-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.5).
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2. Extract it to a folder of your choice, then run `winfusion.exe` (Windows) or `fusion` (Linux) to start the server.
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3. Add a new server to the client's list:
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1. For Description, enter anything you want. This is what will show up in the server list.
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@ -86,7 +86,10 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
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plr->x = X;
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plr->y = Y;
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plr->z = Z;
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if (plr->instanceID != I) {
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plr->instanceID = I;
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plr->recallInstance = INSTANCE_OVERWORLD;
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}
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if (oldChunk == newChunk)
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return; // didn't change chunks
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Chunking::updateEntityChunk({sock}, oldChunk, newChunk);
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@ -132,24 +135,6 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
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}
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if (I != INSTANCE_OVERWORLD) {
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INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
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pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
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if (I != fromInstance // do not retransmit MAP_INFO on recall
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&& Racing::EPData.find(pkt.iInstanceMapNum) != Racing::EPData.end()) {
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EPInfo* ep = &Racing::EPData[pkt.iInstanceMapNum];
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pkt.iEP_ID = ep->EPID;
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pkt.iMapCoordX_Min = ep->zoneX * 51200;
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pkt.iMapCoordX_Max = (ep->zoneX + 1) * 51200;
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pkt.iMapCoordY_Min = ep->zoneY * 51200;
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pkt.iMapCoordY_Max = (ep->zoneY + 1) * 51200;
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pkt.iMapCoordZ_Min = INT32_MIN;
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pkt.iMapCoordZ_Max = INT32_MAX;
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}
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sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO);
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}
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INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt2);
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pkt2.iX = X;
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pkt2.iY = Y;
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@ -376,6 +361,24 @@ static void loadPlayer(CNSocket* sock, CNPacketData* data) {
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updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle);
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sock->sendPacket(response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC);
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if (plr->instanceID != INSTANCE_OVERWORLD) {
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INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
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pkt.iInstanceMapNum = (int32_t)MAPNUM(plr->instanceID); // lower 32 bits are mapnum
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if (pkt.iInstanceMapNum != plr->recallInstance // do not retransmit MAP_INFO on recall
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&& Racing::EPData.find(pkt.iInstanceMapNum) != Racing::EPData.end()) {
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EPInfo* ep = &Racing::EPData[pkt.iInstanceMapNum];
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pkt.iEP_ID = ep->EPID;
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pkt.iMapCoordX_Min = ep->zoneX * 51200;
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pkt.iMapCoordX_Max = (ep->zoneX + 1) * 51200;
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pkt.iMapCoordY_Min = ep->zoneY * 51200;
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pkt.iMapCoordY_Max = (ep->zoneY + 1) * 51200;
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pkt.iMapCoordZ_Min = INT32_MIN;
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pkt.iMapCoordZ_Max = INT32_MAX;
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}
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sock->sendPacket(pkt, P_FE2CL_INSTANCE_MAP_INFO);
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}
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}
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static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
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