136 Commits

Author SHA1 Message Date
43a2504357 Update Dockerfile, license, and readme 2025-02-10 18:43:01 -08:00
ca196bf620 Add windows dev setup script 2025-01-30 21:33:05 -08:00
6b9ae4c325 Validate name wheel names 2025-01-06 23:43:37 -05:00
d06c324aa3 Send namereq event on name change as well 2025-01-05 22:30:55 -05:00
052196d1cd Treat bcast areas 1 and 2 as global 2025-01-02 18:26:00 -05:00
e84f6505b8 Name request monitor events 2025-01-02 18:06:06 -05:00
b483bf7190 Respect name check flag in getPlayerName 2025-01-02 17:44:37 -05:00
6ff51685a8 Move event buffers to Monitor 2025-01-02 17:39:16 -05:00
b4ed31d4fb Dedicated bcast monitor event 2025-01-02 17:18:53 -05:00
36e0667ed2 Add Email and LastPasswordReset columns to Account table (#299)
* Add Email column to Account table

* Add LastPasswordReset timestamp column, missing DB version bump
2024-11-28 23:01:29 -05:00
ed9fe61faf Auth cookie refresh on PC_EXIT 2024-11-23 11:29:55 -08:00
55cf3f7102 Refactor login packet handler for more flexible auth (#298)
This PR enables auth cookies to be used simultaneously with plaintext paasswords sent in the cookie authID field.

* Hoist a bunch of checks from the login packet handler into helper functions.
* Rename the LoginType enum to AuthMethod and distinguish it from the iLoginType packet field (see comment in code for why these should be decoupled).
* If the provided token does not pass the cookie check and password auth is enabled, treat it as a plaintext password and authenticate if it is correct.
2024-11-17 05:21:37 +01:00
1543dac4e0 BUILD - Optimize Dockerfile by using alpine as base image (#277) 2024-10-28 21:26:25 -07:00
ae327cc104 Use FE2CL_..._AROUND, _AROUND_DEL packets (#295)
* Use FE2CL_..._AROUND, _AROUND_DEL packets
* Use increased buffer size for 728 and 1013 protocols
2024-10-28 20:49:34 -07:00
6ffde9bb44 Replace most usages of CN_PACKET_BUFFER_SIZE with usable body size 2024-10-28 20:39:25 -07:00
8568fd1c46 Restore the check that makes sure mob paths start from their spawn point
This was added in 599bbedd and accidentally removed during the TableData
refactor in c960b062.
2024-10-19 04:26:09 +02:00
05a5303522 Fix one-off mobs respawning if their regenTime is 0 2024-10-19 04:25:08 +02:00
3365cb53b7 Only listen for monitor connections on localhost by default
This is to prevent accidental exposure of the monitor port to the public
internet if a server admin enables the monitor port without it being
properly firewalled. There is now a config option that lets you override
the address to bind to, so that it can still be made available to other
machines over private networks such as Wireguard.
2024-10-17 01:04:50 +02:00
5e92a58134 Print server types when starting servers
Should have done this back when I added serverType.
2024-10-17 01:04:50 +02:00
94064e1865 [sandbox] Print error message on seccomp sandbox violation
Co-authored-by: cpunch <sethtstubbs@gmail.com>
2024-10-17 01:04:50 +02:00
5e73ff272d [sandbox] Add make target for building without Landlock 2024-10-17 01:04:47 +02:00
197ccad0eb [sandbox] Landlock support
* Support disabling Landlock at compile time or runtime if unsupported,
  without disabling seccomp
* Support older Landlock ABI versions
* Support an extra arbitrary RW path, inteded for the coredump dir
* Support database locations other than the working directory
2024-10-17 01:03:06 +02:00
CakeLancelot
68b56e7c25 Docker: disable sandbox to fix crashes and update Dockerfile/compose.yml (#294)
Additionally:
* Add EXPOSE hints to Dockerfile
* as -> AS in Dockerfile to resolve warning
* Point docker-compose to our docker hub image
* Remove version property in docker-compose.yml as it was deprecated
2024-10-15 01:00:37 -05:00
CakeLancelot
cada1bcfd8 Update check-builds.yaml
* Install SQLite3 headers as they arent included in the Ubuntu 24.04 image (only includes CLI currently): https://github.com/actions/runner-images/blob/main/images/ubuntu/Ubuntu2404-Readme.md
* Change copy-artifacts task to also use ubuntu-latest
2024-10-14 22:48:41 -05:00
Juansecu
ca43a2996a BUILD - Fix build of Docker image for different archs (#293) 2024-10-14 17:22:45 -05:00
7c66041a6f Add make target for building without the sandbox 2024-10-12 15:42:26 +02:00
2c822e210b [bcrypt] Fix missing include on Windows
Co-authored-by: Jade Shrinemaiden <jadeshrinemaiden@gmail.com>
2024-10-12 15:15:36 +02:00
Juansecu
352fa8a133 BUILD - Expose ports used by the application server in Dockerfile 2024-10-09 19:13:54 -05:00
CakeLancelot
c116794c83 README updates
Create dockerhub pull badge
Change links from wiki to website
2024-10-08 22:00:45 -05:00
CakeLancelot
4ebda6066c Docker: add manual workflow dispatch and auto install QEMU 2024-10-08 21:52:05 -05:00
6de21277d6 Fix eruption attacks cancelling when no targets are in range 2024-10-08 19:18:00 -07:00
CakeLancelot
397700e909 Update version numbers in README 2024-10-06 23:26:36 -05:00
d9b6aedd5b Fix nested ifdefs for windows 2024-10-06 20:58:20 -07:00
CakeLancelot
145113062b Update tdata reference to fix invalid label 2024-10-05 16:51:39 -05:00
d717c5d74d Update tdata reference for the car paths 2024-09-22 04:28:28 +02:00
a6eb0e2349 Auth Cookie Support (#285)
* Auth cookie support

* Add config option for auth cookie support

* Safe handling of TEGid/auth_id strings

* Fix bad size calculation due to pointer cast

* Expiration timestamp instead of valid bit

* Change setting to "allowed auth methods"

This allows plaintext password auth to be disabled altogether

* PR feedback
2024-09-17 20:41:48 -07:00
52833f7fb3 Fix CI/CD 2024-09-05 13:43:57 -04:00
CakeLancelot
3aed24de26 Update download links in Getting Started 2024-07-14 18:52:38 -05:00
Gent Semaj
17362b2ea6 Client synchronization improvements (#283)
* Client synchronization improvements

* Remove bad comment

* Remove guard on PC_TICK

* Fix delayed loading of nano skill icons

We actually don't need to wait for post-load to do the second nano book send.
That adds unnecessary delay. Moving it to right after `P_FE2CL_REP_PC_ENTER_SUCC`
does the trick and gives the client plenty of time to fetch the icons before
loading in-game.

* Don't send unnecessary nano book subsets pre-enter

* Fix comment
2024-06-27 08:19:54 -05:00
gsemaj
47dbc6d35e Notify if player must log out and back in for access change 2024-06-23 18:41:43 -07:00
Gent Semaj
b780f5ee60 Enable account level changing at runtime (#282)
* Enable account level change at runtime

* PR feedback
2024-06-23 20:25:46 -05:00
Gent Semaj
003186d97a Immediate email notifications (#281) 2024-06-23 10:32:22 -05:00
Gent Semaj
6d2f120305 Add missing trade offer packets (#280) 2024-06-22 18:20:59 -05:00
Juansecu
2096c3c3cc BUILD - Optimize Dockerfile by using alpine as base image 2024-06-08 21:55:03 -05:00
Juansecu
51615db230 CD - Add GitHub Action to push Docker image to Docker Hub (#275)
* CD - Add GitHub Action to push Docker image to Docker Hub

* BUILD - Reduce size of image by using slim version of Debian

* CI - Modify Push Docker Image action to build and push Docker image to linux/amd64 and linux/arm64 architectures
2024-05-15 10:17:33 -05:00
CakeLancelot
233d21ecd7 Fix copy/paste error in docker-compose.yml 2024-05-07 23:01:09 -05:00
Gent Semaj
54327b0c23 Docker improvements (#274) 2024-05-07 22:11:14 -05:00
CakeLancelot
fa8c1e73d1 Fix a few compiler warnings and formatting for DB startup message (#272)
Note that the warning in TableData.cpp only seems to occur on clang (deprecated-declarations)

Database account/player count message:
Before: [INFO] Database in operation : Found 1 account(s) and 2 player(s)s
After: [INFO] Database in operation: Found 1 account and 2 players
2024-03-31 13:02:39 -05:00
CakeLancelot
aeac57ebf7 Remove duplicate headers from Makefile 2024-03-31 02:48:18 -05:00
CakeLancelot
632406e93b Bump nlohmann JSON to 3.11.3 (#271)
I've checked all the changelogs from the version we were using (3.9.1) to the latest, and there should not be any breaking changes or deprecated functionality.
The server also compiled fine and I did not encounter any issues after a brief play session.
2024-03-29 21:50:55 -05:00
837f109752 Add missing mutex 2024-02-03 03:13:43 -05:00
c11cfebdb1 Fix account and player counts on startup 2024-02-03 03:13:24 -05:00
20367d77f0 Bump copyright date 2024-02-02 22:01:38 -05:00
8d04f31c61 Default PROTOCOL_VERSION to 104 2024-02-02 21:58:37 -05:00
FinnHornhoover
44560a46b7 Rank Calculation Out-of-Bounds Fix (#268) 2023-12-24 02:49:51 +01:00
gsemaj
21d280147c Shard crash fixes 2023-12-19 13:23:58 -05:00
FinnHornhoover
b765821552 added option to disable score capping 2023-12-19 13:18:43 -05:00
e61682dfb2 fix: out-of-bounds index in itemDeleteHandler() 2023-12-18 04:41:53 -06:00
FinnHornhoover
d9ebb4e3ef only allow barkers of simple npcs
Co-authored-by: Gent Semaj <gsemaj@proton.me>
2023-12-12 06:01:30 -08:00
FinnHornhoover
73c610b471 randomized npcs for mission barkers 2023-12-12 06:01:30 -08:00
FinnHornhoover
3e6bfea3fe fixed unexpected randomization of barkers 2023-12-12 06:01:30 -08:00
FinnHornhoover
cd265af8e0 Original Racing Scores Functionality (#257) 2023-10-12 04:42:57 +02:00
CakeLancelot
38c68f351b Update README.md to fix some inaccurate info, move commands to wiki page 2023-10-12 04:00:16 +02:00
edfbe4d005 Make winTerminate() a WINAPI function
This macro makes it use the stdcall calling convention when compiling
for 32-bit Windows. Its absence was technically a bug, but it's a no-op
on 64-bit Windows.
2023-10-12 02:02:23 +02:00
96c430c994 Restore rapid-fire anti-cheat for projectiles
For a while we had made the temporary rapid-fire anti-cheat optional on
master, but had removed it entirely on the refactor branch. The
modification on master was acidentally only applied to the regular
(non-projectile) combat handler, while the removal on refactor removed
both that and the projectile check.

When the refactor branch was merged, that resulted in the removal of
only the projectile rapid-fire check, while the conditional regular
combat rapid-fire check was kept.

This change restores the projectile rapid-fire check such that it is
conditional, just like for regular combat.
2023-10-12 02:02:23 +02:00
gsemaj
4592fc42af CI/CD improvements
- PR builds will now run even if they weren't opened as drafts
- PR builds will now re-run when they get new commits
- Builds can now be manually triggered from GitHub
2023-10-10 14:35:07 -04:00
FinnHornhoover
70a27afad1 Pimpleback IZ Pod Fix (#259) 2023-10-08 17:02:32 -04:00
gsemaj
6cfb3bf532 Merge branch 'refactor' 2023-10-08 16:54:42 -04:00
9b2a65f8fd [refactor] More buff + skill fixes 2023-10-08 16:43:11 -04:00
6a69388822 Refactor and generalize NPCEvent logic 2023-10-08 16:43:11 -04:00
2924a27eb4 Rename coord args in summonNPC() and constructors to clarify purpose
This makes it clearer that the real coords aren't set until the first
call to updateNPCPosition().
2023-10-08 16:43:11 -04:00
ba20f5a401 Quick fix for Fuse boss fight NPCEvent logic
Will be replaced with a proper rework immediately.
2023-10-08 16:43:11 -04:00
gsemaj
eb88fa05cb reduce drain tickrate 2023-10-08 16:43:11 -04:00
gsemaj
0b73cef187 Clear player buffs on death if not revived 2023-10-08 16:43:11 -04:00
gsemaj
7af39b3d04 [refactor] Buff + skill bugfixes 2023-10-08 16:43:11 -04:00
gsemaj
33206b1207 Updater contributer guide 2023-10-08 16:43:11 -04:00
gsemaj
e325f7a40b Implement buff handling for CombatNPC 2023-10-08 16:43:11 -04:00
gsemaj
82bee2051a [refactor] Active power handling 2023-10-08 16:43:11 -04:00
gsemaj
4ece1bb89b [refactor] Sync with master
This was initially a merge commit that got ironed out by rebase cleanup.
Notable changes are:
- Copying EntityRef instead of referencing it
- Some changes to includes
2023-10-08 16:41:51 -04:00
gsemaj
31677e2638 [refactor] 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
- ???
2023-10-08 16:34:43 -04:00
gsemaj
d32827b692 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
2023-10-08 16:34:18 -04:00
gsemaj
13c009b448 Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
2023-10-08 16:34:18 -04:00
gsemaj
a032497bed Handle case where cmake is invoked outside root 2023-10-08 16:34:18 -04:00
gsemaj
3b6b61d087 [refactor] SkillData additions for buffs 2023-10-08 16:34:18 -04:00
gsemaj
6d760f5bce Replace group filter operator with function 2023-10-08 16:33:54 -04:00
gsemaj
2a622f901c Ignore .bak files
for my local backups lol
2023-10-08 16:33:53 -04:00
gsemaj
03d28bf4e4 [refactor] Refactor groups 2023-10-08 16:33:53 -04:00
gsemaj
4b834579c5 [refactor] Remaining ICombatant implementation 2023-10-08 16:33:34 -04:00
gsemaj
07fe8ca367 (WIP) Remove BaseNPC::barkerType to save space 2023-10-08 16:32:49 -04:00
gsemaj
2f3f8a3951 [refactor] Initial ICombatant draft 2023-10-08 16:32:49 -04:00
4f890a9c07 [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.
2023-10-08 16:31:53 -04:00
8517e0c7de [refactor] Replace a few uses of magic numbers with enums 2023-10-08 16:31:53 -04:00
5fb0cbbcf7 [refactor] Cosmetic cleanup in Fuse fight functions 2023-10-08 16:31:53 -04:00
55e9f6531d [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.
2023-10-08 16:31:53 -04:00
gsemaj
7726357fbe [WIP] Stub power handler 2023-10-08 16:31:53 -04:00
gsemaj
564c275d51 [WIP] Use EntityRef instead of CNSocket in ability handler 2023-10-08 16:31:53 -04:00
gsemaj
3ce9ae5f77 [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.
2023-10-08 16:31:53 -04:00
gsemaj
7c5b9a8105 [WIP] Rename Entity.type -> Entity.kind 2023-10-08 16:31:53 -04:00
gsemaj
258ff35e20 [WIP] Initial merge of ability namespaces & features 2023-10-08 16:31:53 -04:00
CakeLancelot
ab480d88f1 Update version numbers to 1.5 2023-10-07 18:20:04 -05:00
CakeLancelot
89772d763b CI: specify Ubuntu runner version and fix artifact zip name
We were technically already using 22.04 for a bit, it got updated without us noticing since the version was set to `ubuntu-latest`.
Affix the version to 22.04 so that it doesn't get unexpectedly updated again, and update the artifact's zip to reflect the change.
2023-10-07 17:13:13 -05:00
bd0cc3c212 Fix regression with /speed and /jump after previous change
Also changed the case values to use the client definitions.
2023-09-13 04:37:49 +02:00
c636c538eb Fix minor visual bug in setValuePlayer() 2023-09-02 20:59:34 +02:00
d3bef95a7f Fix /npcr
Also removed a redundant invocation of NPCManager::updateNPCPosition()
and simplified the surrounding code.
2023-08-20 05:06:16 +02:00
gsemaj
650f947451 Add .dockerignore file
Fixes an issue where if you had a version.h file generated from cmake,
it would be used in the Dockerfile even though the container uses make.
2023-08-19 18:22:21 +00:00
gsemaj
b12aecad63 Fix vscode launch configs for Windows 2023-07-11 13:52:22 -04:00
gsemaj
5bf0c8f3ea Add launch configurations for vscode 2023-07-11 12:29:47 -04:00
gsemaj
2ddc956c9b Fix sqlite casing and syntax error in cmakelists 2023-07-11 12:29:08 -04:00
gsemaj
4f0ae027a5 Add Dockerfile and docker-compose 2023-06-30 03:31:45 -04:00
23ab908366 Refuse to start if there are invalid NPC types in the JSONs
This fixes an issue where there server would start up fine even if NPC
types from a later build were found in the gruntwork file. Because of
the semantics of the C++ array indexing operator, the index into NPCData
in loadGruntworkPost() would silently create extra entries in the
nlohmann::json array, which would break future NPC type limit checks and
subsequently crash the server at the next invocation of /summonW, and
likely other places.

We fix this by refusing to start the server if any invalid NPC types are
found, because simply skipping them in the gruntwork file would silently
omit them from further writes to the gruntwork file, which would be
undesirable data loss.
2023-06-22 02:43:26 +02:00
be6a4c0a5d Enforce minimum supported libsqlite version
The server now checks the libsqlite both at compile time and on server
startup. The version the executable was built with and the one it's
running with may be different, so long as they're both at or above the
minimum supported version. One or both version numbers are printed on
startup, depending on if they're identical or not.

The compile-time ("Built with") version depends on the sqlite3.h header
used during compilation, while the runtime ("Using") version depends on
either:

* The sqlite3.c version used during compilation, if statically linked.
  (Which may be different from the header version and still compile and run
  fine.)
* The version of the libsqlite3.so or sqlite3.dll that the server
  loaded, if dynamically linked. Version mismatches here are normal,
  especially on Unix systems with their own system libraries.

The current minimum version is 3.33.0, from 2020-08-14, as that's the
one that introduced the UPDATE-FROM syntax used during login by
Database::updateSelectedByPlayerId().

Also rearranged the prints and initialization calls in main() slightly.
2023-03-19 01:41:07 +01:00
8eb1af20c8 Clean up tdata file loading logic slightly
The earlier addition of empty file checks made it just a bit too cumbersome.
2023-03-13 21:42:59 +01:00
e73daa0865 Skip loadGruntworkPre() if there's no gruntwork
Previously, only loadGruntworkPost() would be skipped if the gruntwork
was null, but it was never null at that point because loadGruntworkPre()
would inadvertently create gruntwork["paths"] when it indexes it to
iterate through it.

Now, the gruntwork loading messages will no longer be misleadingly
printed to stdout when there isn't a gruntwork file.
2023-03-13 05:58:49 +01:00
743a39c125 Tolerate empty gruntwork file
This prevents the server from failing to start if a gruntwork file
exists, but happens to be empty.
2023-03-13 05:18:27 +01:00
a9af8713bc Reject network messages too small for the packet size field 2023-03-12 01:45:18 +01:00
4825267537 Use memcpy() instead of casting to load keys
UBSAN complains about the casting approach because it loads a 64-bit
integer from the defaultKeys string which isn't guaranteed to be 64-bit
aligned, which is undefined behavior.
2023-03-11 23:16:09 +01:00
a92cfaff25 Differentiate new connection messages on the login and shard ports 2023-03-11 21:54:56 +01:00
abcfa3445b Move dead socket cleanup out of the poll() loop
This fixes a potential desync between the fds vector and the connections
map that could happen due to file descriptor number reuse.
2023-03-11 03:24:48 +01:00
2bf14200f7 Make CNSocket::kill() idempotent
CNSocket::kill() will now no longer call close() on already closed sockets.

close() should never be called on already closed file descriptors, yet
CNSocket::kill() was lacking any protection against that, despite its
use as both a high-level way of killing player connections and as a
means of ensuring that closing connections have been properly terminated
in the poll() loop.

This was causing close() to be erroneously called on each socket at least
one extra time. It was also introducing a race condition where the login
and shard threads could close each other's newly opened sockets due to
file descriptor reuse when a connection was accept()ed after the first
call to close(), but before the second one. See the close(2) manpage for
details.
2023-03-11 02:59:05 +01:00
876a9c82cd Bump copyright year to 2023 2023-03-06 21:08:45 +01:00
fb5b0eeeb9 Make socket connection state mismatch into a fatal error
These problems are usually not ephemeral, and cause persistent console
spam, so they should immediately crash the server so they can be
investigated.
2023-03-06 02:21:54 +01:00
7aabc507e7 Stop handling the current packet if the server is shutting down
Previously, terminating a running server from the terminal would
sometimes print a benign warning message if the server was currently
handling an incoming packet. This happened because CNServer::step()
would continue handling the packet after CNServer::kill() released the
activeCrit mutex. Now it first re-checks if active has been set to false
in the mean time after acquiring the mutex.
2023-03-06 02:21:54 +01:00
2914b95cff Combat: 3+ targets should automatically kick the connection 2023-03-01 11:18:41 -06:00
dbd2ec2270 Email: update the item slots via a ITEM_MOVE_SUCC packet 2023-02-28 15:15:57 -06:00
50e00a6772 Email: fix issue #186 2023-02-28 15:14:04 -06:00
7471bcbf38 Fix vehicle rental periods not showing up in vendor listings
Fixes #250.
2022-12-28 17:57:37 +01:00
100b4605ec Fix early CNShared timeout
Revisiting this again; the issue was that the comparison operator was
facing the wrong way, so connections were being pruned every 30 seconds
or less. This was effectively a race condition kicking an unlucky player
every so often when pruning happened exactly during an attempt to enter
the game.

Now that the proper timeout is being enforced, I've reduced it to 5
minutes, down from 15, since it really doesn't need to be that long.
2022-12-11 19:46:29 +01:00
741b898230 Remove redundant copy of Player object when added to the shard
Since the Player object is loaded up in loadPlayer() now, it's pretty
apparent that there's no more reason to copy it around at any point.
2022-12-06 02:11:31 +01:00
3f44f53f97 On login, load Player from DB in shard thread, not in login thread
This avoids some needless data shuffling and fixes a rare desync.
2022-12-06 01:07:21 +01:00
d92b407349 Fix sanity check in emailReceiveItemSingle() 2022-12-05 22:30:02 +01:00
9b3e856a05 Sync player data to DB when trading and sending emails 2022-12-05 22:29:23 +01:00
eb8e54c1f0 Do not evaluate timers if the server is shutting down
This should fix issues with segfaults when the server is being
terminated that sometimes occur because things like NPC path traversal
keep running while the process is executing the signal handler.
2022-11-27 22:33:55 +01:00
1ba0f5e14a Mention Linux instructions in README.md
Also clarify the line about CI binaries.
2022-11-26 20:30:07 +01:00
12dde394c0 Add undocumented config option to disable rapid fire anticheat
This quick hack has been around for a while, so we might as well make it
configurable.

Also updated tdata reference.
2022-11-26 19:36:10 +01:00
b1eea6d4fe [seccomp] Whitelist rseq syscall
Used by glibc 2.35 and later.
2022-11-15 02:30:20 +01:00
f126b88781 [seccomp] Whitelist newfstatat and fix a few #ifdefs
Some newer versions of either glibc or libsqlite3 seem to require this
syscall for the server to terminate properly.
2022-09-04 20:53:17 +02:00
84 changed files with 9786 additions and 8692 deletions

View File

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

38
.github/workflows/push-docker-image.yml vendored Normal file
View File

@@ -0,0 +1,38 @@
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 Normal file
View File

@@ -0,0 +1,26 @@
{
"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})
# find sqlite3 and use it
find_package(sqlite3 REQUIRED)
find_package(SQLite3 REQUIRED)
target_include_directories(openfusion PRIVATE ${SQLite3_INCLUDE_DIRS})
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...
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)
target_link_libraries(openfusion pthread)
target_link_libraries(openfusion PRIVATE pthread)
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.
## Dirty pull requests
### Dirty pull requests
Many Pull Requests OpenFusion receives fail to present a clean set of commits to merge.
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.
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.
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).
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:
@@ -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.
(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.
Create a work branch just for your changeset with `git checkout -b work`.
@@ -81,3 +81,34 @@ 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`.
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.

41
Dockerfile Normal file
View File

@@ -0,0 +1,41 @@
# 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
Copyright (c) 2020-2022 OpenFusion Contributors
Copyright (c) 2020-2025 OpenFusion Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

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

View File

@@ -1,33 +1,35 @@
<p align="center"><img width="640" src="res/openfusion-hero.png" alt=""></p>
<p align="center"><img width="640" src="res/openfusion-hero.png" alt="OpenFusion Logo"></p>
<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/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://github.com/OpenFusionProject/OpenFusion/blob/master/LICENSE.md"><img src="https://img.shields.io/github/license/OpenFusionProject/OpenFusion" alt="License"></a>
</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://github.com/OpenFusionProject/OpenFusion/wiki/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://openfusion.dev/docs/reference/fusionfall-version-support/) for others.
## Usage
### Getting Started
#### Method A: Installer (Easiest)
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 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.
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.
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.
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.
#### Method B: Standalone .zip file
1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.4/OpenFusionClient-1.4.zip).
1. Download the launcher from [here](https://github.com/OpenFusionProject/OpenFusionLauncher/releases/latest/download/OpenFusionLauncher-Windows-Portable.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.
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.
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.
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.
### Hosting a server
Instructions for getting the client to run on Linux through Wine can be found [here](https://openfusion.dev/docs/guides/running-on-linux/).
1. Grab `OpenFusionServer-1.4-original.zip` or `OpenFusionServer-1.4-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.4).
### Hosting a server
1. Grab `OpenFusionServer-Windows-Original.zip` or `OpenFusionServer-Windows-Academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/latest).
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:
1. For Description, enter anything you want. This is what will show up in the server list.
@@ -35,7 +37,7 @@ OpenFusion is a reverse-engineered server for FusionFall. It primarily targets v
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.
If you want, [compiled binaries (artifacts) for each functional commit can be found here.](http://cdn.dexlabs.systems/of-builds/)
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/)
For a more detailed overview of the game's architecture and how to configure it, read the following sections.
@@ -52,10 +54,7 @@ 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 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`.
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.
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.
@@ -64,7 +63,7 @@ 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").
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 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!).
It instead loads the web pages locally using the `file://` schema, and fetches the game's assets from a standard web server.
`/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.
@@ -81,17 +80,17 @@ This just works if you're all under the same LAN, but if you want to play over t
## Compiling
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).
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/).
You have two choices for compiling OpenFusion: the included Makefile and the included CMakeLists file.
### Makefile
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).
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).
### CMake
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`
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`
## Contributing
@@ -100,26 +99,13 @@ If you'd like to contribute to this project, please read [CONTRIBUTING.md](CONTR
## Gameplay
The goal of the project is to faithfully recreate the game as it was at the time of the targeted build.
The server is not yet complete, however, and some functionality is still missing.
While most features are implemented and the game is playable start to finish, there may be missing functionality or bugs present.
Because the server is still in development, ordinary players are allowed access to a few admin commands:
Depending on the server configuration, you'll have access to certain commands.
![](res/sane_upsell.png)
For the public servers: Original has item spawning, the ability to set player speed/jump height, and teleportation enabled (default account level 50).
Meanwhile the Academy server is more meant for legitimate playthroughs (default account level 99).
### 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.).
When hosting a local server, you will have access to all commands by default (account level 1).
### 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).
For a list of available commands, see [this page](https://openfusion.dev/docs/reference/ingame-command-list/).

View File

@@ -12,11 +12,17 @@ sandbox=true
[login]
# must be kept in sync with loginInfo.php
port=23000
# will all name wheel names be approved instantly?
acceptallwheelnames=true
# will all custom names be approved instantly?
acceptallcustomnames=true
# should attempts to log into non-existent accounts
# automatically create them?
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?
# the default is 4 minutes
dbsaveinterval=240
@@ -66,6 +72,9 @@ motd=Welcome to OpenFusion!
# location of the database
#dbpath=database.db
# should there be a score cap for infected zone races?
#izracescorecapped=true
# should tutorial flags be disabled off the bat?
disablefirstuseflag=true
@@ -95,5 +104,8 @@ eventmode=0
enabled=false
# the port to listen for connections on
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)
interval=5000

14
docker-compose.yml Normal file
View File

@@ -0,0 +1,14 @@
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"

19
sql/migration4.sql Normal file
View File

@@ -0,0 +1,19 @@
/*
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;

8
sql/migration5.sql Normal file
View File

@@ -0,0 +1,8 @@
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

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

@@ -1,11 +1,12 @@
#include "Abilities.hpp"
#include "servers/CNShardServer.hpp"
#include "NPCManager.hpp"
#include "PlayerManager.hpp"
#include "Buffs.hpp"
#include "Nanos.hpp"
#include <assert.h>
#include "MobAI.hpp"
using namespace Abilities;
@@ -47,16 +48,107 @@ static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* so
}
static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
// TODO abilities
// take aggro
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{};
result.iDamage = duration / 10; // we use the duration as the damage number (why?)
result.iHP = target->getCurrentHP();
result.eCT = target->getCharType();
result.iID = target->getID();
result.bProtected = false;
result.bProtected = blocked;
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);
}
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) {
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{};
result.eCT = target->getCharType();
result.iID = target->getID();
@@ -71,19 +163,24 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
Player* plr = dynamic_cast<Player*>(target);
const double scalingFactor = (18 + source->getLevel()) / 36.0;
const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY);
int boostDrain = (int)(skill->values[0][power] * scalingFactor);
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
plr->batteryW -= boostDrain;
int boostDrain = 0;
int potionDrain = 0;
if(!blocked) {
boostDrain = (int)(skill->values[0][power] * scalingFactor);
if(boostDrain > plr->batteryW) boostDrain = plr->batteryW;
plr->batteryW -= boostDrain;
int potionDrain = (int)(skill->values[1][power] * scalingFactor);
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
plr->batteryN -= potionDrain;
potionDrain = (int)(skill->values[1][power] * scalingFactor);
if(potionDrain > plr->batteryN) potionDrain = plr->batteryN;
plr->batteryN -= potionDrain;
}
sSkillResult_BatteryDrain result{};
result.eCT = target->getCharType();
result.iID = target->getID();
result.bProtected = target->hasBuff(ECSB_PROTECT_BATTERY);
result.bProtected = blocked;
result.iDrainW = boostDrain;
result.iBatteryW = plr->batteryW;
result.iDrainN = potionDrain;
@@ -97,8 +194,13 @@ static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombata
static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) {
if(source->getCharType() != 1)
return SkillResult(); // only Players are valid sources for recall
Player* plr = dynamic_cast<Player*>(source);
PlayerManager::sendPlayerTo(source->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
if(source == target) {
// no trailing struct for self
PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
return SkillResult();
}
sSkillResult_Move result{};
result.eCT = target->getCharType();
@@ -120,56 +222,66 @@ static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant*
#pragma endregion
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;
std::vector<SkillResult> results;
switch(skill->skillType)
{
case EST_DAMAGE:
resultSize = sizeof(sSkillResult_Damage);
case SkillType::CORRUPTIONATTACK:
case SkillType::CORRUPTIONATTACKLOSE:
case SkillType::CORRUPTIONATTACKWIN:
// skillHandler = handleSkillCorruptionReflect;
// break;
case SkillType::DAMAGE:
skillHandler = handleSkillDamage;
break;
case EST_HEAL_HP:
case EST_RETURNHOMEHEAL:
resultSize = sizeof(sSkillResult_Heal_HP);
case SkillType::HEAL_HP:
case SkillType::RETURNHOMEHEAL:
skillHandler = handleSkillHealHP;
break;
case EST_JUMP:
case EST_RUN:
case EST_FREEDOM:
case EST_PHOENIX:
case EST_INVULNERABLE:
case EST_MINIMAPENEMY:
case EST_MINIMAPTRESURE:
case EST_NANOSTIMPAK:
case EST_PROTECTBATTERY:
case EST_PROTECTINFECTION:
case EST_REWARDBLOB:
case EST_REWARDCASH:
case EST_STAMINA_SELF:
case EST_STEALTH:
resultSize = sizeof(sSkillResult_Buff);
case SkillType::KNOCKDOWN:
case SkillType::SLEEP:
case SkillType::SNARE:
case SkillType::STUN:
skillHandler = handleSkillDamageNDebuff;
break;
case SkillType::JUMP:
case SkillType::RUN:
case SkillType::STEALTH:
case SkillType::MINIMAPENEMY:
case SkillType::MINIMAPTRESURE:
case SkillType::PHOENIX:
case SkillType::PROTECTBATTERY:
case SkillType::PROTECTINFECTION:
case SkillType::REWARDBLOB:
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;
break;
case EST_BATTERYDRAIN:
resultSize = sizeof(sSkillResult_BatteryDrain);
skillHandler = handleSkillBatteryDrain;
case SkillType::BLOODSUCKING:
skillHandler = handleSkillLeech;
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:
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;
break;
default:
std::cout << "[WARN] Unhandled skill type " << skill->skillType << std::endl;
std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl;
return results;
}
@@ -177,8 +289,8 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
assert(target != nullptr);
SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target);
if(result.size == 0) continue; // skill not applicable
if(result.size != resultSize) {
std::cout << "[WARN] bad skill result size for " << skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
if(result.size > MAX_SKILLRESULT_SIZE) {
std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl;
continue;
}
results.push_back(result);
@@ -186,38 +298,44 @@ static std::vector<SkillResult> handleSkill(SkillData* skill, int power, ICombat
return results;
}
static void attachSkillResults(std::vector<SkillResult> results, size_t resultSize, uint8_t* pivot) {
static void attachSkillResults(std::vector<SkillResult> results, uint8_t* pivot) {
for(SkillResult& result : results) {
memcpy(pivot, result.payload, resultSize);
pivot += resultSize;
size_t sz = result.size;
memcpy(pivot, result.payload, sz);
pivot += sz;
}
}
void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector<ICombatant*> affected) {
Player* plr = PlayerManager::getPlayer(sock);
ICombatant* combatant = dynamic_cast<ICombatant*>(plr);
int boost = 0;
if (Nanos::getNanoBoost(plr))
boost = 3;
nano.iStamina -= skill->batteryUse[boost];
if (nano.iStamina < 0)
nano.iStamina = 0;
if(skill->drainType == SkillDrainType::ACTIVE) {
nano.iStamina -= skill->batteryUse[boost];
if (nano.iStamina <= 0)
nano.iStamina = 0;
}
std::vector<SkillResult> results = handleSkill(skill, boost, plr, affected);
size_t resultSize = 0; // guaranteed to be the same for every item
if (!results.empty()) resultSize = results.back().size;
std::vector<SkillResult> results = handleSkill(skill, boost, combatant, affected);
if(results.empty()) return; // no effect; no need for confirmation packets
if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), resultSize)) {
// lazy validation since skill results might be different sizes
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";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + results.size() * resultSize;
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC);
for(SkillResult& sr : results)
resplen += sr.size;
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;
pkt->iPC_ID = plr->iID;
@@ -225,15 +343,17 @@ void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std:
pkt->iSkillID = nano.iSkillID;
pkt->iNanoStamina = nano.iStamina;
pkt->bNanoDeactive = nano.iStamina <= 0;
pkt->eST = skill->skillType;
pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size();
attachSkillResults(results, resultSize, (uint8_t*)(pkt + 1));
attachSkillResults(results, (uint8_t*)(pkt + 1));
sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
if (nano.iStamina <= 0)
Nanos::summonNano(sock, -1);
if(skill->skillType == SkillType::RECALL_GROUP)
// group recall packet is sent only to group members
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) {
@@ -248,32 +368,58 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
SkillData* skill = &SkillTable[skillID];
std::vector<SkillResult> results = handleSkill(skill, 0, src, affected);
size_t resultSize = results.back().size; // guaranteed to be the same for every item
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), resultSize)) {
// lazy validation since skill results might be different sizes
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";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + results.size() * resultSize;
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT);
for(SkillResult& sr : results)
resplen += sr.size;
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;
pkt->iNPC_ID = npc.id;
pkt->iSkillID = skillID;
pkt->eST = skill->skillType;
pkt->eST = (int32_t)skill->skillType;
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, resultSize, (uint8_t*)(pkt + 1));
attachSkillResults(results, (uint8_t*)(pkt + 1));
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
}
std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
static std::vector<ICombatant*> entityRefsToCombatants(std::vector<EntityRef> refs) {
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;
for (int i = 0; i < count; i++) {
int32_t id = ids[i];
if (skill->targetType == SkillTargetType::MOBS) {
@@ -286,8 +432,8 @@ std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, in
}
}
std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n";
} else if(skill->targetType == SkillTargetType::SELF || skill->targetType == SkillTargetType::GROUP) {
// players (?)
} else if(skill->targetType == SkillTargetType::PLAYERS) {
// player
Player* plr = PlayerManager::getPlayerFromID(id);
if (plr != nullptr) {
targets.push_back(dynamic_cast<ICombatant*>(plr));
@@ -301,63 +447,69 @@ std::vector<ICombatant*> Abilities::matchTargets(SkillData* skill, int count, in
}
/* ripped from client (enums emplaced) */
int Abilities::getCSTBFromST(int eSkillType) {
int Abilities::getCSTBFromST(SkillType skillType) {
int result = 0;
switch (eSkillType)
switch (skillType)
{
case EST_RUN:
case SkillType::RUN:
result = ECSB_UP_MOVE_SPEED;
break;
case EST_JUMP:
case SkillType::JUMP:
result = ECSB_UP_JUMP_HEIGHT;
break;
case EST_STEALTH:
case SkillType::STEALTH:
result = ECSB_UP_STEALTH;
break;
case EST_PHOENIX:
case SkillType::PHOENIX:
result = ECSB_PHOENIX;
break;
case EST_PROTECTBATTERY:
case SkillType::PROTECTBATTERY:
result = ECSB_PROTECT_BATTERY;
break;
case EST_PROTECTINFECTION:
case SkillType::PROTECTINFECTION:
result = ECSB_PROTECT_INFECTION;
break;
case EST_SNARE:
result = ECSB_DN_MOVE_SPEED;
break;
case EST_SLEEP:
result = ECSB_MEZ;
break;
case EST_MINIMAPENEMY:
case SkillType::MINIMAPENEMY:
result = ECSB_MINIMAP_ENEMY;
break;
case EST_MINIMAPTRESURE:
case SkillType::MINIMAPTRESURE:
result = ECSB_MINIMAP_TRESURE;
break;
case EST_REWARDBLOB:
case SkillType::REWARDBLOB:
result = ECSB_REWARD_BLOB;
break;
case EST_REWARDCASH:
case SkillType::REWARDCASH:
result = ECSB_REWARD_CASH;
break;
case EST_INFECTIONDAMAGE:
result = ECSB_INFECTION;
break;
case EST_FREEDOM:
case SkillType::FREEDOM:
result = ECSB_FREEDOM;
break;
case EST_BOUNDINGBALL:
result = ECSB_BOUNDINGBALL;
break;
case EST_INVULNERABLE:
case SkillType::INVULNERABLE:
result = ECSB_INVULNERABLE;
break;
case EST_BUFFHEAL:
case SkillType::BUFFHEAL:
result = ECSB_HEAL;
break;
case EST_NANOSTIMPAK:
case SkillType::NANOSTIMPAK:
result = ECSB_STIMPAKSLOT1;
// shift as necessary
break;
case SkillType::SNARE:
result = ECSB_DN_MOVE_SPEED;
break;
case SkillType::STUN:
result = ECSB_STUN;
break;
case SkillType::SLEEP:
result = ECSB_MEZ;
break;
case SkillType::INFECTIONDAMAGE:
result = ECSB_INFECTION;
break;
case SkillType::BOUNDINGBALL:
result = ECSB_BOUNDINGBALL;
break;
default:
break;
}
return result;

View File

@@ -7,9 +7,52 @@
#include <map>
#include <vector>
#include <assert.h>
const int COMBAT_TICKS_PER_DRAIN_PROC = 2;
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 {
POINT = 1,
SELF = 2,
@@ -21,7 +64,7 @@ enum class SkillEffectTarget {
enum class SkillTargetType {
MOBS = 1,
SELF = 2,
PLAYERS = 2,
GROUP = 3
};
@@ -34,6 +77,7 @@ struct SkillResult {
size_t size;
uint8_t payload[MAX_SKILLRESULT_SIZE];
SkillResult(size_t len, void* dat) {
assert(len <= MAX_SKILLRESULT_SIZE);
size = len;
memcpy(payload, dat, len);
}
@@ -43,7 +87,7 @@ struct SkillResult {
};
struct SkillData {
int skillType; // eST
SkillType skillType; // eST
SkillEffectTarget effectTarget;
int effectType; // always 1?
SkillTargetType targetType;
@@ -63,6 +107,6 @@ namespace Abilities {
void useNanoSkill(CNSocket*, SkillData*, sNano&, std::vector<ICombatant*>);
void useNPCSkill(EntityRef, int skillID, std::vector<ICombatant*>);
std::vector<ICombatant*> matchTargets(SkillData*, int, int32_t*);
int getCSTBFromST(int eSkillType);
std::vector<ICombatant*> matchTargets(ICombatant*, SkillData*, int, int32_t*);
int getCSTBFromST(SkillType skillType);
}

40
src/Bucket.hpp Normal file
View File

@@ -0,0 +1,40 @@
#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
// Refresh buddy list
void Buddies::refreshBuddyList(CNSocket* sock) {
void Buddies::sendBuddyList(CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
int buddyCnt = Database::getNumBuddies(plr);
@@ -41,9 +41,9 @@ void Buddies::refreshBuddyList(CNSocket* sock) {
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC) + buddyCnt * sizeof(sBuddyBaseInfo);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, resplen);
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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));
@@ -277,15 +277,6 @@ static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) {
// Getting buddy state
static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) {
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);

View File

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

View File

@@ -95,6 +95,12 @@ int Buff::getValue(BuffValueSelector selector) {
return value;
}
EntityRef Buff::getLastSource() {
if(stacks.empty())
return self;
return stacks.back().source;
}
bool Buff::isStale() {
return stacks.empty();
}
@@ -137,15 +143,56 @@ 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));
}
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) {
if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB)
return; // not a combatant
Entity* entity = self.getEntity();
ICombatant* combatant = dynamic_cast<ICombatant*>(entity);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players
pkt.eCT = combatant->getCharType();
int32_t eCharType = combatant->getCharType();
pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here
pkt.iID = combatant->getID();
pkt.iConditionBitFlag = combatant->getCompositeCondition();
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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,7 +1,9 @@
#include "Chunking.hpp"
#include "Player.hpp"
#include "MobAI.hpp"
#include "NPCManager.hpp"
#include "Bucket.hpp"
#include <assert.h>
@@ -11,6 +13,12 @@ using namespace Chunking;
* The initial chunkPos value before a player is placed into the world.
*/
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;
@@ -75,11 +83,80 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef ref) {
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) {
Entity *ent = ref.getEntity();
bool alive = ent->isExtant();
// TODO: maybe optimize this, potentially using AROUND packets?
std::vector<Bucket<sPCAppearanceData, MAX_PC_PER_AROUND>> pcAppearances;
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 (const EntityRef otherRef : chunk->entities) {
// skip oneself
@@ -95,7 +172,38 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
// notify this *player* of the existence of all visible Entities
if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
other->enterIntoViewOf(ref.sock);
sPCAppearanceData pcData;
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
@@ -105,13 +213,27 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef ref) {
((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) {
Entity *ent = ref.getEntity();
bool alive = ent->isExtant();
// TODO: same as above
std::vector<Bucket<int32_t, MAX_IDS_PER_AROUND_DEL>> pcDisappearances;
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 (const EntityRef otherRef : chunk->entities) {
// skip oneself
@@ -127,7 +249,29 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef re
// notify this *player* of the departure of all visible Entities
if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
other->disappearFromViewOf(ref.sock);
int32_t id;
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
@@ -137,6 +281,17 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef re
((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) {

View File

@@ -21,13 +21,14 @@ std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
#pragma region Player
bool Player::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
EntityRef self = PlayerManager::getSockFromID(iID);
if(!isAlive())
return false;
if(!hasBuff(buffId)) {
buffs[buffId] = new Buff(buffId, self, onUpdate, onTick, stack);
buffs[buffId] = new Buff(buffId, getRef(), onUpdate, onTick, stack);
return true;
}
buffs[buffId]->updateCallbacks(onUpdate, onTick);
buffs[buffId]->addStack(stack);
return false;
@@ -48,9 +49,10 @@ void Player::removeBuff(int buffId) {
}
}
void Player::removeBuff(int buffId, int buffClass) {
void Player::removeBuff(int buffId, BuffClass buffClass) {
if(hasBuff(buffId)) {
buffs[buffId]->clear((BuffClass)buffClass);
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);
@@ -58,6 +60,16 @@ void Player::removeBuff(int buffId, int 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) {
auto buff = buffs.find(buffId);
return buff != buffs.end() && !buff->second->isStale();
@@ -156,29 +168,78 @@ void Player::step(time_t currTime) {
// buffs
for(auto buffEntry : buffs) {
buffEntry.second->combatTick(currTime);
if(!isAlive())
break; // unsafe to keep ticking if we're dead
}
}
#pragma endregion
#pragma region CombatNPC
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) { /* stubbed */
bool CombatNPC::addBuff(int buffId, BuffCallback<int, BuffStack*> onUpdate, BuffCallback<time_t> onTick, BuffStack* stack) {
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;
}
Buff* CombatNPC::getBuff(int buffId) { /* stubbed */
Buff* CombatNPC::getBuff(int buffId) {
if(hasBuff(buffId)) {
return buffs[buffId];
}
return nullptr;
}
void CombatNPC::removeBuff(int buffId) { /* stubbed */ }
void CombatNPC::removeBuff(int buffId, int buffClass) { /* stubbed */ }
bool CombatNPC::hasBuff(int buffId) { /* stubbed */
return false;
void CombatNPC::removeBuff(int buffId) {
if(hasBuff(buffId)) {
buffs[buffId]->clear();
delete buffs[buffId];
buffs.erase(buffId);
}
}
int CombatNPC::getCompositeCondition() { /* stubbed */
return 0;
void CombatNPC::removeBuff(int buffId, BuffClass buffClass) {
if(hasBuff(buffId)) {
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) {
@@ -249,19 +310,19 @@ void CombatNPC::step(time_t currTime) {
}
void CombatNPC::transition(AIState newState, EntityRef src) {
state = newState;
if (transitionHandlers.find(newState) != transitionHandlers.end())
transitionHandlers[newState](this, src);
else {
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id);
}
/* TODO: fire any triggered events
// trigger special NPCEvents, if applicable
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == type)
event.handler(src, this);
*/
if (event.triggerState == newState && event.npcType == type)
event.handler(this);
}
#pragma endregion
@@ -304,11 +365,40 @@ static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shou
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) {
auto pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
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
* ordinary cheating. If the client sends a very large number of trailing
@@ -449,9 +539,9 @@ static void dealGooDamage(CNSocket *sock) {
return; // ignore completely
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
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;
sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
@@ -543,9 +633,9 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, resplen);
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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));
@@ -747,15 +837,19 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
return;
}
// kick the player if firing too rapidly
if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iTargetCnt, true))
return;
/*
* initialize response struct
* 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);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, resplen);
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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));
@@ -845,9 +939,12 @@ static void playerTick(CNServer *serv, time_t currTime) {
if (Abilities::SkillTable.find(nano->iSkillID) != Abilities::SkillTable.end()) {
// nano has skill data
SkillData* skill = &Abilities::SkillTable[nano->iSkillID];
if (skill->drainType == SkillDrainType::PASSIVE)
Nanos::applyNanoBuff(skill, plr);
// ^ composite condition calculation is separate from combat for responsiveness
if (skill->drainType == SkillDrainType::PASSIVE) {
ICombatant* src = dynamic_cast<ICombatant*>(plr);
int32_t targets[] = { plr->iID };
std::vector<ICombatant*> affectedCombatants = Abilities::matchTargets(src, skill, 1, targets);
Abilities::useNanoSkill(sock, skill, *nano, affectedCombatants);
}
}
}
@@ -867,6 +964,7 @@ static void playerTick(CNServer *serv, time_t currTime) {
auto it = plr->buffs.begin();
while(it != plr->buffs.end()) {
Buff* buff = (*it).second;
//buff->combatTick() gets called in Player::step
buff->tick(currTime);
if(buff->isStale()) {
// garbage collect

View File

@@ -83,7 +83,77 @@ 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) {
Chat::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
if (args.size() < 2) {
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) {
@@ -359,23 +429,19 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
// 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);
bool isGruntworkNpc = true;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
+ std::to_string(npc->id));
} else {
// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) {
TableData::RunningNPCRotations[npc->id] = angle;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->id));
isGruntworkNpc = false;
}
// update rotation clientside
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->getAppearanceData();
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) +
" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id));
// update rotation clientside by refreshing the player's chunks (same as the /refresh command)
PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
}
static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
@@ -678,7 +744,6 @@ 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] Type: " + std::to_string(npc->type));
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] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
@@ -1205,7 +1270,7 @@ static void registerCommand(std::string cmd, int requiredLevel, CommandHandler h
void CustomCommands::init() {
registerCommand("help", 100, helpCommand, "list all unlocked server-side commands");
registerCommand("access", 100, accessCommand, "print your access level");
registerCommand("access", 100, accessCommand, "check or change access levels");
registerCommand("instance", 30, instanceCommand, "print or change your current instance");
registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes");
registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs");

View File

@@ -26,10 +26,11 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
return;
}
SkillResult result = SkillResult();
SkillData* skill = &Abilities::SkillTable[skillId];
if(skill->drainType == SkillDrainType::PASSIVE) {
// apply buff
if(skill->targetType != SkillTargetType::SELF) {
if(skill->targetType != SkillTargetType::PLAYERS) {
std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
}
@@ -50,12 +51,57 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
// no-op
},
&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;
}
}
// use skill
std::vector<ICombatant*> targets;
targets.push_back(dynamic_cast<ICombatant*>(plr));
Abilities::useNPCSkill(src, skillId, targets);
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + result.size;
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;
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) {
@@ -80,15 +126,6 @@ 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) {
auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
@@ -146,7 +183,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
// drop
if (type->dropCrateId != 0) {
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
assert(resplen < CN_PACKET_BODY_SIZE);
// 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

View File

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

View File

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

View File

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

View File

@@ -16,8 +16,9 @@ EntityRef::EntityRef(CNSocket *s) {
EntityRef::EntityRef(int32_t i) {
id = i;
assert(NPCManager::NPCs.find(id) != NPCManager::NPCs.end());
kind = NPCManager::NPCs[id]->kind;
kind = EntityKind::INVALID;
if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end())
kind = NPCManager::NPCs[id]->kind;
}
bool EntityRef::isValid() const {
@@ -40,7 +41,7 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
sNPCAppearanceData data = {};
data.iAngle = angle;
data.iBarkerType = 0; // unused?
data.iConditionBitFlag = cbf;
data.iConditionBitFlag = 0;
data.iHP = hp;
data.iNPCType = type;
data.iNPC_ID = id;
@@ -50,6 +51,12 @@ sNPCAppearanceData BaseNPC::getAppearanceData() {
return data;
}
sNPCAppearanceData CombatNPC::getAppearanceData() {
sNPCAppearanceData data = BaseNPC::getAppearanceData();
data.iConditionBitFlag = getCompositeCondition();
return data;
}
/*
* Entity coming into view.
*/
@@ -63,11 +70,7 @@ void Bus::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, pkt);
// TODO: Potentially decouple this from BaseNPC?
pkt.AppearanceData = {
3, id, type,
x, y, z
};
pkt.AppearanceData = getTransportationAppearanceData();
sock->sendPacket(pkt, P_FE2CL_TRANSPORTATION_ENTER);
}
@@ -75,12 +78,22 @@ void Egg::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_SHINY_ENTER, pkt);
// TODO: Potentially decouple this from BaseNPC?
pkt.ShinyAppearanceData = {
pkt.ShinyAppearanceData = getShinyAppearanceData();
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
x, y, z
};
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
}
sNano* Player::getActiveNano() {

View File

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

View File

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

View File

@@ -3,6 +3,7 @@
#include "EntityRef.hpp"
#include <vector>
#include <assert.h>
struct Group {
std::vector<EntityRef> members;
@@ -14,6 +15,10 @@ struct Group {
});
return filtered;
}
EntityRef getLeader() {
assert(members.size() > 0);
return members[0];
}
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
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
assert(resplen < CN_PACKET_BODY_SIZE);
// 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
@@ -416,6 +416,9 @@ static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
Player* plr = PlayerManager::getPlayer(sock);
if (itemdel->iSlotNum < 0 || itemdel->iSlotNum >= AINVEN_COUNT)
return; // sanity check
resp.eIL = itemdel->eIL;
resp.iSlotNum = itemdel->iSlotNum;
@@ -472,8 +475,8 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
if (gumball.iOpt == 0)
gumball = {};
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
uint8_t respbuf[CN_PACKET_BODY_SIZE];
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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));
@@ -482,7 +485,7 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
resp->iSlotNum = request->iSlotNum;
resp->RemainItem = gumball;
resp->iTargetCnt = 1;
resp->eST = EST_NANOSTIMPAK;
resp->eST = (int32_t)SkillType::NANOSTIMPAK;
resp->iSkillID = 144;
int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
@@ -553,7 +556,7 @@ static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
// item giving packet
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
assert(resplen < CN_PACKET_BODY_SIZE);
// 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
@@ -642,7 +645,7 @@ void Items::checkItemExpire(CNSocket* sock, Player* player) {
*/
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
assert(resplen < CN_PACKET_BODY_SIZE);
// 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
auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
@@ -712,7 +715,7 @@ static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRo
Player *plr = PlayerManager::getPlayer(sock);
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
assert(resplen < CN_PACKET_BODY_SIZE);
// 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

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) {
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);
assert(resplen < CN_PACKET_BUFFER_SIZE);
assert(resplen < CN_PACKET_BODY_SIZE);
// we know it's only one trailing struct, so we can skip full validation
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
}
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
uint8_t respbuf[CN_PACKET_BODY_SIZE];
size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + nrewards * sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE);
assert(resplen < CN_PACKET_BODY_SIZE);
sP_FE2CL_REP_REWARD_ITEM *resp = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
memset(respbuf, 0, CN_PACKET_BODY_SIZE);
// update player
plr->money += reward->money;
@@ -386,6 +386,9 @@ static void taskStart(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;
if (Missions::Tasks.find(missionData->iTaskNum) == Missions::Tasks.end())
return;
TaskData* task = Missions::Tasks[missionData->iTaskNum];
// handle timed mission failure

View File

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

View File

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

View File

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

View File

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

View File

@@ -69,52 +69,6 @@ void Nanos::addNano(CNSocket* sock, int16_t nanoID, int16_t slot, bool spendfm)
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) {
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
resp.iActiveNanoSlotNum = slot;
@@ -139,8 +93,10 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
if (slot != -1 && skill != nullptr && skill->drainType == SkillDrainType::PASSIVE) {
// passive buff effect
resp.eCSTB___Add = 1;
std::vector<ICombatant*> affectedCombatants = applyNanoBuff(skill, plr);
if(!affectedCombatants.empty()) Abilities::useNanoSkill(sock, skill, nano, affectedCombatants);
ICombatant* src = dynamic_cast<ICombatant*>(plr);
int32_t targets[] = { plr->iID };
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
@@ -154,7 +110,7 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
}
static void setNanoSkill(CNSocket* sock, sP_CL2FE_REQ_NANO_TUNE* skill) {
if (skill->iNanoID >= NANO_COUNT)
if (skill == nullptr || skill->iNanoID >= NANO_COUNT || skill->iNanoID < 0)
return;
Player *plr = PlayerManager::getPlayer(sock);
@@ -317,11 +273,11 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
)
// TODO ABILITIES
std::vector<ICombatant*> targetData = Abilities::matchTargets(skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
ICombatant* plrCombatant = dynamic_cast<ICombatant*>(plr);
std::vector<ICombatant*> targetData = Abilities::matchTargets(plrCombatant, skillData, pkt->iTargetCnt, (int32_t*)(pkt + 1));
Abilities::useNanoSkill(sock, skillData, nano, targetData);
if (plr->Nanos[plr->activeNano].iStamina < 0)
if (plr->Nanos[plr->activeNano].iStamina <= 0)
summonNano(sock, -1);
}

View File

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

View File

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

View File

@@ -23,17 +23,12 @@ using namespace PlayerManager;
std::map<CNSocket*, Player*> PlayerManager::players;
static void addPlayer(CNSocket* key, Player& plr) {
Player *p = new Player();
static void addPlayer(CNSocket* key, Player *plr) {
players[key] = plr;
plr->chunkPos = Chunking::INVALID_CHUNK;
plr->lastHeartbeat = 0;
// 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 << getPlayerName(plr) << " has joined!" << std::endl;
std::cout << players.size() << " players" << std::endl;
}
@@ -82,7 +77,10 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, ui
plr->x = X;
plr->y = Y;
plr->z = Z;
plr->instanceID = I;
if (plr->instanceID != I) {
plr->instanceID = I;
plr->recallInstance = INSTANCE_OVERWORLD;
}
if (oldChunk == newChunk)
return; // didn't change chunks
Chunking::updateEntityChunk({sock}, oldChunk, newChunk);
@@ -128,24 +126,6 @@ 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);
}
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);
pkt2.iX = X;
pkt2.iY = Y;
@@ -175,16 +155,21 @@ 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
* for in these packets, even if the player hasn't unlocked them.
*/
static void sendNanoBookSubset(CNSocket *sock) {
static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) {
#ifdef ACADEMY
Player *plr = getPlayer(sock);
int16_t id = 0;
INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
pkt.PCUID = plr->iID;
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) {
pkt.elementOffset = id;
@@ -215,66 +200,73 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
return;
}
// for convenience
Player& plr = lm->plr;
Player *plr = new Player();
Database::getPlayer(plr, lm->playerId);
// check if account is already in use
if (isAccountInUse(plr.accountId)) {
if (isAccountInUse(plr->accountId)) {
// 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);
}
response.iID = plr.iID;
plr->group = nullptr;
response.iID = plr->iID;
response.uiSvrTime = getTime();
response.PCLoadData2CL.iUserLevel = plr.accountLevel;
response.PCLoadData2CL.iHP = plr.HP;
response.PCLoadData2CL.iLevel = plr.level;
response.PCLoadData2CL.iCandy = plr.money;
response.PCLoadData2CL.iFusionMatter = plr.fusionmatter;
response.PCLoadData2CL.iMentor = plr.mentor;
response.PCLoadData2CL.iUserLevel = plr->accountLevel;
response.PCLoadData2CL.iHP = plr->HP;
response.PCLoadData2CL.iLevel = plr->level;
response.PCLoadData2CL.iCandy = plr->money;
response.PCLoadData2CL.iFusionMatter = plr->fusionmatter;
response.PCLoadData2CL.iMentor = plr->mentor;
response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had
response.PCLoadData2CL.iX = plr.x;
response.PCLoadData2CL.iY = plr.y;
response.PCLoadData2CL.iZ = plr.z;
response.PCLoadData2CL.iAngle = plr.angle;
response.PCLoadData2CL.iBatteryN = plr.batteryN;
response.PCLoadData2CL.iBatteryW = plr.batteryW;
response.PCLoadData2CL.iX = plr->x;
response.PCLoadData2CL.iY = plr->y;
response.PCLoadData2CL.iZ = plr->z;
response.PCLoadData2CL.iAngle = plr->angle;
response.PCLoadData2CL.iBatteryN = plr->batteryN;
response.PCLoadData2CL.iBatteryW = plr->batteryW;
response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login
response.PCLoadData2CL.iWarpLocationFlag = plr.iWarpLocationFlag;
response.PCLoadData2CL.aWyvernLocationFlag[0] = plr.aSkywayLocationFlag[0];
response.PCLoadData2CL.aWyvernLocationFlag[1] = plr.aSkywayLocationFlag[1];
response.PCLoadData2CL.iWarpLocationFlag = plr->iWarpLocationFlag;
response.PCLoadData2CL.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0];
response.PCLoadData2CL.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1];
response.PCLoadData2CL.iActiveNanoSlotNum = -1;
response.PCLoadData2CL.iFatigue = 50;
response.PCLoadData2CL.PCStyle = plr.PCStyle;
response.PCLoadData2CL.PCStyle = plr->PCStyle;
// client doesnt read this, it gets it from charinfo
// response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
// response.PCLoadData2CL.PCStyle2 = plr->PCStyle2;
// inventory
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++)
response.PCLoadData2CL.aInven[i] = plr.Inven[i];
response.PCLoadData2CL.aInven[i] = plr->Inven[i];
// quest inventory
for (int i = 0; i < AQINVEN_COUNT; i++)
response.PCLoadData2CL.aQInven[i] = plr.QInven[i];
response.PCLoadData2CL.aQInven[i] = plr->QInven[i];
// nanos
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++) {
response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
response.PCLoadData2CL.aNanoSlots[i] = plr->equippedNanos[i];
}
// missions in progress
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr.tasks[i] == 0)
if (plr->tasks[i] == 0)
break;
response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i];
TaskData &task = *Missions::Tasks[plr.tasks[i]];
response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr->tasks[i];
TaskData &task = *Missions::Tasks[plr->tasks[i]];
for (int j = 0; j < 3; 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,
* it gets Count from Quest Inventory
@@ -284,12 +276,12 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
*/
}
}
response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID;
response.PCLoadData2CL.iCurrentMissionID = plr->CurrentMissionID;
// completed missions
// the packet requires 32 items, but the client only checks the first 16 (shrug)
for (int i = 0; i < 16; i++) {
response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i];
response.PCLoadData2CL.aQuestFlag[i] = plr->aQuestFlag[i];
}
// Computress tips
@@ -298,45 +290,47 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
}
else {
response.PCLoadData2CL.iFirstUseFlag1 = plr.iFirstUseFlag[0];
response.PCLoadData2CL.iFirstUseFlag2 = plr.iFirstUseFlag[1];
response.PCLoadData2CL.iFirstUseFlag1 = plr->iFirstUseFlag[0];
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->setFEKey(lm->FEKey);
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);
// transmit MOTD after entering the game, so the client hopefully changes modes on time
Chat::sendServerMessage(sock, settings::MOTDSTRING);
sendNanoBook(sock, plr, false);
// copy Player object into the shard
// transfer ownership of Player object into the shard (still valid in this function though)
addPlayer(sock, plr);
// check if there is an expiring vehicle
Items::checkItemExpire(sock, getPlayer(sock));
// set player equip stats
Items::setItemStats(getPlayer(sock));
Missions::failInstancedMissions(sock);
sendNanoBookSubset(sock);
// initial buddy sync
Buddies::refreshBuddyList(sock);
Items::setItemStats(plr);
for (auto& pair : players)
if (pair.second->notify)
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
// deallocate lm (and therefore the plr object)
// deallocate 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) {
Player* plr = getPlayer(sock);
for (auto it = plr->viewableChunks.begin(); it != plr->viewableChunks.end(); it++) {
@@ -365,6 +359,35 @@ static void loadPlayer(CNSocket* sock, CNPacketData* data) {
updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle);
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) {
@@ -373,6 +396,14 @@ static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
static void exitGame(CNSocket* sock, CNPacketData* data) {
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);
response.iID = exitData->iID;
@@ -400,14 +431,14 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
if (!(plr->hasBuff(ECSB_PHOENIX)))
return; // sanity check
plr->Nanos[plr->activeNano].iStamina = 0;
// TODO ABILITIES
//Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
// fallthrough
case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2;
break;
default: // plain respawn
plr->HP = PC_MAXHEALTH(plr->level) / 2;
plr->clearBuffs(false);
// fallthrough
case ePCRegenType::Unstick: // warp away
move = true;
@@ -568,7 +599,7 @@ static void setFirstUseFlag(CNSocket* sock, CNPacketData* data) {
std::cout << "[WARN] Client submitted invalid first use flag number?!" << std::endl;
return;
}
if (flag->iFlagCode <= 64)
plr->iFirstUseFlag[0] |= (1ULL << (flag->iFlagCode - 1));
else
@@ -589,6 +620,10 @@ std::string PlayerManager::getPlayerName(Player *plr, bool id) {
if (plr == nullptr)
return "NOT IN GAME";
if (plr->PCStyle.iNameCheck != 1) {
return "Player " + std::to_string(plr->iID);
}
std::string ret = "";
if (id && plr->accountLevel <= 30)
ret += "(GM) ";

View File

@@ -33,6 +33,7 @@ namespace PlayerManager {
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
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);
// 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);
sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC);
/*
/*
* 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.
* If the latter is to happen, the client disables movement until it
@@ -99,35 +99,43 @@ static void racingEnd(CNSocket* sock, CNPacketData* data) {
if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0)
return; // IZ not found
uint64_t now = getTime() / 1000;
EPInfo& epInfo = EPData[mapNum];
EPRace& epRace = EPRaces[sock];
int timeDiff = now - EPRaces[sock].startTime;
int score = 500 * EPRaces[sock].collectedRings.size() - 10 * timeDiff;
if (score < 0) score = 0; // lol
int fm = score * plr->level * (1.0f / 36) * 0.3f;
uint64_t now = getTime() / 1000;
int timeDiff = now - epRace.startTime;
int podsCollected = epRace.collectedRings.size();
int score = std::exp(
(epInfo.podFactor * podsCollected) / epInfo.maxPods
- (epInfo.timeFactor * timeDiff) / epInfo.maxTime
+ epInfo.scaleFactor);
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...
Database::RaceRanking postRanking = {};
postRanking.EPID = EPData[mapNum].EPID;
postRanking.EPID = epInfo.EPID;
postRanking.PlayerID = plr->iID;
postRanking.RingCount = EPRaces[sock].collectedRings.size();
postRanking.RingCount = podsCollected;
postRanking.Score = score;
postRanking.Time = timeDiff;
postRanking.Timestamp = getTimestamp();
Database::postRaceRanking(postRanking);
// ...then we get the top ranking, which may or may not be what we just submitted
Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(EPData[mapNum].EPID, plr->iID);
Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(epInfo.EPID, plr->iID);
INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp);
// get rank scores and rewards
std::vector<int>* rankScores = &EPRewards[EPData[mapNum].EPID].first;
std::vector<int>* rankRewards = &EPRewards[EPData[mapNum].EPID].second;
std::vector<int>* rankScores = &EPRewards[epInfo.EPID].first;
std::vector<int>* rankRewards = &EPRewards[epInfo.EPID].second;
// top ranking
int maxRank = rankScores->size() - 1;
int topRank = 0;
while (rankScores->at(topRank) > topRankingPlayer.Score)
while (topRank < maxRank && rankScores->at(topRank) > topRankingPlayer.Score)
topRank++;
resp.iEPTopRank = topRank + 1;
@@ -137,7 +145,7 @@ static void racingEnd(CNSocket* sock, CNPacketData* data) {
// this ranking
int rank = 0;
while (rankScores->at(rank) > postRanking.Score)
while (rank < maxRank && rankScores->at(rank) > postRanking.Score)
rank++;
resp.iEPRank = rank + 1;

View File

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

View File

@@ -1,5 +1,7 @@
#include "TableData.hpp"
#include "servers/CNLoginServer.hpp"
#include "NPCManager.hpp"
#include "Missions.hpp"
#include "Items.hpp"
@@ -33,6 +35,22 @@ public:
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.
*/
@@ -63,6 +81,25 @@ static void loadXDT(json& xdtData) {
NPCManager::NPCData = xdtData["m_pNpcTable"]["m_pNpcData"];
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
json warpData = xdtData["m_pInstanceTable"]["m_pWarpData"];
@@ -359,7 +396,7 @@ static void loadPaths(json& pathData, int32_t* nextId) {
Transport::NPCPaths.push_back(pathTemplate);
}
std::cout << "[INFO] Loaded " << Transport::NPCPaths.size() << " NPC paths" << std::endl;
}
catch (const std::exception& err) {
std::cerr << "[FATAL] Malformed paths.json file! Reason:" << err.what() << std::endl;
@@ -568,8 +605,17 @@ static void loadDrops(json& dropData) {
continue;
}
// time limit isn't stored in the XDT, so we include it in the reward table instead
Racing::EPData[EPMap].maxTime = race["TimeLimit"];
EPInfo& epInfo = Racing::EPData[EPMap];
// 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
std::vector<int> rankScores;
@@ -585,7 +631,7 @@ static void loadDrops(json& dropData) {
if (rankScores.size() != 5 || rankScores.size() != rankRewards.size()) {
char buff[255];
sprintf(buff, "Race in EP %d doesn't have exactly 5 score/reward pairs", raceEPID);
snprintf(buff, 255, "Race in EP %d doesn't have exactly 5 score/reward pairs", raceEPID);
throw TableException(std::string(buff));
}
@@ -670,10 +716,12 @@ static void loadEggs(json& eggData, int32_t* nextId) {
}
}
/*
/*
* Load gruntwork output, if it exists
*/
static void loadGruntworkPre(json& gruntwork, int32_t* nextId) {
if (gruntwork.is_null())
return;
try {
auto paths = gruntwork["paths"];
@@ -723,8 +771,8 @@ static void loadGruntworkPre(json& gruntwork, int32_t* nextId) {
}
static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
if (gruntwork.is_null()) return;
if (gruntwork.is_null())
return;
try {
// skyway paths
@@ -776,6 +824,8 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
int id = (*nextId)--;
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) {
npc = new Mob(mob["iX"], mob["iY"], mob["iZ"], instanceID, mob["iNPCType"],
NPCManager::NPCData[(int)mob["iNPCType"]], id);
@@ -795,6 +845,9 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
auto groups = gruntwork["groups"];
for (auto _group = groups.begin(); _group != groups.end(); _group++) {
auto leader = _group.value();
ensureValidNPCType((int)leader["iNPCType"], settings::GRUNTWORKJSON);
auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
@@ -815,6 +868,9 @@ static void loadGruntworkPost(json& gruntwork, int32_t* nextId) {
int followerCount = 0;
for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
auto follower = _fol.value();
ensureValidNPCType((int)follower["iNPCType"], settings::GRUNTWORKJSON);
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);
@@ -871,10 +927,9 @@ static void loadNPCs(json& npcData) {
npcID += NPC_ID_OFFSET;
int instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
int type = (int)npc["iNPCType"];
if (NPCManager::NPCData[type].is_null()) {
std::cout << "[WARN] NPC type " << type << " not found; skipping (json#" << _npc.key() << ")" << std::endl;
continue;
}
ensureValidNPCType(type, settings::NPCJSON);
#ifdef ACADEMY
// do not spawn NPCs in the future
if (npc["iX"] > 512000 && npc["iY"] < 256000)
@@ -916,10 +971,9 @@ static void loadMobs(json& npcData, int32_t* nextId) {
int npcID = std::strtol(_npc.key().c_str(), nullptr, 10); // parse ID string to integer
npcID += MOB_ID_OFFSET;
int type = (int)npc["iNPCType"];
if (NPCManager::NPCData[type].is_null()) {
std::cout << "[WARN] NPC type " << type << " not found; skipping (json#" << _npc.key() << ")" << std::endl;
continue;
}
ensureValidNPCType(type, settings::MOBJSON);
auto td = NPCManager::NPCData[type];
uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
@@ -947,7 +1001,10 @@ static void loadMobs(json& npcData, int32_t* nextId) {
for (json::iterator _group = groupData.begin(); _group != groupData.end(); _group++) {
auto leader = _group.value();
int leadID = std::strtol(_group.key().c_str(), nullptr, 10); // parse ID string to integer
leadID += MOB_GROUP_ID_OFFSET;
ensureValidNPCType(leader["iNPCType"], settings::MOBJSON);
auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
auto followers = leader["aFollowers"];
@@ -977,6 +1034,9 @@ static void loadMobs(json& npcData, int32_t* nextId) {
int followerCount = 0;
for (json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
auto follower = _fol.value();
ensureValidNPCType(follower["iNPCType"], settings::MOBJSON);
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);
@@ -1082,19 +1142,39 @@ void TableData::init() {
};
// load JSON data into tables
std::ifstream fstream;
for (int i = 0; i < 7; i++) {
std::pair<json*, std::string>& table = tables[i];
fstream.open(settings::TDATADIR + "/" + table.second); // open file
if (!fstream.fail()) {
fstream >> *table.first; // load file contents into table
} else {
if (table.first != &gruntwork) { // gruntwork isn't critical
// scope for fstream
{
std::ifstream fstream;
fstream.open(settings::TDATADIR + "/" + table.second); // open file
// 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;
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
@@ -1109,11 +1189,11 @@ void TableData::init() {
std::string patchModuleName = *it;
std::string patchFile = settings::PATCHDIR + patchModuleName + "/" + table.second;
try {
std::ifstream fstream;
fstream.open(patchFile);
fstream >> patch; // load into temporary json object
std::cout << "[INFO] Patching " << patchFile << std::endl;
patchJSON(table.first, &patch); // patch
fstream.close();
} catch (const std::exception& err) {
// no-op
}
@@ -1311,7 +1391,7 @@ void TableData::flush() {
targetIDs.push_back(tID);
for (int32_t tType : path.targetTypes)
targetTypes.push_back(tType);
pathObj["iBaseSpeed"] = path.speed;
pathObj["iTaskID"] = path.escortTaskID;
pathObj["bRelative"] = path.isRelative;

View File

@@ -3,6 +3,7 @@
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "db/Database.hpp"
using namespace Trading;
@@ -185,6 +186,36 @@ 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));
}
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) {
sP_CL2FE_REQ_PC_TRADE_CONFIRM* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM*)data->buf;
@@ -272,6 +303,8 @@ static void tradeConfirm(CNSocket* sock, CNPacketData* data) {
otherSock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return;
}
Database::commitTrade(plr, plr2);
}
static void tradeConfirmCancel(CNSocket* sock, CNPacketData* data) {
@@ -427,6 +460,8 @@ void Trading::init() {
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_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_CANCEL, tradeConfirmCancel);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_REGISTER, tradeRegisterItem);

View File

@@ -388,8 +388,21 @@ NPCPath* Transport::findApplicablePath(int32_t id, int32_t type, int taskID) {
void Transport::constructPathNPC(int32_t id, NPCPath* path) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->kind == EntityKind::MOB)
((Mob*)(npc))->staticPath = true;
if (npc->kind == EntityKind::MOB) {
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;
// Interpolate

View File

@@ -6,6 +6,9 @@
#include "Items.hpp"
#include "Rand.hpp"
// 7 days
#define VEHICLE_EXPIRY_DURATION 604800
using namespace Vendors;
std::map<int32_t, std::vector<VendorListing>> Vendors::VendorTables;
@@ -58,8 +61,8 @@ static void vendorBuy(CNSocket* sock, CNPacketData* data) {
// if vehicle
if (req->Item.iType == 10) {
// set time limit: current time + 7days
req->Item.iTimeLimit = getTimestamp() + 604800;
// set time limit: current time + expiry duration
req->Item.iTimeLimit = getTimestamp() + VEHICLE_EXPIRY_DURATION;
}
if (slot != req->iInvenSlotNum) {
@@ -229,12 +232,20 @@ static void vendorTable(CNSocket* sock, CNPacketData* data) {
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
sItemBase base;
sItemBase base = {};
base.iID = listings[i].id;
base.iOpt = 0;
base.iTimeLimit = 0;
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;
vItem.item = base;
vItem.iSortNum = listings[i].sort;

View File

@@ -41,7 +41,8 @@ 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 num = (uint64_t)(iv1 + 1);
uint64_t num2 = (uint64_t)(iv2 + 1);
uint64_t dEKey = (uint64_t)(*(uint64_t*)&defaultKey[0]);
uint64_t dEKey;
memcpy(&dEKey, defaultKey, sizeof(dEKey));
return dEKey * (uTime * num * num2);
}
@@ -65,7 +66,7 @@ CNPacketData::CNPacketData(void *b, uint32_t t, int l, int trnum, void *trs):
// ========================================================[[ CNSocket ]]========================================================
CNSocket::CNSocket(SOCKET s, struct sockaddr_in &addr, PacketHandler ph): sock(s), sockaddr(addr), pHandler(ph) {
EKey = (uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]);
memcpy(&EKey, CNSocketEncryption::defaultKey, sizeof(EKey));
}
bool CNSocket::sendData(uint8_t* data, int size) {
@@ -109,7 +110,11 @@ bool CNSocket::isAlive() {
}
void CNSocket::kill() {
if (!alive)
return;
alive = false;
#ifdef _WIN32
shutdown(sock, SD_BOTH);
closesocket(sock);
@@ -241,9 +246,10 @@ void CNSocket::step() {
if (readSize <= 0) {
// we aren't reading a packet yet, try to start looking for one
int recved = recv(sock, (buffer_t*)readBuffer, sizeof(int32_t), 0);
if (recved == 0) {
// the socket was closed normally
if (recved >= 0 && recved < sizeof(int32_t)) {
// too little data for readSize or the socket was closed normally (when 0 bytes were read)
kill();
return;
} else if (!SOCKETERROR(recved)) {
// we got our packet size!!!!
readSize = *((int32_t*)readBuffer);
@@ -264,11 +270,12 @@ void CNSocket::step() {
}
if (readSize > 0 && readBufferIndex < readSize) {
// read until the end of the packet! (or at least try too)
// read until the end of the packet (or at least try to)
int recved = recv(sock, (buffer_t*)(readBuffer + readBufferIndex), readSize - readBufferIndex, 0);
if (recved == 0) {
// the socket was closed normally
kill();
return;
} else if (!SOCKETERROR(recved))
readBufferIndex += recved;
else if (OF_ERRNO != OF_EWOULD) {
@@ -411,9 +418,9 @@ void CNServer::addPollFD(SOCKET s) {
fds.push_back({s, POLLIN});
}
void CNServer::removePollFD(int i) {
void CNServer::removePollFD(int fd) {
auto it = fds.begin();
while (it != fds.end() && it->fd != fds[i].fd)
while (it != fds.end() && it->fd != fd)
it++;
assert(it != fds.end());
@@ -421,7 +428,7 @@ void CNServer::removePollFD(int i) {
}
void CNServer::start() {
std::cout << "Starting server at *:" << port << std::endl;
std::cout << "Starting " << serverType << " server at *:" << port << std::endl;
while (active) {
// the timeout is to ensure shard timers are ticking
int n = poll(fds.data(), fds.size(), 50);
@@ -458,7 +465,7 @@ void CNServer::start() {
if (!setSockNonblocking(sock, newConnectionSocket))
continue;
std::cout << "New connection! " << inet_ntoa(address.sin_addr) << std::endl;
std::cout << "New " << serverType << " connection! " << inet_ntoa(address.sin_addr) << std::endl;
addPollFD(newConnectionSocket);
@@ -473,10 +480,15 @@ void CNServer::start() {
} else {
std::lock_guard<std::mutex> lock(activeCrit); // protect operations on connections
// halt packet handling if server is shutting down
if (!active)
return;
// player sockets
if (connections.find(fds[i].fd) == connections.end()) {
std::cout << "[WARN] Event on non-existant socket?" << std::endl;
continue; // just to be safe
std::cout << "[FATAL] Event on non-existent socket: " << fds[i].fd << std::endl;
assert(0);
/* not reached */
}
CNSocket* cSock = connections[fds[i].fd];
@@ -485,22 +497,29 @@ void CNServer::start() {
if (fds[i].revents & ~POLLIN)
cSock->kill();
if (cSock->isAlive()) {
if (cSock->isAlive())
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();
// 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
inline constexpr bool validOutVarPacket(size_t base, size_t npayloads, size_t plsize) {
// check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
if (npayloads > 0 && (CN_PACKET_BODY_SIZE) / (size_t)npayloads < plsize)
return false;
// it's safe to multiply
size_t trailing = npayloads * plsize;
// does it fit in a packet?
if (base + trailing > CN_PACKET_BUFFER_SIZE - 8)
if (base + trailing > CN_PACKET_BODY_SIZE)
return false;
// everything is a-ok!
@@ -112,14 +112,14 @@ inline constexpr bool validOutVarPacket(size_t base, size_t npayloads, size_t pl
// for inbound packets
inline constexpr bool validInVarPacket(size_t base, size_t npayloads, size_t plsize, size_t datasize) {
// check for multiplication overflow
if (npayloads > 0 && (CN_PACKET_BUFFER_SIZE - 8) / (size_t)npayloads < plsize)
if (npayloads > 0 && CN_PACKET_BODY_SIZE / (size_t)npayloads < plsize)
return false;
// it's safe to multiply
size_t trailing = npayloads * plsize;
// make sure size is exact
// datasize has already been validated against CN_PACKET_BUFFER_SIZE
// datasize has already been validated against CN_PACKET_BODY_SIZE
if (datasize != base + trailing)
return false;
@@ -230,6 +230,7 @@ protected:
const size_t STARTFDSCOUNT = 8; // number of initial PollFD slots
std::vector<PollFD> fds;
std::string serverType = "invalid";
SOCKET sock;
uint16_t port;
socklen_t addressSize;

View File

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

View File

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

View File

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

View File

@@ -1,6 +1,8 @@
/* enum definitions from the client */
#pragma once
#include "core/CNStructs.hpp"
// floats
const float VALUE_BATTERY_EMPTY_PENALTY = 0.5f;
const float CN_EP_RANK_1 = 0.8f;
@@ -46,49 +48,8 @@ enum class ePCRegenType {
End
};
// nano powers
// nano power flags
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_UP_MOVE_SPEED = 1,
ECSB_UP_SWIM_SPEED = 2,
@@ -451,7 +412,13 @@ enum {
SEND_ANYCAST_NEW = 3,
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,
#endif
P_CL2LS_REQ_LOGIN = 0x12000001, // 301989889
P_CL2LS_REQ_CHECK_CHAR_NAME = 0x12000002, // 301989890
@@ -975,3 +942,8 @@ enum {
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_SUCC),
PACKET(P_FE2CL_PC_EXIT),
PACKET(P_FE2CL_PC_AROUND),
VAR_PACKET(P_FE2CL_PC_AROUND, iPCCnt, sPCAppearanceData),
PACKET(P_FE2CL_PC_MOVE),
PACKET(P_FE2CL_PC_STOP),
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_MOVE),
PACKET(P_FE2CL_NPC_NEW),
PACKET(P_FE2CL_NPC_AROUND),
PACKET(P_FE2CL_AROUND_DEL_PC),
PACKET(P_FE2CL_AROUND_DEL_NPC),
VAR_PACKET(P_FE2CL_NPC_AROUND, iNPCCnt, sNPCAppearanceData),
VAR_PACKET(P_FE2CL_AROUND_DEL_PC, iPCCnt, int32_t),
VAR_PACKET(P_FE2CL_AROUND_DEL_NPC, iNPCCnt, int32_t),
PACKET(P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC),
PACKET(P_FE2CL_REP_SEND_FREECHAT_MESSAGE_FAIL),
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_MOVE),
PACKET(P_FE2CL_TRANSPORTATION_NEW),
PACKET(P_FE2CL_TRANSPORTATION_AROUND),
PACKET(P_FE2CL_AROUND_DEL_TRANSPORTATION),
VAR_PACKET(P_FE2CL_TRANSPORTATION_AROUND, iCnt, sTransportationAppearanceData),
VAR_PACKET(P_FE2CL_AROUND_DEL_TRANSPORTATION, iCnt, int32_t),
PACKET(P_FE2CL_REP_EP_RANK_LIST),
PACKET(P_FE2CL_REP_EP_RANK_DETAIL),
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_EXIT),
PACKET(P_FE2CL_SHINY_NEW),
PACKET(P_FE2CL_SHINY_AROUND),
PACKET(P_FE2CL_AROUND_DEL_SHINY),
VAR_PACKET(P_FE2CL_SHINY_AROUND, iShinyCnt, sShinyAppearanceData),
VAR_PACKET(P_FE2CL_AROUND_DEL_SHINY, iShinyCnt, int32_t),
PACKET(P_FE2CL_REP_SHINY_PICKUP_FAIL),
PACKET(P_FE2CL_REP_SHINY_PICKUP_SUCC),
PACKET(P_FE2CL_PC_MOVETRANSPORTATION),

View File

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

View File

@@ -152,7 +152,8 @@ void Database::updateEmailContent(EmailData* data) {
sqlite3_step(stmt);
int attachmentsCount = sqlite3_column_int(stmt, 0);
data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0; // set attachment flag dynamically
// set attachment flag dynamically
data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0;
sqlite3_finalize(stmt);
@@ -265,7 +266,7 @@ int Database::getNextEmailIndex(int playerID) {
return (index > 0 ? index + 1 : 1);
}
bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments, Player *sender) {
std::lock_guard<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
@@ -330,6 +331,13 @@ bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
sqlite3_reset(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);
return true;
}

View File

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

View File

@@ -3,6 +3,15 @@
#include "db/Database.hpp"
#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 sqlite3 *db;

View File

@@ -1,5 +1,9 @@
#include "core/CNStructs.hpp"
#include "db/internal.hpp"
#include "servers/CNLoginServer.hpp"
#include "bcrypt/BCrypt.hpp"
void Database::findAccount(Account* account, std::string login) {
@@ -27,6 +31,32 @@ void Database::findAccount(Account* account, std::string login) {
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) {
std::lock_guard<std::mutex> lock(dbCrit);
@@ -52,6 +82,98 @@ int Database::addAccount(std::string login, std::string password) {
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) {
std::lock_guard<std::mutex> lock(dbCrit);
@@ -79,6 +201,29 @@ void Database::updateSelected(int accountId, int slot) {
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) {
std::lock_guard<std::mutex> lock(dbCrit);
@@ -148,7 +293,7 @@ bool Database::isSlotFree(int accountId, int slotNum) {
return result;
}
int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) {
int Database::createCharacter(int slot, int accountId, const char* firstName, const char* lastName, int nameCheck) {
std::lock_guard<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
@@ -161,22 +306,17 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
)";
sqlite3_stmt* stmt;
std::string firstName = AUTOU16TOU8(save->szFirstName);
std::string lastName = AUTOU16TOU8(save->szLastName);
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
sqlite3_bind_int(stmt, 1, AccountID);
sqlite3_bind_int(stmt, 2, save->iSlotNum);
sqlite3_bind_text(stmt, 3, firstName.c_str(), -1, NULL);
sqlite3_bind_text(stmt, 4, lastName.c_str(), -1, NULL);
sqlite3_bind_int(stmt, 1, accountId);
sqlite3_bind_int(stmt, 2, slot);
sqlite3_bind_text(stmt, 3, firstName, -1, NULL);
sqlite3_bind_text(stmt, 4, lastName, -1, NULL);
sqlite3_bind_int(stmt, 5, settings::SPAWN_X);
sqlite3_bind_int(stmt, 6, settings::SPAWN_Y);
sqlite3_bind_int(stmt, 7, settings::SPAWN_Z);
sqlite3_bind_int(stmt, 8, settings::SPAWN_ANGLE);
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);
// blobs
@@ -505,7 +645,7 @@ void Database::evaluateCustomName(int characterID, CustomName decision) {
sqlite3_finalize(stmt);
}
bool Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId) {
bool Database::changeName(int playerId, int accountId, const char* firstName, const char* lastName, int nameCheck) {
std::lock_guard<std::mutex> lock(dbCrit);
const char* sql = R"(
@@ -519,15 +659,10 @@ bool Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId) {
sqlite3_stmt* stmt;
sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
std::string firstName = AUTOU16TOU8(save->szFirstName);
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_text(stmt, 1, firstName, -1, NULL);
sqlite3_bind_text(stmt, 2, lastName, -1, NULL);
sqlite3_bind_int(stmt, 3, nameCheck);
sqlite3_bind_int(stmt, 4, save->iPCUID);
sqlite3_bind_int(stmt, 4, playerId);
sqlite3_bind_int(stmt, 5, accountId);
int rc = sqlite3_step(stmt);

View File

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

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

View File

@@ -49,6 +49,7 @@ CNShardServer *shardServer = nullptr;
std::thread *shardThread = nullptr;
void startShard(CNShardServer* server) {
sandbox_thread_start();
server->start();
}
@@ -64,7 +65,7 @@ void terminate(int arg) {
}
#ifdef _WIN32
static BOOL winTerminate(DWORD arg) {
static BOOL WINAPI winTerminate(DWORD arg) {
terminate(0);
return FALSE;
}
@@ -98,6 +99,9 @@ void initsignals() {
}
int main() {
std::cout << "[INFO] OpenFusion v" GIT_VERSION << std::endl;
std::cout << "[INFO] Protocol version: " << PROTOCOL_VERSION << std::endl;
#ifdef _WIN32
WSADATA wsaData;
if (WSAStartup(MAKEWORD(1, 1), &wsaData) != 0) {
@@ -105,15 +109,15 @@ int main() {
exit(EXIT_FAILURE);
}
#endif
initsignals();
settings::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;
Database::init();
Rand::init(getTime());
TableData::init();
std::cout << "[INFO] Intializing Packet Managers..." << std::endl;
PlayerManager::init();
PlayerMovement::init();
BuiltinCommands::init();
@@ -132,9 +136,10 @@ int main() {
Email::init();
Groups::init();
Racing::init();
Database::open();
Trading::init();
Database::open();
switch (settings::EVENTMODE) {
case 0: break; // no event
case 1: std::cout << "[INFO] Event active. Hey, Hey It's Knishmas!" << std::endl; break;
@@ -146,6 +151,8 @@ int main() {
/* not reached */
}
sandbox_init();
std::cout << "[INFO] Starting Server Threads..." << std::endl;
CNLoginServer loginServer(settings::LOGINPORT);
shardServer = new CNShardServer(settings::SHARDPORT);
@@ -153,6 +160,7 @@ int main() {
shardThread = new std::thread(startShard, (CNShardServer*)shardServer);
sandbox_start();
sandbox_thread_start();
loginServer.start();
@@ -214,6 +222,17 @@ time_t getTimestamp() {
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
sSYSTEMTIME timeStampToStruct(uint64_t time) {

View File

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

View File

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

View File

@@ -4,6 +4,9 @@
#include "settings.hpp"
#include <stdlib.h>
#include <fcntl.h>
#include <filesystem>
#include <sys/prctl.h>
#include <sys/ptrace.h>
@@ -17,6 +20,10 @@
#include <linux/audit.h>
#include <linux/net.h> // for socketcall() args
#ifndef CONFIG_NOLANDLOCK
#include <linux/landlock.h>
#endif
/*
* Macros adapted from https://outflux.net/teach-seccomp/
* Relevant license:
@@ -54,7 +61,7 @@
BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_ERRNO|(_errno))
#define KILL_PROCESS \
BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_KILL_PROCESS)
BPF_STMT(BPF_RET+BPF_K, SECCOMP_RET_TRAP)
/*
* Macros adapted from openssh's sandbox-seccomp-filter.c
@@ -153,15 +160,18 @@ static sock_filter filter[] = {
ALLOW_SYSCALL(read),
ALLOW_SYSCALL(write),
ALLOW_SYSCALL(close),
#if __NR_stat
#ifdef __NR_stat
ALLOW_SYSCALL(stat),
#endif
ALLOW_SYSCALL(fstat),
#ifdef __NR_newfstatat
ALLOW_SYSCALL(newfstatat),
#endif
ALLOW_SYSCALL(fsync), // maybe
#if __NR_creat
#ifdef __NR_creat
ALLOW_SYSCALL(creat), // maybe; for DB journal
#endif
#if __NR_unlink
#ifdef __NR_unlink
ALLOW_SYSCALL(unlink), // for DB journal
#endif
ALLOW_SYSCALL(lseek), // musl-libc; alt DB
@@ -192,6 +202,9 @@ static sock_filter filter[] = {
ALLOW_SYSCALL(exit_group),
ALLOW_SYSCALL(rt_sigprocmask), // musl-libc
ALLOW_SYSCALL(clock_nanosleep), // gets called very rarely
#ifdef __NR_rseq
ALLOW_SYSCALL(rseq),
#endif
// to crash properly on SIGSEGV
DENY_SYSCALL_ERRNO(tgkill, EPERM),
@@ -274,7 +287,7 @@ static sock_filter filter[] = {
#endif
// AArch64 (ARM64)
#if __NR_unlinkat
#ifdef __NR_unlinkat
ALLOW_SYSCALL(unlinkat),
#endif
#ifdef __NR_fstatat64
@@ -291,25 +304,201 @@ static sock_fprog prog = {
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) {
return syscall(__NR_seccomp, operation, flags, args);
}
void sandbox_start() {
#ifndef CONFIG_NOLANDLOCK
// 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) {
std::cout << "[WARN] Running without a sandbox" << std::endl;
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;
// 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) {
perror("prctl");
exit(1);
}
if (seccomp(SECCOMP_SET_MODE_FILTER, SECCOMP_FILTER_FLAG_TSYNC, &prog) < 0) {
#ifndef CONFIG_NOLANDLOCK
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");
exit(1);
}

View File

@@ -1,4 +1,5 @@
#include "servers/CNLoginServer.hpp"
#include "servers/Monitor.hpp"
#include "core/CNShared.hpp"
#include "db/Database.hpp"
@@ -12,7 +13,14 @@
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) {
serverType = "login";
port = p;
pHandler = &CNLoginServer::handlePacket;
init();
@@ -104,77 +112,63 @@ void loginFail(LoginError errorCode, std::string userLogin, CNSocket* sock) {
void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
auto login = (sP_CL2LS_REQ_LOGIN*)data->buf;
// TODO: implement better way of sending credentials
std::string userLogin((char*)login->szCookie_TEGid);
std::string userPassword((char*)login->szCookie_authid);
std::string userLogin;
std::string userToken; // could be password or auth cookie
/*
* Sometimes the client sends garbage cookie data.
* Validate it as normal credentials instead of using a length check before falling back.
* In this context, "cookie auth" just means the credentials were sent
* in the szCookie fields instead of szID and szPassword.
*/
if (!CNLoginServer::isLoginDataGood(userLogin, userPassword)) {
/*
* The std::string -> char* -> std::string maneuver should remove any
* trailing garbage after the null terminator.
*/
bool isCookieAuth = login->iLoginType == USE_COOKIE_FIELDS;
/*
* The std::string -> char* -> std::string maneuver should remove any
* 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());
userPassword = std::string(AUTOU16TOU8(login->szPassword).c_str());
userToken = std::string(AUTOU16TOU8(login->szPassword).c_str());
}
// 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
if (!CNLoginServer::checkUsername(sock, userLogin)) {
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::findAccount(&findUser, userLogin);
// account was not found
if (findUser.AccountID == 0) {
if (settings::AUTOCREATEACCOUNTS)
return newAccount(sock, userLogin, userPassword, login->iClientVerC);
/*
* Don't auto-create accounts if it's a cookie login.
* 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);
}
if (!CNLoginServer::isPasswordCorrect(findUser.Password, userPassword))
// make sure either a valid cookie or password was sent
if (!CNLoginServer::checkToken(sock, findUser, userToken, isCookieAuth)) {
return loginFail(LoginError::ID_AND_PASSWORD_DO_NOT_MATCH, userLogin, sock);
}
// is the account banned
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;
if (CNLoginServer::checkBan(sock, findUser)) {
return; // don't send fail packet
}
/*
@@ -210,9 +204,12 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
// send the resp in with original key
sock->sendPacket(resp, P_LS2CL_REP_LOGIN_SUCC);
uint64_t defaultKey;
memcpy(&defaultKey, CNSocketEncryption::defaultKey, sizeof(defaultKey));
// update keys
sock->setEKey(CNSocketEncryption::createNewKey(resp.uiSvrTime, resp.iCharCount + 1, resp.iSlotNum + 1));
sock->setFEKey(CNSocketEncryption::createNewKey((uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]), login->iClientVerC, 1));
sock->setFEKey(CNSocketEncryption::createNewKey(defaultKey, login->iClientVerC, 1));
DEBUGLOG(
std::cout << "Login Server: Login success. Welcome " << userLogin << " [" << loginSessions[sock].userID << "]" << std::endl;
@@ -295,10 +292,29 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_LS2CL_REP_SAVE_CHAR_NAME_SUCC, resp);
int errorCode = 0;
if (!CNLoginServer::isCharacterNameGood(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
errorCode = 4;
} else if (!Database::isNameFree(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
errorCode = 1;
std::string firstName = AUTOU16TOU8(save->szFirstName);
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;
}
if (errorCode == 0) {
if (!CNLoginServer::isCharacterNameGood(firstName, lastName)) {
errorCode = 4;
} else if (!Database::isNameFree(firstName, lastName)) {
errorCode = 1;
}
}
if (errorCode != 0) {
@@ -316,12 +332,19 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
if (!Database::isSlotFree(loginSessions[sock].userID, save->iSlotNum))
return invalidCharacter(sock);
resp.iPC_UID = Database::createCharacter(save, loginSessions[sock].userID);
resp.iPC_UID = Database::createCharacter(save->iSlotNum, loginSessions[sock].userID, firstName.c_str(), lastName.c_str(), nameCheck);
// if query somehow failed
if (resp.iPC_UID == 0) {
std::cout << "[WARN] Login Server: Database failed to create new character!" << std::endl;
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.iGender = save->iGender;
@@ -337,7 +360,9 @@ void CNLoginServer::nameSave(CNSocket* sock, CNPacketData* data) {
DEBUGLOG(
std::cout << "Login Server: new character created" << std::endl;
std::cout << "\tSlot: " << (int)save->iSlotNum << std::endl;
std::cout << "\tName: " << AUTOU16TOU8(save->szFirstName) << " " << AUTOU16TOU8(save->szLastName) << std::endl;
std::cout << "\tName: " << firstName << " " << lastName;
if (nameCheck != 1) std::cout << " (pending approval)";
std::cout << std::endl;
)
}
@@ -473,11 +498,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
LoginMetadata *lm = new LoginMetadata();
lm->FEKey = sock->getFEKey();
lm->timestamp = getTime();
Database::getPlayer(&lm->plr, selection->iPC_UID);
// this should never happen but for extra safety
if (lm->plr.iID == 0)
return invalidCharacter(sock);
lm->playerId = selection->iPC_UID;
resp.iEnterSerialKey = Rand::cryptoRand();
@@ -487,7 +508,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
sock->sendPacket(resp, P_LS2CL_REP_SHARD_SELECT_SUCC);
// update current slot in DB
Database::updateSelected(loginSessions[sock].userID, lm->plr.slot);
Database::updateSelectedByPlayerId(loginSessions[sock].userID, selection->iPC_UID);
}
void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
@@ -508,11 +529,30 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
auto save = (sP_CL2LS_REQ_CHANGE_CHAR_NAME*)data->buf;
int errorCode = 0;
if (!CNLoginServer::isCharacterNameGood(AUTOU16TOU8(save->szFirstName), AUTOU16TOU8(save->szLastName))) {
errorCode = 4;
std::string firstName = AUTOU16TOU8(save->szFirstName);
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))) {
errorCode = 1;
if (errorCode == 0) {
if (!CNLoginServer::isCharacterNameGood(firstName, lastName)) {
errorCode = 4;
}
else if (!Database::isNameFree(firstName, lastName)) {
errorCode = 1;
}
}
if (errorCode != 0) {
@@ -527,9 +567,15 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
return;
}
if (!Database::changeName(save, loginSessions[sock].userID))
if (!Database::changeName(save->iPCUID, loginSessions[sock].userID, firstName.c_str(), lastName.c_str(), nameCheck))
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);
resp.iPC_UID = save->iPCUID;
memcpy(resp.szFirstName, save->szFirstName, sizeof(resp.szFirstName));
@@ -541,8 +587,10 @@ void CNLoginServer::changeName(CNSocket* sock, CNPacketData* data) {
sock->sendPacket(resp, P_LS2CL_REP_CHANGE_CHAR_NAME_SUCC);
DEBUGLOG(
std::cout << "Login Server: Name check success for character [" << save->iPCUID << "]" << std::endl;
std::cout << "\tNew name: " << AUTOU16TOU8(save->szFirstName) << " " << AUTOU16TOU8(save->szLastName) << std::endl;
std::cout << "Login Server: Name change request for character [" << save->iPCUID << "]" << std::endl;
std::cout << "\tNew name: " << firstName << " " << lastName;
if (nameCheck != 1) std::cout << " (pending approval)";
std::cout << std::endl;
)
}
@@ -621,21 +669,164 @@ bool CNLoginServer::exitDuplicate(int accountId) {
return false;
}
bool CNLoginServer::isLoginDataGood(std::string login, std::string password) {
std::regex loginRegex("[a-zA-Z0-9_-]{4,32}");
std::regex passwordRegex("[a-zA-Z0-9!@#$%^&*()_+]{8,32}");
bool CNLoginServer::isUsernameGood(std::string& login) {
const std::regex loginRegex("[a-zA-Z0-9_-]{4,32}");
return (std::regex_match(login, loginRegex));
}
return (std::regex_match(login, loginRegex) && std::regex_match(password, passwordRegex));
bool CNLoginServer::isPasswordGood(std::string& password) {
const std::regex passwordRegex("[a-zA-Z0-9!@#$%^&*()_+]{8,32}");
return (std::regex_match(password, passwordRegex));
}
bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tryPassword) {
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) {
//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}(?! +))*$)");
std::regex lastnamecheck(R"(((?! )(?!\.)[a-zA-Z0-9]*\.{0,1}(?!\.+ +)[a-zA-Z0-9]* {0,1}(?! +))*$)");
return (std::regex_match(Firstname, firstnamecheck) && std::regex_match(Lastname, lastnamecheck));
}
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

View File

@@ -1,11 +1,18 @@
#pragma once
#include "core/Core.hpp"
#include "db/Database.hpp"
#include "Player.hpp"
#include <map>
namespace LoginServer {
extern std::vector<std::string> WheelFirstNames;
extern std::vector<std::string> WheelMiddleNames;
extern std::vector<std::string> WheelLastNames;
}
struct CNLoginData {
int userID;
time_t lastHeartbeat;
@@ -23,6 +30,13 @@ enum class LoginError {
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
class CNLoginServer : public CNServer {
private:
@@ -39,10 +53,18 @@ private:
static void changeName(CNSocket* sock, CNPacketData* data);
static void duplicateExit(CNSocket* sock, CNPacketData* data);
static bool isLoginDataGood(std::string login, std::string password);
static bool isUsernameGood(std::string& login);
static bool isPasswordGood(std::string& password);
static bool isPasswordCorrect(std::string actualPassword, std::string tryPassword);
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 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);
// returns true if success
static bool exitDuplicate(int accountId);

View File

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

View File

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

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

View File

@@ -3,6 +3,11 @@
#include "core/Core.hpp"
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();
bool acceptConnection(SOCKET, uint16_t);
};

View File

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

View File

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

2
tdata

Submodule tdata updated: 8230fb8649...bdb611b092

14838
vendor/JSON.hpp vendored

File diff suppressed because it is too large Load Diff

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@@ -22,9 +22,14 @@
#endif
#include <errno.h>
#ifdef _WIN32 || _WIN64
// On windows we need to generate random bytes differently.
#if defined(_WIN32) && !defined(_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.
#define BCRYPT_HASHSIZE 60
#include "bcrypt.h"
@@ -33,9 +38,10 @@ typedef __int64 ssize_t;
#include <wincrypt.h> /* CryptAcquireContext, CryptGenRandom */
#else
#include "bcrypt.h"
#include "ow-crypt.h"
#endif
#include "ow-crypt.h"
#define RANDBYTES (16)
static int try_close(int fd)
@@ -117,7 +123,7 @@ int bcrypt_gensalt(int factor, char salt[BCRYPT_HASHSIZE])
char *aux;
// Note: Windows does not have /dev/urandom sadly.
#ifdef _WIN32 || _WIN64
#if defined(_WIN32) || defined(_WIN64)
HCRYPTPROV p;
ULONG i;

View File

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

View File

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

52
win-setup.ps1 Normal file
View File

@@ -0,0 +1,52 @@
# 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"