10 Commits

Author SHA1 Message Date
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
9 changed files with 94 additions and 28 deletions

1
.dockerignore Normal file
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@@ -0,0 +1 @@
version.h

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@@ -53,7 +53,7 @@ jobs:
- name: Upload build artifact
uses: actions/upload-artifact@v2
with:
name: 'ubuntu20_04-bin-x64-${{ env.SHORT_SHA }}'
name: 'ubuntu22_04-bin-x64-${{ env.SHORT_SHA }}'
path: bin
windows-build:
@@ -112,7 +112,7 @@ jobs:
copy-artifacts:
if: github.event_name != 'pull_request' && github.ref == 'refs/heads/master'
runs-on: ubuntu-latest
runs-on: ubuntu-22.04
needs: [windows-build, ubuntu-build]
env:
BOT_SSH_KEY: ${{ secrets.BOT_SSH_KEY }}

26
.vscode/launch.json vendored Normal file
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@@ -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}"
}
]
}

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@@ -44,7 +44,7 @@ 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 ${SQLite3_LIBRARIES})
@@ -56,5 +56,5 @@ set_property(TARGET openfusion PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${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()

21
Dockerfile Normal file
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@@ -0,0 +1,21 @@
FROM debian:latest
WORKDIR /usr/src/app
RUN apt-get -y update && apt-get install -y \
git \
clang \
make \
libsqlite3-dev
COPY . ./
RUN make -j8
# tabledata should be copied from the host;
# clone it there before building the container
#RUN git submodule update --init --recursive
CMD ["./bin/fusion"]
LABEL Name=openfusion Version=0.0.1

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@@ -13,13 +13,13 @@ OpenFusion is a reverse-engineered server for FusionFall. It primarily targets v
### 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.
1. Download the client installer by clicking [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.5/OpenFusionClient-1.5-Installer.exe) - choose to run the file.
2. After a few moments, the client should open: you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
3. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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 client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.5/OpenFusionClient-1.5.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.
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.
@@ -29,7 +29,7 @@ Instructions for getting the client to run on Linux through Wine can be found [h
### Hosting a server
1. Grab `OpenFusionServer-1.4-original.zip` or `OpenFusionServer-1.4-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.4).
1. Grab `OpenFusionServer-1.5-original.zip` or `OpenFusionServer-1.5-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.5).
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.

12
docker-compose.yml Normal file
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@@ -0,0 +1,12 @@
version: '3.4'
services:
openfusion:
image: openfusion
build:
context: .
dockerfile: ./Dockerfile
ports:
- "23000:23000"
- "23001:23001"
- "8003:8003"

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@@ -69,31 +69,41 @@ 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);

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@@ -358,23 +358,19 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->x, npc->y, npc->z, npc->instanceID, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_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->appearanceData.iNPC_ID));
} else {
// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()) {
TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
isGruntworkNpc = false;
}
// update rotation clientside
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->appearanceData;
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->appearanceData.iNPC_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) {