OpenFusion/src/Buddies.cpp

466 lines
17 KiB
C++

#include "Buddies.hpp"
#include "db/Database.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
using namespace Buddies;
#pragma region Helper methods
static int getAvailableBuddySlot(Player* plr) {
int slot = -1;
for (int i = 0; i < 50; i++) {
if (plr->buddyIDs[i] == 0)
return i;
}
return slot;
}
static bool playerHasBuddyWithID(Player* plr, int buddyID) {
for (int i = 0; i < 50; i++) {
if (plr->buddyIDs[i] == buddyID)
return true;
}
return false;
}
#pragma endregion
// Refresh buddy list
void Buddies::refreshBuddyList(CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
int buddyCnt = Database::getNumBuddies(plr);
if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC), buddyCnt, sizeof(sBuddyBaseInfo))) {
std::cout << "[WARN] bad sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC packet size\n";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC) + buddyCnt * sizeof(sBuddyBaseInfo);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
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));
// base response fields
resp->iBuddyCnt = buddyCnt;
resp->iID = plr->iID;
resp->iPCUID = plr->PCStyle.iPC_UID;
resp->iListNum = 0; // ???
int buddyIndex = 0;
for (int i = 0; i < 50; i++) {
int64_t buddyID = plr->buddyIDs[i];
if (buddyID != 0) {
sBuddyBaseInfo buddyInfo = {};
Player buddyPlayerData = {};
Database::getPlayer(&buddyPlayerData, buddyID);
if (buddyPlayerData.iID == 0)
continue;
buddyInfo.bBlocked = plr->isBuddyBlocked[i];
buddyInfo.bFreeChat = 1;
buddyInfo.iGender = buddyPlayerData.PCStyle.iGender;
buddyInfo.iID = buddyID;
buddyInfo.iPCUID = buddyID;
buddyInfo.iNameCheckFlag = buddyPlayerData.PCStyle.iNameCheck;
buddyInfo.iPCState = buddyPlayerData.iPCState;
memcpy(buddyInfo.szFirstName, buddyPlayerData.PCStyle.szFirstName, sizeof(buddyInfo.szFirstName));
memcpy(buddyInfo.szLastName, buddyPlayerData.PCStyle.szLastName, sizeof(buddyInfo.szLastName));
respdata[buddyIndex] = buddyInfo;
buddyIndex++;
}
}
sock->sendPacket((void*)respbuf, P_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC, resplen);
}
// Buddy request
static void requestBuddy(CNSocket* sock, CNPacketData* data) {
auto req = (sP_CL2FE_REQ_REQUEST_MAKE_BUDDY*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(req->iBuddyID);
if (otherPlr == nullptr)
return;
if (getAvailableBuddySlot(plr) == -1 || getAvailableBuddySlot(otherPlr) == -1)
{
INITSTRUCT(sP_FE2CL_REP_REQUEST_MAKE_BUDDY_FAIL, failResp);
sock->sendPacket(failResp, P_FE2CL_REP_REQUEST_MAKE_BUDDY_FAIL);
return;
}
CNSocket* otherSock = PlayerManager::getSockFromID(otherPlr->iID);
INITSTRUCT(sP_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC, resp);
INITSTRUCT(sP_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC_TO_ACCEPTER, otherResp);
resp.iRequestID = plr->iID;
resp.iBuddyID = req->iBuddyID;
resp.iBuddyPCUID = req->iBuddyPCUID;
otherResp.iRequestID = plr->iID;
otherResp.iBuddyID = req->iBuddyID;
memcpy(otherResp.szFirstName, plr->PCStyle.szFirstName, sizeof(plr->PCStyle.szFirstName));
memcpy(otherResp.szLastName, plr->PCStyle.szLastName, sizeof(plr->PCStyle.szLastName));
std::cout << "Buddy ID: " << req->iBuddyID << std::endl;
sock->sendPacket(resp, P_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC);
otherSock->sendPacket(otherResp, P_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC_TO_ACCEPTER);
}
// Sending buddy request by player name
static void reqBuddyByName(CNSocket* sock, CNPacketData* data) {
auto pkt = (sP_CL2FE_REQ_PC_FIND_NAME_MAKE_BUDDY*)data->buf;
Player* plrReq = PlayerManager::getPlayer(sock);
INITSTRUCT(sP_FE2CL_REP_PC_FIND_NAME_MAKE_BUDDY_SUCC, resp);
CNSocket* otherSock = PlayerManager::getSockFromName(AUTOU16TOU8(pkt->szFirstName), AUTOU16TOU8(pkt->szLastName));
if (otherSock == nullptr)
return; // no player found
Player *otherPlr = PlayerManager::getPlayer(otherSock);
if (playerHasBuddyWithID(plrReq, otherPlr->iID))
return;
resp.iPCUID = plrReq->PCStyle.iPC_UID;
resp.iNameCheckFlag = plrReq->PCStyle.iNameCheck;
memcpy(resp.szFirstName, plrReq->PCStyle.szFirstName, sizeof(plrReq->PCStyle.szFirstName));
memcpy(resp.szLastName, plrReq->PCStyle.szLastName, sizeof(plrReq->PCStyle.szLastName));
otherSock->sendPacket(resp, P_FE2CL_REP_PC_FIND_NAME_MAKE_BUDDY_SUCC);
}
// Accepting buddy request
static void reqAcceptBuddy(CNSocket* sock, CNPacketData* data) {
auto req = (sP_CL2FE_REQ_ACCEPT_MAKE_BUDDY*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(req->iBuddyID);
if (otherPlr == nullptr)
return; // sanity check
CNSocket* otherSock = PlayerManager::getSockFromID(otherPlr->iID);
int slotA = getAvailableBuddySlot(plr);
int slotB = getAvailableBuddySlot(otherPlr);
if (slotA == -1 || slotB == -1)
return; // sanity check
if (req->iAcceptFlag == 1 && plr->iID != otherPlr->iID && !playerHasBuddyWithID(plr, otherPlr->iID))
{
INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC, resp);
// A to B
resp.iBuddySlot = slotA;
resp.BuddyInfo.iID = otherPlr->iID;
resp.BuddyInfo.iPCUID = otherPlr->PCStyle.iPC_UID;
resp.BuddyInfo.iPCState = 1; // assumed to be online
resp.BuddyInfo.bBlocked = 0; // not blocked by default
resp.BuddyInfo.iGender = otherPlr->PCStyle.iGender; // shows the other player's gender
resp.BuddyInfo.bFreeChat = 1; // shows whether or not the other player has freechat on (hardcoded for now)
resp.BuddyInfo.iNameCheckFlag = otherPlr->PCStyle.iNameCheck;
memcpy(resp.BuddyInfo.szFirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
memcpy(resp.BuddyInfo.szLastName, otherPlr->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
sock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
plr->buddyIDs[slotA] = otherPlr->PCStyle.iPC_UID;
//std::cout << "Buddy's ID: " << plr->buddyIDs[slotA] << std::endl;
// B to A, using the same struct
resp.iBuddySlot = slotB;
resp.BuddyInfo.iID = plr->iID;
resp.BuddyInfo.iPCUID = plr->PCStyle.iPC_UID;
resp.BuddyInfo.iPCState = 1;
resp.BuddyInfo.bBlocked = 0;
resp.BuddyInfo.iGender = plr->PCStyle.iGender;
resp.BuddyInfo.bFreeChat = 1;
resp.BuddyInfo.iNameCheckFlag = plr->PCStyle.iNameCheck;
memcpy(resp.BuddyInfo.szFirstName, plr->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
memcpy(resp.BuddyInfo.szLastName, plr->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
otherSock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
otherPlr->buddyIDs[slotB] = plr->PCStyle.iPC_UID;
//std::cout << "Buddy's ID: " << plr->buddyIDs[slotB] << std::endl;
// add record to db
Database::addBuddyship(plr->iID, otherPlr->iID);
}
else
{
INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL, declineResp);
declineResp.iErrorCode = 6; // Buddy declined notification
declineResp.iBuddyID = req->iBuddyID;
declineResp.iBuddyPCUID = req->iBuddyPCUID;
otherSock->sendPacket(declineResp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL);
}
}
// Accepting buddy request from the find name request
static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) {
auto pkt = (sP_CL2FE_REQ_PC_FIND_NAME_ACCEPT_BUDDY*)data->buf;
Player* plrReq = PlayerManager::getPlayer(sock);
INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC, resp);
Player* otherPlr = PlayerManager::getPlayerFromID(pkt->iBuddyPCUID);
if (otherPlr == nullptr)
return;
CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
int slotA = getAvailableBuddySlot(plrReq);
int slotB = getAvailableBuddySlot(otherPlr);
if (slotA == -1 || slotB == -1)
return; // sanity check
if (pkt->iAcceptFlag == 1 && plrReq->iID != otherPlr->iID && !playerHasBuddyWithID(plrReq, otherPlr->iID)) {
INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC, resp);
// A to B
resp.iBuddySlot = slotA;
resp.BuddyInfo.iID = otherPlr->iID;
resp.BuddyInfo.iPCUID = otherPlr->PCStyle.iPC_UID;
resp.BuddyInfo.iPCState = 1; // assumed to be online
resp.BuddyInfo.bBlocked = 0; // not blocked by default
resp.BuddyInfo.iGender = otherPlr->PCStyle.iGender; // shows the other player's gender
resp.BuddyInfo.bFreeChat = 1; // shows whether or not the other player has freechat on (hardcoded for now)
resp.BuddyInfo.iNameCheckFlag = otherPlr->PCStyle.iNameCheck;
memcpy(resp.BuddyInfo.szFirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
memcpy(resp.BuddyInfo.szLastName, otherPlr->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
sock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
plrReq->buddyIDs[slotA] = otherPlr->PCStyle.iPC_UID;
//std::cout << "Buddy's ID: " << plr->buddyIDs[slotA] << std::endl;
// B to A, using the same struct
resp.iBuddySlot = slotB;
resp.BuddyInfo.iID = plrReq->iID;
resp.BuddyInfo.iPCUID = plrReq->PCStyle.iPC_UID;
resp.BuddyInfo.iPCState = 1;
resp.BuddyInfo.bBlocked = 0;
resp.BuddyInfo.iGender = plrReq->PCStyle.iGender;
resp.BuddyInfo.bFreeChat = 1;
resp.BuddyInfo.iNameCheckFlag = plrReq->PCStyle.iNameCheck;
memcpy(resp.BuddyInfo.szFirstName, plrReq->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
memcpy(resp.BuddyInfo.szLastName, plrReq->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
otherSock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
otherPlr->buddyIDs[slotB] = plrReq->PCStyle.iPC_UID;
//std::cout << "Buddy's ID: " << plr->buddyIDs[slotB] << std::endl;
// add record to db
Database::addBuddyship(plrReq->iID, otherPlr->iID);
}
else
{
INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL, declineResp);
declineResp.iErrorCode = 6; // Buddy declined notification
declineResp.iBuddyPCUID = pkt->iBuddyPCUID;
otherSock->sendPacket(declineResp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL);
}
}
// 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);
for (int slot = 0; slot < 50; slot++) {
resp.aBuddyState[slot] = PlayerManager::getPlayerFromID(plr->buddyIDs[slot]) != nullptr ? 1 : 0;
resp.aBuddyID[slot] = plr->buddyIDs[slot];
}
sock->sendPacket(resp, P_FE2CL_REP_GET_BUDDY_STATE_SUCC);
}
// Blocking the buddy
static void reqBuddyBlock(CNSocket* sock, CNPacketData* data) {
auto pkt = (sP_CL2FE_REQ_SET_BUDDY_BLOCK*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
// sanity checks
if (pkt->iBuddySlot < 0 || pkt->iBuddySlot >= 50 || plr->buddyIDs[pkt->iBuddySlot] != pkt->iBuddyPCUID)
return;
// save in DB
Database::removeBuddyship(plr->iID, pkt->iBuddyPCUID);
Database::addBlock(plr->iID, pkt->iBuddyPCUID);
// save serverside
// since ID is already in the array, just set it to blocked
plr->isBuddyBlocked[pkt->iBuddySlot] = true;
// send response
INITSTRUCT(sP_FE2CL_REP_SET_BUDDY_BLOCK_SUCC, resp);
resp.iBuddyPCUID = pkt->iBuddyPCUID;
resp.iBuddySlot = pkt->iBuddySlot;
sock->sendPacket(resp, P_FE2CL_REP_SET_BUDDY_BLOCK_SUCC);
// notify the other player he isn't a buddy anymore
INITSTRUCT(sP_FE2CL_REP_REMOVE_BUDDY_SUCC, otherResp);
CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
if (otherSock == nullptr)
return; // other player isn't online, no broadcast needed
Player* otherPlr = PlayerManager::getPlayer(otherSock);
// search for the slot with the requesting player's ID
otherResp.iBuddyPCUID = plr->PCStyle.iPC_UID;
for (int i = 0; i < 50; i++) {
if (otherPlr->buddyIDs[i] == plr->PCStyle.iPC_UID) {
// remove buddy
otherPlr->buddyIDs[i] = 0;
// broadcast
otherResp.iBuddySlot = i;
otherSock->sendPacket(otherResp, P_FE2CL_REP_REMOVE_BUDDY_SUCC);
return;
}
}
}
// block non-buddy
static void reqPlayerBlock(CNSocket* sock, CNPacketData* data) {
auto pkt = (sP_CL2FE_REQ_SET_PC_BLOCK*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int buddySlot = getAvailableBuddySlot(plr);
if (buddySlot == -1)
return;
// save in DB
Database::addBlock(plr->iID, pkt->iBlock_PCUID);
// save serverside
plr->buddyIDs[buddySlot] = pkt->iBlock_PCUID;
plr->isBuddyBlocked[buddySlot] = true;
// send response
INITSTRUCT(sP_FE2CL_REP_SET_PC_BLOCK_SUCC, resp);
resp.iBlock_ID = pkt->iBlock_ID;
resp.iBlock_PCUID = pkt->iBlock_PCUID;
resp.iBuddySlot = buddySlot;
sock->sendPacket(resp, P_FE2CL_REP_SET_PC_BLOCK_SUCC);
}
// Deleting the buddy
static void reqBuddyDelete(CNSocket* sock, CNPacketData* data) {
// note! this packet is used both for removing buddies and blocks
auto pkt = (sP_CL2FE_REQ_REMOVE_BUDDY*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
// remove buddy on our side
INITSTRUCT(sP_FE2CL_REP_REMOVE_BUDDY_SUCC, resp);
resp.iBuddyPCUID = pkt->iBuddyPCUID;
resp.iBuddySlot = pkt->iBuddySlot;
if (pkt->iBuddySlot < 0 || pkt->iBuddySlot >= 50 || plr->buddyIDs[pkt->iBuddySlot] != pkt->iBuddyPCUID)
return; // sanity check
bool wasBlocked = plr->isBuddyBlocked[resp.iBuddySlot];
plr->buddyIDs[resp.iBuddySlot] = 0;
plr->isBuddyBlocked[resp.iBuddySlot] = false;
sock->sendPacket(resp, P_FE2CL_REP_REMOVE_BUDDY_SUCC);
// remove record from db
Database::removeBuddyship(plr->PCStyle.iPC_UID, pkt->iBuddyPCUID);
// try this too
Database::removeBlock(plr->PCStyle.iPC_UID, pkt->iBuddyPCUID);
if (wasBlocked)
return;
// remove buddy on their side, reusing the struct
CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
if (otherSock == nullptr)
return; // other player isn't online, no broadcast needed
Player* otherPlr = PlayerManager::getPlayer(otherSock);
// search for the slot with the requesting player's ID
resp.iBuddyPCUID = plr->PCStyle.iPC_UID;
for (int i = 0; i < 50; i++) {
if (otherPlr->buddyIDs[i] == plr->PCStyle.iPC_UID) {
// remove buddy
otherPlr->buddyIDs[i] = 0;
// broadcast
resp.iBuddySlot = i;
otherSock->sendPacket(resp, P_FE2CL_REP_REMOVE_BUDDY_SUCC);
return;
}
}
}
// Warping to buddy
static void reqBuddyWarp(CNSocket* sock, CNPacketData* data) {
Player *plr = PlayerManager::getPlayer(sock);
auto pkt = (sP_CL2FE_REQ_PC_BUDDY_WARP*)data->buf;
if (pkt->iSlotNum < 0 || pkt->iSlotNum >= 50)
return; // sanity check
Player* otherPlr = PlayerManager::getPlayerFromID(pkt->iBuddyPCUID);
if (otherPlr == nullptr)
return; // buddy offline
// if the player is instanced; no warp allowed
if (otherPlr->instanceID != INSTANCE_OVERWORLD)
goto fail;
// check if the players are at the same point in time (or in the training area or not)
if (otherPlr->PCStyle2.iPayzoneFlag != plr->PCStyle2.iPayzoneFlag)
goto fail;
// do not warp to players on monkeys
if (otherPlr->onMonkey)
goto fail;
// does the player disallow warping?
if (otherPlr->unwarpable)
goto fail;
// otherPlr->instanceID should always be INSTANCE_OVERWORLD at this point
PlayerManager::sendPlayerTo(sock, otherPlr->x, otherPlr->y, otherPlr->z, otherPlr->instanceID);
return;
fail:
INITSTRUCT(sP_FE2CL_REP_PC_BUDDY_WARP_FAIL, resp);
resp.iBuddyPCUID = pkt->iBuddyPCUID;
resp.iErrorCode = 0;
sock->sendPacket(resp, P_FE2CL_REP_PC_BUDDY_WARP_FAIL);
}
void Buddies::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_REQUEST_MAKE_BUDDY, requestBuddy);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIND_NAME_MAKE_BUDDY, reqBuddyByName);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ACCEPT_MAKE_BUDDY, reqAcceptBuddy);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIND_NAME_ACCEPT_BUDDY, reqFindNameBuddyAccept);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_GET_BUDDY_STATE, reqPktGetBuddyState);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SET_BUDDY_BLOCK, reqBuddyBlock);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SET_PC_BLOCK, reqPlayerBlock);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_REMOVE_BUDDY, reqBuddyDelete);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BUDDY_WARP, reqBuddyWarp);
}