OpenFusion/src/PlayerManager.cpp
dongresource 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

720 lines
24 KiB
C++

#include "core/Core.hpp"
#include "core/CNShared.hpp"
#include "servers/CNShardServer.hpp"
#include "db/Database.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Missions.hpp"
#include "Items.hpp"
#include "Nanos.hpp"
#include "Groups.hpp"
#include "Chat.hpp"
#include "Buddies.hpp"
#include "Combat.hpp"
#include "Racing.hpp"
#include "BuiltinCommands.hpp"
#include "Abilities.hpp"
#include "Eggs.hpp"
#include "settings.hpp"
#include <assert.h>
#include <algorithm>
#include <vector>
#include <cmath>
using namespace PlayerManager;
std::map<CNSocket*, Player*> PlayerManager::players;
static void addPlayer(CNSocket* key, Player *plr) {
players[key] = plr;
plr->chunkPos = Chunking::INVALID_CHUNK;
plr->lastHeartbeat = 0;
std::cout << getPlayerName(plr) << " has joined!" << std::endl;
std::cout << players.size() << " players" << std::endl;
}
void PlayerManager::removePlayer(CNSocket* key) {
Player* plr = getPlayer(key);
uint64_t fromInstance = plr->instanceID;
Groups::groupKickPlayer(plr);
// remove player's bullets
Combat::Bullets.erase(plr->iID);
// remove player's ongoing race, if it exists
Racing::EPRaces.erase(key);
// save player to DB
Database::updatePlayer(plr);
// remove player visually and untrack
EntityRef ref = {key};
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(plr->chunkPos), ref);
Chunking::untrackEntity(plr->chunkPos, ref);
std::cout << getPlayerName(plr) << " has left!" << std::endl;
delete plr;
players.erase(key);
// if the player was in a lair, clean it up
Chunking::destroyInstanceIfEmpty(fromInstance);
// remove player's buffs from the server
auto it = Eggs::EggBuffs.begin();
while (it != Eggs::EggBuffs.end()) {
if (it->first.first == key) {
it = Eggs::EggBuffs.erase(it);
}
else
it++;
}
std::cout << players.size() << " players" << std::endl;
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z, uint64_t I, int angle) {
Player* plr = getPlayer(sock);
plr->angle = angle;
ChunkPos oldChunk = plr->chunkPos;
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
plr->x = X;
plr->y = Y;
plr->z = Z;
plr->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
Chunking::updateEntityChunk({sock}, oldChunk, newChunk);
}
/*
* Low-level helper function for correctly updating chunks when teleporting players.
*
* Use PlayerManager::sendPlayerTo() to actually teleport players.
*/
void PlayerManager::updatePlayerPositionForWarp(CNSocket* sock, int X, int Y, int Z, uint64_t inst) {
Player *plr = getPlayer(sock);
// force player to reload chunks
Chunking::updateEntityChunk({sock}, plr->chunkPos, Chunking::INVALID_CHUNK);
updatePlayerPosition(sock, X, Y, Z, inst, plr->angle);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I) {
Player* plr = getPlayer(sock);
plr->onMonkey = false;
if (plr->instanceID == INSTANCE_OVERWORLD) {
// save last uninstanced coords
plr->lastX = plr->x;
plr->lastY = plr->y;
plr->lastZ = plr->z;
plr->lastAngle = plr->angle;
}
Missions::failInstancedMissions(sock); // fail any instanced missions
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
if (I == INSTANCE_OVERWORLD || (I != fromInstance && fromInstance != 0)) {
// annoying but necessary to set the flag back
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
resp.iX = X;
resp.iY = Y;
resp.iZ = Z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
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;
pkt2.iZ = Z;
sock->sendPacket(pkt2, P_FE2CL_REP_PC_GOTO_SUCC);
updatePlayerPositionForWarp(sock, X, Y, Z, I);
// post-warp: check if the source instance has no more players in it and delete it if so
Chunking::destroyInstanceIfEmpty(fromInstance);
// clean up EPRaces if we were likely in an IZ and left
if (fromInstance != INSTANCE_OVERWORLD && fromInstance != I
&& Racing::EPRaces.find(sock) != Racing::EPRaces.end())
Racing::EPRaces.erase(sock);
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
sendPlayerTo(sock, X, Y, Z, getPlayer(sock)->instanceID);
}
/*
* Sends all nanos, from 0 to 58 (the contents of the Nanos array in PC_ENTER_SUCC are totally irrelevant).
* The first Nano in the in-game nanobook is the Unstable Nano, which is Van Kleiss.
* 0 (in plr->Nanos) is the null nano entry.
* 58 is a "Coming Soon" duplicate entry for an actual Van Kleiss nano, identical to the Unstable Nano.
* 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) {
#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;
while (id < NANO_COUNT) {
pkt.elementOffset = id;
for (int i = id - pkt.elementOffset; id < NANO_COUNT && i < 10; id++, i = id - pkt.elementOffset)
pkt.element[i] = plr->Nanos[id];
sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET);
}
#endif
}
static void enterPlayer(CNSocket* sock, CNPacketData* data) {
auto enter = (sP_CL2FE_REQ_PC_ENTER*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_ENTER_SUCC, response);
LoginMetadata *lm = CNShared::getLoginMetadata(enter->iEnterSerialKey);
if (lm == nullptr) {
std::cout << "[WARN] Refusing invalid REQ_PC_ENTER" << std::endl;
// send failure packet
INITSTRUCT(sP_FE2CL_REP_PC_ENTER_FAIL, fail);
sock->sendPacket(fail, P_FE2CL_REP_PC_ENTER_FAIL);
// kill the connection
sock->kill();
// no need to call _killConnection(); Player isn't in shard yet
return;
}
Player *plr = new Player();
Database::getPlayer(plr, lm->playerId);
// check if account is already in use
if (isAccountInUse(plr->accountId)) {
// kick the other player
exitDuplicate(plr->accountId);
// re-read the player from disk, in case it was just flushed
*plr = {};
Database::getPlayer(plr, lm->playerId);
}
plr->groupCnt = 1;
plr->iIDGroup = plr->groupIDs[0] = plr->iID;
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.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.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.iActiveNanoSlotNum = -1;
response.PCLoadData2CL.iFatigue = 50;
response.PCLoadData2CL.PCStyle = plr->PCStyle;
// client doesnt read this, it gets it from charinfo
// response.PCLoadData2CL.PCStyle2 = plr->PCStyle2;
// inventory
for (int i = 0; i < AEQUIP_COUNT; i++)
response.PCLoadData2CL.aEquip[i] = plr->Equip[i];
for (int i = 0; i < AINVEN_COUNT; 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];
// nanos
for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
response.PCLoadData2CL.aNanoBank[i] = plr->Nanos[i];
}
for (int i = 0; i < 3; 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)
break;
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];
/*
* client doesn't care about NeededItem ID and Count,
* it gets Count from Quest Inventory
*
* KillNPCCount sets RemainEnemyNum in the client
* Yes, this is extraordinary stupid.
*/
}
}
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];
}
// Computress tips
if (settings::DISABLEFIRSTUSEFLAG) {
response.PCLoadData2CL.iFirstUseFlag1 = UINT64_MAX;
response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
}
else {
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
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
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);
// 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, plr);
// set player equip stats
Items::setItemStats(plr);
Missions::failInstancedMissions(sock);
sendNanoBookSubset(sock);
// initial buddy sync
Buddies::refreshBuddyList(sock);
for (auto& pair : players)
if (pair.second->notify)
Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
// deallocate lm
delete lm;
}
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++) {
Chunk* chunk = *it;
for (const EntityRef& ref : chunk->entities) {
if (ref.type != EntityType::PLAYER || ref.sock == sock)
continue;
ref.sock->sendPacket(buf, type, size);
}
}
}
static void loadPlayer(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_LOADING_COMPLETE* complete = (sP_CL2FE_REQ_PC_LOADING_COMPLETE*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, response);
Player *plr = getPlayer(sock);
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
std::cout << "\tPC_ID: " << complete->iPC_ID << std::endl;
)
response.iPC_ID = complete->iPC_ID;
updatePlayerPosition(sock, plr->x, plr->y, plr->z, plr->instanceID, plr->angle);
sock->sendPacket(response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC);
}
static void heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
getPlayer(sock)->lastHeartbeat = getTime();
}
static void exitGame(CNSocket* sock, CNPacketData* data) {
auto exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response);
response.iID = exitData->iID;
response.iExitCode = 1;
sock->sendPacket(response, P_FE2CL_REP_PC_EXIT_SUCC);
sock->kill();
CNShardServer::_killConnection(sock);
}
static void revivePlayer(CNSocket* sock, CNPacketData* data) {
Player *plr = getPlayer(sock);
WarpLocation* target = getRespawnPoint(plr);
auto reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response);
INITSTRUCT(sP_FE2CL_PC_REGEN, resp2);
int activeSlot = -1;
bool move = false;
if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) {
// nano revive
plr->Nanos[plr->activeNano].iStamina = 0;
plr->HP = PC_MAXHEALTH(plr->level) / 2;
Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
} else if (reviveData->iRegenType == 4) {
// revived by group member's nano
plr->HP = PC_MAXHEALTH(plr->level) / 2;
} else if (reviveData->iRegenType == 5) {
// warp away
move = true;
} else {
// plain respawn
move = true;
plr->HP = PC_MAXHEALTH(plr->level) / 2;
}
for (int i = 0; i < 3; i++) {
int nanoID = plr->equippedNanos[i];
// halve nano health if respawning
// all revives not 3-5 are normal respawns.
if (reviveData->iRegenType < 3 || reviveData->iRegenType > 5)
plr->Nanos[nanoID].iStamina = 75; // max is 150, so 75 is half
response.PCRegenData.Nanos[i] = plr->Nanos[nanoID];
if (plr->activeNano == nanoID)
activeSlot = i;
}
int x, y, z;
if (move && target != nullptr) {
// go to Resurrect 'Em
x = target->x;
y = target->y;
z = target->z;
} else if (PLAYERID(plr->instanceID)) {
// respawn at entrance to the Lair
x = plr->recallX;
y = plr->recallY;
z = plr->recallZ;
} else {
// no other choice; respawn in place
x = plr->x;
y = plr->y;
z = plr->z;
}
// Response parameters
response.PCRegenData.iActiveNanoSlotNum = activeSlot;
response.PCRegenData.iX = x;
response.PCRegenData.iY = y;
response.PCRegenData.iZ = z;
response.PCRegenData.iHP = plr->HP;
response.iFusionMatter = plr->fusionmatter;
response.bMoveLocation = 0;
response.PCRegenData.iMapNum = MAPNUM(plr->instanceID);
sock->sendPacket(response, P_FE2CL_REP_PC_REGEN_SUCC);
// Update other players
resp2.PCRegenDataForOtherPC.iPC_ID = plr->iID;
resp2.PCRegenDataForOtherPC.iX = x;
resp2.PCRegenDataForOtherPC.iY = y;
resp2.PCRegenDataForOtherPC.iZ = z;
resp2.PCRegenDataForOtherPC.iHP = plr->HP;
resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
Player *otherPlr = getPlayerFromID(plr->iIDGroup);
if (otherPlr != nullptr) {
int bitFlag = Groups::getGroupFlags(otherPlr);
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
sendToViewable(sock, resp2, P_FE2CL_PC_REGEN);
}
if (!move)
return;
updatePlayerPositionForWarp(sock, x, y, z, plr->instanceID);
}
static void enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
Player* plr = getPlayer(sock);
// vehicles are only allowed in the overworld
if (plr->instanceID != 0)
return;
bool expired = plr->Equip[8].iTimeLimit < getTimestamp() && plr->Equip[8].iTimeLimit != 0;
if (plr->Equip[8].iID > 0 && !expired) {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
sock->sendPacket(response, P_FE2CL_PC_VEHICLE_ON_SUCC);
// send to other players
plr->iPCState |= 8;
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
response2.iPC_ID = plr->iID;
response2.iState = plr->iPCState;
sendToViewable(sock, response2, P_FE2CL_PC_STATE_CHANGE);
} else {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_FAIL, response);
sock->sendPacket(response, P_FE2CL_PC_VEHICLE_ON_FAIL);
// check if vehicle didn't expire
if (expired) {
plr->toRemoveVehicle.eIL = 0;
plr->toRemoveVehicle.iSlotNum = 8;
Items::checkItemExpire(sock, plr);
}
}
}
static void exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
Player* plr = getPlayer(sock);
if (plr->iPCState & 8) {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
sock->sendPacket(response, P_FE2CL_PC_VEHICLE_OFF_SUCC);
// send to other players
plr->iPCState &= ~8;
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
response2.iPC_ID = plr->iID;
response2.iState = plr->iPCState;
sendToViewable(sock, response2, P_FE2CL_PC_STATE_CHANGE);
}
}
static void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
BuiltinCommands::setSpecialState(sock, data);
}
static void changePlayerGuide(CNSocket *sock, CNPacketData *data) {
auto pkt = (sP_CL2FE_REQ_PC_CHANGE_MENTOR*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_MENTOR_SUCC, resp);
Player *plr = getPlayer(sock);
resp.iMentor = pkt->iMentor;
resp.iMentorCnt = 1;
resp.iFusionMatter = plr->fusionmatter; // no cost
sock->sendPacket(resp, P_FE2CL_REP_PC_CHANGE_MENTOR_SUCC);
// if it's changed from computress
if (plr->mentor == 5) {
// we're warping to the past
plr->PCStyle2.iPayzoneFlag = 1;
// remove all active missions
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] != 0)
Missions::quitTask(sock, plr->tasks[i], true);
}
// start Blossom nano mission if applicable
Missions::updateFusionMatter(sock, 0);
}
// save it on player
plr->mentor = pkt->iMentor;
}
static void setFirstUseFlag(CNSocket* sock, CNPacketData* data) {
auto flag = (sP_CL2FE_REQ_PC_FIRST_USE_FLAG_SET*)data->buf;
Player* plr = getPlayer(sock);
if (flag->iFlagCode < 1 || flag->iFlagCode > 128) {
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
plr->iFirstUseFlag[1] |= (1ULL << (flag->iFlagCode - 65));
}
#pragma region Helper methods
Player *PlayerManager::getPlayer(CNSocket* key) {
if (players.find(key) != players.end())
return players[key];
// this should never happen
assert(false);
}
std::string PlayerManager::getPlayerName(Player *plr, bool id) {
// the print in CNShardServer can print packets from players that haven't yet joined
if (plr == nullptr)
return "NOT IN GAME";
std::string ret = "";
if (id && plr->accountLevel <= 30)
ret += "(GM) ";
ret += AUTOU16TOU8(plr->PCStyle.szFirstName) + " " + AUTOU16TOU8(plr->PCStyle.szLastName);
if (id)
ret += " [" + std::to_string(plr->iID) + "]";
return ret;
}
bool PlayerManager::isAccountInUse(int accountId) {
std::map<CNSocket*, Player*>::iterator it;
for (it = players.begin(); it != players.end(); it++) {
if (it->second->accountId == accountId)
return true;
}
return false;
}
void PlayerManager::exitDuplicate(int accountId) {
std::map<CNSocket*, Player*>::iterator it;
// disconnect any duplicate players
for (it = players.begin(); it != players.end(); it++) {
if (it->second->accountId == accountId) {
CNSocket* sock = it->first;
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_DUPLICATE, resp);
resp.iErrorCode = 0;
sock->sendPacket(resp, P_FE2CL_REP_PC_EXIT_DUPLICATE);
sock->kill();
CNShardServer::_killConnection(sock);
break;
}
}
}
// TODO: just call getPlayer() after getSockFromID()?
Player *PlayerManager::getPlayerFromID(int32_t iID) {
for (auto& pair : players)
if (pair.second->iID == iID)
return pair.second;
return nullptr;
}
CNSocket *PlayerManager::getSockFromID(int32_t iID) {
for (auto& pair : players)
if (pair.second->iID == iID)
return pair.first;
return nullptr;
}
CNSocket *PlayerManager::getSockFromName(std::string firstname, std::string lastname) {
for (auto& pair : players)
if (AUTOU16TOU8(pair.second->PCStyle.szFirstName) == firstname
&& AUTOU16TOU8(pair.second->PCStyle.szLastName) == lastname)
return pair.first;
return nullptr;
}
CNSocket *PlayerManager::getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname) {
switch (by) {
case eCN_GM_TargetSearchBy__PC_ID:
assert(id != 0);
return getSockFromID(id);
case eCN_GM_TargetSearchBy__PC_UID: // account id; not player id
assert(uid != 0);
for (auto& pair : players)
if (pair.second->accountId == uid)
return pair.first;
case eCN_GM_TargetSearchBy__PC_Name:
assert(firstname != "" && lastname != ""); // XXX: remove this if we start messing around with edited names?
return getSockFromName(firstname, lastname);
}
// not found
return nullptr;
}
WarpLocation *PlayerManager::getRespawnPoint(Player *plr) {
WarpLocation* best = nullptr;
uint32_t curDist, bestDist = UINT32_MAX;
for (auto& targ : NPCManager::RespawnPoints) {
curDist = sqrt(pow(plr->x - targ.x, 2) + pow(plr->y - targ.y, 2));
if (curDist < bestDist && targ.instanceID == MAPNUM(plr->instanceID)) { // only mapNum needs to match
best = &targ;
bestDist = curDist;
}
}
return best;
}
#pragma endregion
void PlayerManager::init() {
// register packet types
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ENTER, enterPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LOADING_COMPLETE, loadPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, heartbeatPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, revivePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, exitGame);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, setSpecialSwitchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, enterPlayerVehicle);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, exitPlayerVehicle);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, changePlayerGuide);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIRST_USE_FLAG_SET, setFirstUseFlag);
REGISTER_SHARD_TIMER(CNShared::pruneLoginMetadata, CNSHARED_PERIOD);
}