mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-14 02:10:06 +00:00
243e4f6d50
Fixes segfault when canceling or timing out race in Mandark's House Future. Also expanded on the comment for why this respawn is necessary.
179 lines
6.1 KiB
C++
179 lines
6.1 KiB
C++
#include "servers/CNShardServer.hpp"
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#include "Racing.hpp"
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#include "PlayerManager.hpp"
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#include "Missions.hpp"
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#include "Items.hpp"
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#include "db/Database.hpp"
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#include "NPCManager.hpp"
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using namespace Racing;
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std::map<int32_t, EPInfo> Racing::EPData;
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std::map<CNSocket*, EPRace> Racing::EPRaces;
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std::map<int32_t, std::pair<std::vector<int>, std::vector<int>>> Racing::EPRewards;
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static void racingStart(CNSocket* sock, CNPacketData* data) {
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auto req = (sP_CL2FE_REQ_EP_RACE_START*)data->buf;
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if (NPCManager::NPCs.find(req->iStartEcomID) == NPCManager::NPCs.end())
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return; // starting line agent not found
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int mapNum = MAPNUM(NPCManager::NPCs[req->iStartEcomID]->instanceID);
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if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0)
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return; // IZ not found
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// make ongoing race entry
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EPRace race = { {}, req->iEPRaceMode, req->iEPTicketItemSlotNum, getTime() / 1000 };
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EPRaces[sock] = race;
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INITSTRUCT(sP_FE2CL_REP_EP_RACE_START_SUCC, resp);
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resp.iStartTick = 0; // ignored
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resp.iLimitTime = EPData[mapNum].maxTime;
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sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_START_SUCC);
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}
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static void racingGetPod(CNSocket* sock, CNPacketData* data) {
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if (EPRaces.find(sock) == EPRaces.end())
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return; // race not found
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auto req = (sP_CL2FE_REQ_EP_GET_RING*)data->buf;
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if (EPRaces[sock].collectedRings.count(req->iRingLID))
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return; // can't collect the same ring twice
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// without an anticheat system, we really don't have a choice but to honor the request
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// TODO: proximity check so players can't cheat the race by replaying packets
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EPRaces[sock].collectedRings.insert(req->iRingLID);
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INITSTRUCT(sP_FE2CL_REP_EP_GET_RING_SUCC, resp);
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resp.iRingLID = req->iRingLID;
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resp.iRingCount_Get = EPRaces[sock].collectedRings.size();
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sock->sendPacket(resp, P_FE2CL_REP_EP_GET_RING_SUCC);
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}
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static void racingCancel(CNSocket* sock, CNPacketData* data) {
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if (EPRaces.find(sock) == EPRaces.end())
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return; // race not found
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Player* plr = PlayerManager::getPlayer(sock);
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EPRaces.erase(sock);
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INITSTRUCT(sP_FE2CL_REP_EP_RACE_CANCEL_SUCC, resp);
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sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC);
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/*
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* This request packet is used for both cancelling the race via the
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* NPC at the start, *and* failing the race by running out of time.
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* If the latter is to happen, the client disables movement until it
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* receives a packet from the server that re-enables it.
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*
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* So, in order to prevent a potential softlock we respawn the player.
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*/
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WarpLocation* respawnLoc = PlayerManager::getRespawnPoint(plr);
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if (respawnLoc != nullptr) {
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PlayerManager::sendPlayerTo(sock, respawnLoc->x, respawnLoc->y, respawnLoc->z, respawnLoc->instanceID);
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} else {
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// fallback, just respawn the player in-place if no suitable point is found
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, plr->instanceID);
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}
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}
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static void racingEnd(CNSocket* sock, CNPacketData* data) {
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if (EPRaces.find(sock) == EPRaces.end())
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return; // race not found
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auto req = (sP_CL2FE_REQ_EP_RACE_END*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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if (NPCManager::NPCs.find(req->iEndEcomID) == NPCManager::NPCs.end())
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return; // finish line agent not found
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int mapNum = MAPNUM(NPCManager::NPCs[req->iEndEcomID]->instanceID);
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if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0)
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return; // IZ not found
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uint64_t now = getTime() / 1000;
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int timeDiff = now - EPRaces[sock].startTime;
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int score = 500 * EPRaces[sock].collectedRings.size() - 10 * timeDiff;
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if (score < 0) score = 0; // lol
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int fm = score * plr->level * (1.0f / 36) * 0.3f;
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// we submit the ranking first...
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Database::RaceRanking postRanking = {};
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postRanking.EPID = EPData[mapNum].EPID;
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postRanking.PlayerID = plr->iID;
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postRanking.RingCount = EPRaces[sock].collectedRings.size();
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postRanking.Score = score;
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postRanking.Time = timeDiff;
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postRanking.Timestamp = getTimestamp();
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Database::postRaceRanking(postRanking);
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// ...then we get the top ranking, which may or may not be what we just submitted
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Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(EPData[mapNum].EPID, plr->iID);
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INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp);
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// get rank scores and rewards
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std::vector<int>* rankScores = &EPRewards[EPData[mapNum].EPID].first;
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std::vector<int>* rankRewards = &EPRewards[EPData[mapNum].EPID].second;
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// top ranking
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int topRank = 0;
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while (rankScores->at(topRank) > topRankingPlayer.Score)
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topRank++;
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resp.iEPTopRank = topRank + 1;
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resp.iEPTopRingCount = topRankingPlayer.RingCount;
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resp.iEPTopScore = topRankingPlayer.Score;
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resp.iEPTopTime = topRankingPlayer.Time;
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// this ranking
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int rank = 0;
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while (rankScores->at(rank) > postRanking.Score)
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rank++;
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resp.iEPRank = rank + 1;
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resp.iEPRingCnt = postRanking.RingCount;
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resp.iEPScore = postRanking.Score;
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resp.iEPRaceTime = postRanking.Time;
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resp.iEPRaceMode = EPRaces[sock].mode;
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resp.iEPRewardFM = fm;
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Missions::updateFusionMatter(sock, resp.iEPRewardFM);
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resp.iFusionMatter = plr->fusionmatter;
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resp.iFatigue = 50;
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resp.iFatigue_Level = 1;
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sItemReward reward;
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reward.iSlotNum = Items::findFreeSlot(plr);
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reward.eIL = 1;
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sItemBase item;
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item.iID = rankRewards->at(rank); // rank scores and rewards line up
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item.iType = 9;
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item.iOpt = 1;
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item.iTimeLimit = 0;
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reward.sItem = item;
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if (reward.iSlotNum > -1 && reward.sItem.iID != 0) {
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resp.RewardItem = reward;
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plr->Inven[reward.iSlotNum] = item;
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}
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EPRaces.erase(sock);
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sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_END_SUCC);
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}
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void Racing::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_RACE_START, racingStart);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_GET_RING, racingGetPod);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_RACE_CANCEL, racingCancel);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_RACE_END, racingEnd);
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}
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