mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 06:50:04 +00:00
dongresource
5784e77654
The first two fixes were caught by infer. The Big Bug(tm) remains unfixed. * Fixed the Leech nano power * Fixed an unlikely nullptr dereference in ItemManager * /toggleai now makes mobs retreat immediately, instead of waiting for their next movement tick * Static path mobs will now stop in place instead of retreating to their spawn points when AI is disabled * Changed the misleading config option name from "chunksize" to "viewdistance", since it's actually only a third of the chunk size
423 lines
16 KiB
C++
423 lines
16 KiB
C++
#include "CNShardServer.hpp"
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#include "CNStructs.hpp"
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#include "ChatManager.hpp"
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#include "PlayerManager.hpp"
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#include "TransportManager.hpp"
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#include "TableData.hpp"
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#include "NPCManager.hpp"
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#include "MobManager.hpp"
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#include <sstream>
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#include <iterator>
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std::map<std::string, ChatCommand> ChatManager::commands;
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std::vector<std::string> parseArgs(std::string full) {
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std::stringstream ss(full);
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std::istream_iterator<std::string> begin(ss);
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std::istream_iterator<std::string> end;
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return std::vector<std::string>(begin, end);
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}
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bool runCmd(std::string full, CNSocket* sock) {
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std::vector<std::string> args = parseArgs(full);
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std::string cmd = args[0].substr(1, args[0].size() - 1);
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// check if the command exists
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if (ChatManager::commands.find(cmd) != ChatManager::commands.end()) {
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Player* plr = PlayerManager::getPlayer(sock);
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ChatCommand command = ChatManager::commands[cmd];
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// sanity check + does the player have the required account level to use the command?
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if (plr != nullptr && plr->accountLevel <= command.requiredAccLevel) {
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command.handlr(full, args, sock);
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return true;
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} else {
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ChatManager::sendServerMessage(sock, "You don't have access to that command!");
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return false;
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}
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}
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ChatManager::sendServerMessage(sock, "Unknown command!");
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return false;
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}
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void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Commands available to you");
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Player *plr = PlayerManager::getPlayer(sock);
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for (auto& cmd : ChatManager::commands) {
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if (cmd.second.requiredAccLevel >= plr->accountId)
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ChatManager::sendServerMessage(sock, "/" + cmd.first + (cmd.second.help.length() > 0 ? " - " + cmd.second.help : ""));
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}
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}
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void testCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Test command is working! Here are your passed args:");
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for (std::string arg : args) {
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ChatManager::sendServerMessage(sock, arg);
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}
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}
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void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
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}
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void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, std::to_string(PlayerManager::players.size()) + " players online");
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}
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void levelCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "/level: no level specified");
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return;
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}
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Player *plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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char *tmp;
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int level = std::strtol(args[1].c_str(), &tmp, 10);
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if (*tmp)
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return;
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if ((level < 1 || level > 36) && plr->accountLevel > 30)
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return;
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if (!(level < 1 || level > 36))
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plr->level = level;
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INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp);
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resp.iPC_ID = plr->iID;
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resp.iPC_Level = level;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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}
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void mssCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "[MSS] Too few arguments");
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ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test/export> <<height>>");
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return;
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}
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// Validate route number
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char* routeNumC;
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int routeNum = std::strtol(args[1].c_str(), &routeNumC, 10);
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if (*routeNumC) {
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// not an integer
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ChatManager::sendServerMessage(sock, "[MSS] Invalid route number '" + args[1] + "'");
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return;
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}
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if (args.size() < 3) {
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ChatManager::sendServerMessage(sock, "[MSS] Too few arguments");
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ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test> <<height>>");
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return;
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}
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// get the route (if it doesn't exist yet, this will also make it)
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std::vector<WarpLocation>* route = &TableData::RunningSkywayRoutes[routeNum];
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// mss <route> add <height>
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if (args[2] == "add") {
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// make sure height token exists
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if (args.size() < 4) {
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ChatManager::sendServerMessage(sock, "[MSS] Point height must be specified");
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ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> add <height>");
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return;
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}
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// validate height token
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char* heightC;
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int height = std::strtol(args[3].c_str(), &heightC, 10);
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if (*heightC) {
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ChatManager::sendServerMessage(sock, "[MSS] Invalid height " + args[3]);
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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route->push_back({ plr->x, plr->y, height }); // add point
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ChatManager::sendServerMessage(sock, "[MSS] Added point (" + std::to_string(plr->x) + ", " + std::to_string(plr->y) + ", " + std::to_string(height) + ") to route " + std::to_string(routeNum));
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return;
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}
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// mss <route> remove
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if (args[2] == "remove") {
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if (route->empty()) {
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ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
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return;
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}
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WarpLocation pulled = route->back();
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route->pop_back(); // remove point at top of stack
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ChatManager::sendServerMessage(sock, "[MSS] Removed point (" + std::to_string(pulled.x) + ", " + std::to_string(pulled.y) + ", " + std::to_string(pulled.z) + ") from route " + std::to_string(routeNum));
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return;
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}
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// mss <route> goto
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if (args[2] == "goto") {
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if (route->empty()) {
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ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
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return;
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}
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WarpLocation pulled = route->back();
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PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
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return;
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}
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// mss <route> clear
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if (args[2] == "clear") {
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route->clear();
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ChatManager::sendServerMessage(sock, "[MSS] Cleared route " + std::to_string(routeNum));
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return;
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}
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// mss <route> test
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if (args[2] == "test") {
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if (route->empty()) {
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ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
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return;
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}
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WarpLocation pulled = route->front();
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PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
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TransportManager::testMssRoute(sock, route);
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return;
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}
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// for compatibility: mss <route> export
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if (args[2] == "export") {
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
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TableData::flush();
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return;
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}
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// mss ????
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ChatManager::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'");
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}
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void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "/level: no mob type specified");
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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char *rest;
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int type = std::strtol(args[1].c_str(), &rest, 10);
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if (*rest) {
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ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
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return;
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}
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// permission & sanity check
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if (plr == nullptr || type >= 3314)
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return;
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int team = NPCManager::NPCData[type]["m_iTeam"];
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assert(NPCManager::nextId < INT32_MAX);
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BaseNPC *npc = nullptr;
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if (team == 2) {
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npc = new Mob(plr->x, plr->y, plr->z + 1000, plr->instanceID, type, NPCManager::NPCData[type], NPCManager::nextId++);
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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// re-enable respawning
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((Mob*)npc)->summoned = false;
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} else {
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ChatManager::sendServerMessage(sock, "Error: /summonW only supports Mobs at this time.");
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return;
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}
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
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ChatManager::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc;
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}
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void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
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ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
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return;
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}
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if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()) {
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ChatManager::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
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return;
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}
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ChatManager::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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TableData::RunningMobs.erase(npc->appearanceData.iNPC_ID);
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NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
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}
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void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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MobManager::simulateMobs = !MobManager::simulateMobs;
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if (MobManager::simulateMobs)
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return;
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// return all mobs to their spawn points
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for (auto& pair : MobManager::Mobs) {
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pair.second->state = MobState::RETREAT;
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pair.second->target = nullptr;
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pair.second->nextMovement = getTime();
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// mobs with static paths can chill where they are
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if (pair.second->staticPath) {
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pair.second->roamX = pair.second->appearanceData.iX;
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pair.second->roamY = pair.second->appearanceData.iY;
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pair.second->roamZ = pair.second->appearanceData.iZ;
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} else {
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pair.second->roamX = pair.second->spawnX;
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pair.second->roamY = pair.second->spawnY;
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pair.second->roamZ = pair.second->spawnZ;
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}
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}
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}
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void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
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ChatManager::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
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return;
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}
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int angle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
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TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
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// update rotation clientside
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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pkt.NPCAppearanceData = npc->appearanceData;
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sock->sendPacket((void*)&pkt, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC " + std::to_string(npc->appearanceData.iNPC_ID));
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}
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void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z);
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}
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void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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TableData::flush();
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
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}
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void ChatManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_FREECHAT_MESSAGE, chatHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_MENUCHAT_MESSAGE, menuChatHandler);
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registerCommand("help", 100, helpCommand, "lists all unlocked commands");
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registerCommand("test", 1, testCommand);
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registerCommand("access", 100, accessCommand);
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registerCommand("mss", 30, mssCommand);
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registerCommand("npcr", 30, npcRotateCommand);
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registerCommand("summonW", 30, summonWCommand);
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registerCommand("unsummonW", 30, unsummonWCommand);
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registerCommand("toggleai", 30, toggleAiCommand);
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registerCommand("flush", 30, flushCommand);
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registerCommand("level", 50, levelCommand);
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registerCommand("population", 100, populationCommand);
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registerCommand("refresh", 100, refreshCommand);
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}
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
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commands[cmd] = ChatCommand(requiredLevel, handlr, help);
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}
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void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE))
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return; // malformed packet
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sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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std::string fullChat = U16toU8(chat->szFreeChat);
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if (fullChat.length() > 1 && fullChat[0] == CMD_PREFIX) { // PREFIX
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runCmd(fullChat, sock);
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return;
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}
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// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp);
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memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
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resp.iPC_ID = plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
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// send to visible players
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
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}
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void ChatManager::menuChatHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE))
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return; // malformed packet
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sP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE*)data->buf;
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// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
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memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
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resp.iPC_ID = PlayerManager::players[sock].plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
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// send to visible players
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
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}
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void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT))
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return; // ignore the malformed packet
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// you can dance with friends!!!!!!!!
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sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT* emote = (sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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// send to client
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INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp);
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resp.iEmoteCode = emote->iEmoteCode;
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resp.iID_From = plr->iID;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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// send to visible players (players within render distance)
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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}
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void ChatManager::sendServerMessage(CNSocket* sock, std::string msg) {
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INITSTRUCT(sP_FE2CL_PC_MOTD_LOGIN, motd);
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motd.iType = 1;
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// convert string to u16 and write it to the buffer
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U8toU16(msg, (char16_t*)motd.szSystemMsg, sizeof(motd.szSystemMsg));
|
|
|
|
// send the packet :)
|
|
sock->sendPacket((void*)&motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN));
|
|
}
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