OpenFusion/src/PlayerManager.cpp

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);
}