OpenFusion/src/PlayerManager.cpp
2020-08-22 18:31:09 -05:00

556 lines
21 KiB
C++

#include "CNProtocol.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "CNShardServer.hpp"
#include "CNShared.hpp"
#include "settings.hpp"
#include <algorithm>
#include <vector>
#include <cmath>
std::map<CNSocket*, PlayerView> PlayerManager::players;
void PlayerManager::init() {
// register packet types
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ENTER, PlayerManager::enterPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LOADING_COMPLETE, PlayerManager::loadPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVE, PlayerManager::movePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_STOP, PlayerManager::stopPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMP, PlayerManager::jumpPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMPPAD, PlayerManager::jumppadPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LAUNCHER, PlayerManager::launchPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ZIPLINE, PlayerManager::ziplinePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, PlayerManager::movePlatformPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, PlayerManager::moveSlopePlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, PlayerManager::gotoPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, PlayerManager::heartbeatPlayer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
}
void PlayerManager::addPlayer(CNSocket* key, Player plr) {
players[key] = PlayerView();
players[key].viewable = std::list<CNSocket*>();
players[key].plr = plr;
players[key].lastHeartbeat = 0;
std::cout << U16toU8(plr.PCStyle.szFirstName) << " " << U16toU8(plr.PCStyle.szLastName) << " has joined!" << std::endl;
std::cout << players.size() << " players" << std::endl;
}
void PlayerManager::removePlayer(CNSocket* key) {
PlayerView cachedView = players[key];
// if players have them in their viewable lists, remove it
for (CNSocket* otherSock : players[key].viewable) {
players[otherSock].viewable.remove(key); // gone
// now sent PC_EXIT packet
sP_FE2CL_PC_EXIT exitPacket;
exitPacket.iID = players[key].plr.iID;
otherSock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
}
players.erase(key);
std::cout << U16toU8(cachedView.plr.PCStyle.szFirstName) << U16toU8(cachedView.plr.PCStyle.szLastName) << " has left!" << std::endl;
std::cout << players.size() << " players" << std::endl;
}
Player PlayerManager::getPlayer(CNSocket* key) {
return players[key].plr;
}
void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
players[sock].plr.x = X;
players[sock].plr.y = Y;
players[sock].plr.z = Z;
std::vector<CNSocket*> noView;
std::vector<CNSocket*> yesView;
// TODO: oh god this is sooooo perfomance heavy the more players you have
for (auto pair : players) {
if (pair.first == sock)
continue; // ignore our own connection
int diffX = abs(pair.second.plr.x - X); // the map is like a grid, X and Y are your position on the map, Z is the height. very different from other games...
int diffY = abs(pair.second.plr.y - Y);
if (diffX < settings::VIEWDISTANCE && diffY < settings::VIEWDISTANCE) {
yesView.push_back(pair.first);
}
else {
noView.push_back(pair.first);
}
}
sP_FE2CL_PC_EXIT exitPacket;
std::list<CNSocket*>::iterator i = players[sock].viewable.begin();
while (i != players[sock].viewable.end()) {
CNSocket* otherSock = *i;
if (std::find(noView.begin(), noView.end(), otherSock) != noView.end()) {
// sock shouldn't be visible, send PC_EXIT packet
exitPacket.iID = players[sock].plr.iID;
otherSock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
exitPacket.iID = players[otherSock].plr.iID;
sock->sendPacket((void*)&exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
// remove them from the viewable list
players[sock].viewable.erase(i++);
players[otherSock].viewable.remove(sock);
continue;
}
++i;
}
sP_FE2CL_PC_NEW newPlayer;
for (CNSocket* otherSock : yesView) {
if (std::find(players[sock].viewable.begin(), players[sock].viewable.end(), otherSock) == players[sock].viewable.end()) {
// this needs to be added to the viewable players, send PC_ENTER
Player otherPlr = players[otherSock].plr;
Player plr = players[sock].plr;
newPlayer.PCAppearanceData.iID = plr.iID;
newPlayer.PCAppearanceData.iHP = plr.HP;
newPlayer.PCAppearanceData.iLv = plr.level;
newPlayer.PCAppearanceData.iX = plr.x;
newPlayer.PCAppearanceData.iY = plr.y;
newPlayer.PCAppearanceData.iZ = plr.z;
newPlayer.PCAppearanceData.iAngle = plr.angle;
newPlayer.PCAppearanceData.PCStyle = plr.PCStyle;
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
newPlayer.PCAppearanceData.iID = otherPlr.iID;
newPlayer.PCAppearanceData.iHP = otherPlr.HP;
newPlayer.PCAppearanceData.iLv = otherPlr.level;
newPlayer.PCAppearanceData.iX = otherPlr.x;
newPlayer.PCAppearanceData.iY = otherPlr.y;
newPlayer.PCAppearanceData.iZ = otherPlr.z;
newPlayer.PCAppearanceData.iAngle = otherPlr.angle;
newPlayer.PCAppearanceData.PCStyle = otherPlr.PCStyle;
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
players[sock].viewable.push_back(otherSock);
players[otherSock].viewable.push_back(sock);
}
}
NPCManager::updatePlayerNPCS(sock, players[sock]);
}
void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ENTER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_ENTER* enter = (sP_CL2FE_REQ_PC_ENTER*)data->buf;
sP_FE2CL_REP_PC_ENTER_SUCC response;
sP_FE2CL_PC_MOTD_LOGIN motd;
// TODO: check if serialkey exists, if it doesn't send sP_FE2CL_REP_PC_ENTER_FAIL
Player plr = CNSharedData::getPlayer(enter->iEnterSerialKey);
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_ENTER:" << std::endl;
std::cout << "\tID: " << U16toU8(enter->szID) << std::endl;
std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
std::cout << "\tTemp: " << enter->iTempValue << std::endl;
std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
)
response.iID = rand();
response.uiSvrTime = getTime();
response.PCLoadData2CL.iUserLevel = 1;
response.PCLoadData2CL.iHP = 1000 * plr.level;
response.PCLoadData2CL.iLevel = plr.level;
response.PCLoadData2CL.iMentor = 1;
response.PCLoadData2CL.iMentorCount = 4;
response.PCLoadData2CL.iMapNum = 0;
response.PCLoadData2CL.iX = plr.x;
response.PCLoadData2CL.iY = plr.y;
response.PCLoadData2CL.iZ = plr.z;
response.PCLoadData2CL.iActiveNanoSlotNum = -1;
response.PCLoadData2CL.iFatigue = 50;
response.PCLoadData2CL.PCStyle = plr.PCStyle;
response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
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];
// don't ask..
for (int i = 1; i < 37; i++) {
response.PCLoadData2CL.aNanoBank[i].iID = i;
response.PCLoadData2CL.aNanoBank[i].iSkillID = 1;
response.PCLoadData2CL.aNanoBank[i].iStamina = 150;
}
// temporarily not add nanos for nano add test through commands
//response.PCLoadData2CL.aNanoSlots[0] = 1;
//response.PCLoadData2CL.aNanoSlots[1] = 2;
//response.PCLoadData2CL.aNanoSlots[2] = 3;
response.PCLoadData2CL.aQuestFlag[0] = -1;
plr.iID = response.iID;
plr.SerialKey = enter->iEnterSerialKey;
plr.HP = response.PCLoadData2CL.iHP;
motd.iType = 1;
U8toU16(settings::MOTDSTRING, (char16_t*)motd.szSystemMsg);
sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1));
sock->setFEKey(plr.FEKey);
sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ENTER_SUCC, sizeof(sP_FE2CL_REP_PC_ENTER_SUCC));
// transmit MOTD after entering the game, so the client hopefully changes modes on time
sock->sendPacket((void*)&motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN));
addPlayer(sock, plr);
}
void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_LOADING_COMPLETE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_LOADING_COMPLETE* complete = (sP_CL2FE_REQ_PC_LOADING_COMPLETE*)data->buf;
sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC response;
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;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
}
void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ);
players[sock].plr.angle = moveData->iAngle;
uint64_t tm = getTime();
sP_FE2CL_PC_MOVE moveResponse;
moveResponse.iID = players[sock].plr.iID;
moveResponse.cKeyValue = moveData->cKeyValue;
moveResponse.iX = moveData->iX;
moveResponse.iY = moveData->iY;
moveResponse.iZ = moveData->iZ;
moveResponse.iAngle = moveData->iAngle;
moveResponse.fVX = moveData->fVX;
moveResponse.fVY = moveData->fVY;
moveResponse.fVZ = moveData->fVZ;
moveResponse.iSpeed = moveData->iSpeed;
moveResponse.iCliTime = moveData->iCliTime; // maybe don't send this??? seems unneeded...
moveResponse.iSvrTime = tm;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&moveResponse, P_FE2CL_PC_MOVE, sizeof(sP_FE2CL_PC_MOVE));
}
}
void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_STOP))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_STOP* stopData = (sP_CL2FE_REQ_PC_STOP*)data->buf;
updatePlayerPosition(sock, stopData->iX, stopData->iY, stopData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_STOP stopResponse;
stopResponse.iID = players[sock].plr.iID;
stopResponse.iX = stopData->iX;
stopResponse.iY = stopData->iY;
stopResponse.iZ = stopData->iZ;
stopResponse.iCliTime = stopData->iCliTime; // maybe don't send this??? seems unneeded...
stopResponse.iSvrTime = tm;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&stopResponse, P_FE2CL_PC_STOP, sizeof(sP_FE2CL_PC_STOP));
}
}
void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_JUMP))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_JUMP* jumpData = (sP_CL2FE_REQ_PC_JUMP*)data->buf;
updatePlayerPosition(sock, jumpData->iX, jumpData->iY, jumpData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_JUMP jumpResponse;
jumpResponse.iID = players[sock].plr.iID;
jumpResponse.cKeyValue = jumpData->cKeyValue;
jumpResponse.iX = jumpData->iX;
jumpResponse.iY = jumpData->iY;
jumpResponse.iZ = jumpData->iZ;
jumpResponse.iAngle = jumpData->iAngle;
jumpResponse.iVX = jumpData->iVX;
jumpResponse.iVY = jumpData->iVY;
jumpResponse.iVZ = jumpData->iVZ;
jumpResponse.iSpeed = jumpData->iSpeed;
jumpResponse.iCliTime = jumpData->iCliTime; // maybe don't send this??? seems unneeded...
jumpResponse.iSvrTime = tm;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&jumpResponse, P_FE2CL_PC_JUMP, sizeof(sP_FE2CL_PC_JUMP));
}
}
void PlayerManager::jumppadPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_JUMPPAD))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_JUMPPAD* jumppadData = (sP_CL2FE_REQ_PC_JUMPPAD*)data->buf;
updatePlayerPosition(sock, jumppadData->iX, jumppadData->iY, jumppadData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_JUMPPAD jumppadResponse;
jumppadResponse.iPC_ID = players[sock].plr.iID;
jumppadResponse.cKeyValue = jumppadData->cKeyValue;
jumppadResponse.iX = jumppadData->iX;
jumppadResponse.iY = jumppadData->iY;
jumppadResponse.iZ = jumppadData->iZ;
jumppadResponse.iVX = jumppadData->iVX;
jumppadResponse.iVY = jumppadData->iVY;
jumppadResponse.iVZ = jumppadData->iVZ;
jumppadResponse.iCliTime = jumppadData->iCliTime;
jumppadResponse.iSvrTime = tm;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&jumppadResponse, P_FE2CL_PC_JUMPPAD, sizeof(sP_FE2CL_PC_JUMPPAD));
}
}
void PlayerManager::launchPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_LAUNCHER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_LAUNCHER* launchData = (sP_CL2FE_REQ_PC_LAUNCHER*)data->buf;
updatePlayerPosition(sock, launchData->iX, launchData->iY, launchData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_LAUNCHER launchResponse;
launchResponse.iPC_ID = players[sock].plr.iID;
launchResponse.iX = launchData->iX;
launchResponse.iY = launchData->iY;
launchResponse.iZ = launchData->iZ;
launchResponse.iVX = launchData->iVX;
launchResponse.iVY = launchData->iVY;
launchResponse.iVZ = launchData->iVZ;
launchResponse.iSpeed = launchData->iSpeed;
launchResponse.iAngle = launchData->iAngle;
launchResponse.iCliTime = launchData->iCliTime;
launchResponse.iSvrTime = tm;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&launchResponse, P_FE2CL_PC_LAUNCHER, sizeof(sP_FE2CL_PC_LAUNCHER));
}
}
void PlayerManager::ziplinePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ZIPLINE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_ZIPLINE* ziplineData = (sP_CL2FE_REQ_PC_ZIPLINE*)data->buf;
updatePlayerPosition(sock, ziplineData->iX, ziplineData->iY, ziplineData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_ZIPLINE ziplineResponse;
ziplineResponse.iPC_ID = players[sock].plr.iID;
ziplineResponse.iCliTime = ziplineData->iCliTime;
ziplineResponse.iSvrTime = tm;
ziplineResponse.iX = ziplineData->iX;
ziplineResponse.iY = ziplineData->iY;
ziplineResponse.iZ = ziplineData->iZ;
ziplineResponse.fVX = ziplineData->fVX;
ziplineResponse.fVY = ziplineData->fVY;
ziplineResponse.fVZ = ziplineData->fVZ;
ziplineResponse.fMovDistance = ziplineData->fMovDistance;
ziplineResponse.fMaxDistance = ziplineData->fMaxDistance;
ziplineResponse.fDummy = ziplineData->fDummy; //wtf is this for?
ziplineResponse.iStX = ziplineData->iStX;
ziplineResponse.iStY = ziplineData->iStY;
ziplineResponse.iStZ = ziplineData->iStZ;
ziplineResponse.bDown = ziplineData->bDown;
ziplineResponse.iSpeed = ziplineData->iSpeed;
ziplineResponse.iAngle = ziplineData->iAngle;
ziplineResponse.iRollMax = ziplineData->iRollMax;
ziplineResponse.iRoll = ziplineData->iRoll;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&ziplineResponse, P_FE2CL_PC_ZIPLINE, sizeof(sP_FE2CL_PC_ZIPLINE));
}
}
void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_MOVEPLATFORM))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_MOVEPLATFORM* platformData = (sP_CL2FE_REQ_PC_MOVEPLATFORM*)data->buf;
updatePlayerPosition(sock, platformData->iX, platformData->iY, platformData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_MOVEPLATFORM platResponse;
platResponse.iPC_ID = players[sock].plr.iID;
platResponse.iCliTime = platformData->iCliTime;
platResponse.iSvrTime = tm;
platResponse.iX = platformData->iX;
platResponse.iY = platformData->iY;
platResponse.iZ = platformData->iZ;
platResponse.iAngle = platformData->iAngle;
platResponse.fVX = platformData->fVX;
platResponse.fVY = platformData->fVY;
platResponse.fVZ = platformData->fVZ;
platResponse.iLcX = platformData->iLcX;
platResponse.iLcY = platformData->iLcY;
platResponse.iLcZ = platformData->iLcZ;
platResponse.iSpeed = platformData->iSpeed;
platResponse.bDown = platformData->bDown;
platResponse.cKeyValue = platformData->cKeyValue;
platResponse.iPlatformID = platformData->iPlatformID;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&platResponse, P_FE2CL_PC_MOVEPLATFORM, sizeof(sP_FE2CL_PC_MOVEPLATFORM));
}
}
void PlayerManager::moveSlopePlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_SLOPE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_SLOPE* slopeData = (sP_CL2FE_REQ_PC_SLOPE*)data->buf;
updatePlayerPosition(sock, slopeData->iX, slopeData->iY, slopeData->iZ);
uint64_t tm = getTime();
sP_FE2CL_PC_SLOPE slopeResponse;
slopeResponse.iPC_ID = players[sock].plr.iID;
slopeResponse.iCliTime = slopeData->iCliTime;
slopeResponse.iSvrTime = tm;
slopeResponse.iX = slopeData->iX;
slopeResponse.iY = slopeData->iY;
slopeResponse.iZ = slopeData->iZ;
slopeResponse.iAngle = slopeData->iAngle;
slopeResponse.fVX = slopeData->fVX;
slopeResponse.fVY = slopeData->fVY;
slopeResponse.fVZ = slopeData->fVZ;
slopeResponse.iSpeed = slopeData->iSpeed;
slopeResponse.cKeyValue = slopeData->cKeyValue;
slopeResponse.iSlopeID = slopeData->iSlopeID;
for (CNSocket* otherSock : players[sock].viewable) {
otherSock->sendPacket((void*)&slopeResponse, P_FE2CL_PC_SLOPE, sizeof(sP_FE2CL_PC_SLOPE));
}
}
void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_GOTO))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf;
sP_FE2CL_REP_PC_GOTO_SUCC response;
DEBUGLOG(
std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
std::cout << "\tX: " << gotoData->iToX << std::endl;
std::cout << "\tY: " << gotoData->iToY << std::endl;
std::cout << "\tZ: " << gotoData->iToZ << std::endl;
)
response.iX = gotoData->iToX;
response.iY = gotoData->iToY;
response.iZ = gotoData->iToZ;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
}
void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_SET_VALUE))
return; // ignore the malformed packet
sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf;
sP_FE2CL_GM_REP_PC_SET_VALUE response;
DEBUGLOG(
std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
)
response.iPC_ID = setData->iPC_ID;
response.iSetValue = setData->iSetValue;
response.iSetValueType = setData->iSetValueType;
sock->sendPacket((void*)&response, P_FE2CL_GM_REP_PC_SET_VALUE, sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE));
}
void PlayerManager::heartbeatPlayer(CNSocket* sock, CNPacketData* data) {
players[sock].lastHeartbeat = getTime();
}
void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_EXIT))
return;
sP_CL2FE_REQ_PC_EXIT* exitData = (sP_CL2FE_REQ_PC_EXIT*)data->buf;
sP_FE2CL_REP_PC_EXIT_SUCC response;
response.iID = exitData->iID;
response.iExitCode = 1;
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
}
void PlayerManager::updatePlayer(CNSocket* key, Player plr) {
PlayerView plrv = players[key];
plrv.plr = plr;
players[key] = plrv;
}