DarkflameServer/dGame/dGameMessages/GameMessages.cpp

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#include "GameMessages.h"
#include "User.h"
#include "Entity.h"
#include "BitStreamUtils.h"
#include "BitStream.h"
#include "Game.h"
#include "SlashCommandHandler.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Logger.h"
#include "GeneralUtils.h"
#include "Character.h"
#include "EntityManager.h"
#include "Database.h"
#include "dServer.h"
#include "ObjectIDManager.h"
#include "CppScripts.h"
#include "UserManager.h"
#include "ZoneInstanceManager.h"
#include "WorldPackets.h"
#include "Item.h"
#include "ZCompression.h"
#include "dConfig.h"
#include "TeamManager.h"
#include "ChatPackets.h"
#include "MultiZoneEntranceComponent.h"
#include "eUnequippableActiveType.h"
#include "eMovementPlatformState.h"
#include "LeaderboardManager.h"
#include "Amf3.h"
#include "Loot.h"
#include "eRacingTaskParam.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "eObjectBits.h"
#include "eTriggerEventType.h"
#include "eMatchUpdate.h"
#include "eCyclingMode.h"
#include "eCinematicEvent.h"
#include "eQuickBuildFailReason.h"
#include "eControlScheme.h"
#include "eStateChangeType.h"
#include "eConnectionType.h"
#include "ePlayerFlag.h"
#include <sstream>
#include <future>
#include <chrono>
#include "RakString.h"
#include "httplib.h" //sorry not sorry.
//CDB includes:
#include "CDClientManager.h"
#include "CDEmoteTable.h"
//Component includes:
#include "ControllablePhysicsComponent.h"
#include "CharacterComponent.h"
#include "MissionOfferComponent.h"
#include "MissionComponent.h"
#include "DestroyableComponent.h"
#include "ScriptComponent.h"
#include "QuickBuildComponent.h"
#include "VendorComponent.h"
#include "InventoryComponent.h"
#include "RocketLaunchpadControlComponent.h"
#include "PropertyEntranceComponent.h"
#include "MovingPlatformComponent.h"
#include "PetComponent.h"
#include "ModuleAssemblyComponent.h"
#include "HavokVehiclePhysicsComponent.h"
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#include "RenderComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "RacingControlComponent.h"
#include "RailActivatorComponent.h"
#include "LevelProgressionComponent.h"
#include "DonationVendorComponent.h"
#include "GhostComponent.h"
#include "AchievementVendorComponent.h"
// Message includes:
#include "dZoneManager.h"
#include "PropertyDataMessage.h"
#include "PropertyManagementComponent.h"
#include "PropertyVendorComponent.h"
#include "PropertySelectQueryProperty.h"
#include "TradingManager.h"
#include "ControlBehaviors.h"
#include "AMFDeserialize.h"
#include "eBlueprintSaveResponseType.h"
#include "eAninmationFlags.h"
#include "AmfSerialize.h"
#include "eReplicaComponentType.h"
#include "eClientMessageType.h"
#include "eGameMessageType.h"
#include "ePetAbilityType.h"
#include "ActivityManager.h"
#include "PlayerManager.h"
#include "eVendorTransactionResult.h"
#include "CDComponentsRegistryTable.h"
#include "CDObjectsTable.h"
void GameMessages::SendFireEventClientSide(const LWOOBJID& objectID, const SystemAddress& sysAddr, std::u16string args, const LWOOBJID& object, int64_t param1, int param2, const LWOOBJID& sender) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::FIRE_EVENT_CLIENT_SIDE);
//bitStream.Write(args);
uint32_t argSize = args.size();
bitStream.Write(argSize);
for (uint32_t k = 0; k < argSize; k++) {
bitStream.Write<uint16_t>(args[k]);
}
bitStream.Write(object);
bitStream.Write0();
//bitStream.Write(param1);
bitStream.Write0();
//bitStream.Write(param2);
bitStream.Write(sender);
SEND_PACKET;
}
void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::TELEPORT);
bool bIgnoreY = (pos.y == 0.0f);
bool bUseNavmesh = false;
bool bSkipAllChecks = false;
//float w = 1.0f;
//float x = 0.0f;
//float y = 0.0f;
//float z = 0.0f;
bitStream.Write(bIgnoreY);
bitStream.Write(bSetRotation);
bitStream.Write(bSkipAllChecks);
bitStream.Write(pos.x);
bitStream.Write(pos.y);
bitStream.Write(pos.z);
bitStream.Write(bUseNavmesh);
bitStream.Write(rot.w != 1.0f);
if (rot.w != 1.0f) bitStream.Write(rot.w);
bitStream.Write(rot.x);
bitStream.Write(rot.y);
bitStream.Write(rot.z);
SEND_PACKET;
}
void GameMessages::SendPlayAnimation(Entity* entity, const std::u16string& animationName, float fPriority, float fScale) {
if (!entity) {
LOG("Trying to play animation, but entity var is nullptr!");
return;
}
//Stolen from the old DLU codebase as the new one's autogenerated code doesn't work properly for animationIDs longer than 6 characters.
CBITSTREAM;
CMSGHEADER;
std::string sAnimationID = GeneralUtils::UTF16ToWTF8(animationName);
uint32_t animationIDLength = sAnimationID.size();
bool bExpectAnimToExist = true;
bool bPlayImmediate = false;
bool bTriggerOnCompleteMsg = false;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLAY_ANIMATION);
bitStream.Write(animationIDLength);
bitStream.Write(LUWString(animationName, animationIDLength));
bitStream.Write(bExpectAnimToExist);
bitStream.Write(bPlayImmediate);
bitStream.Write(bTriggerOnCompleteMsg);
bitStream.Write(fPriority != 0.0f);
if (fPriority != 0.0f) bitStream.Write(fPriority);
bitStream.Write(fScale != 1.0f);
if (fScale != 1.0f) bitStream.Write(fScale);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendPlayerReady(Entity* entity, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLAYER_READY);
SEND_PACKET;
}
void GameMessages::SendPlayerAllowedRespawn(LWOOBJID entityID, bool doNotPromptRespawn, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entityID);
bitStream.Write(eGameMessageType::SET_PLAYER_ALLOWED_RESPAWN);
bitStream.Write(doNotPromptRespawn);
SEND_PACKET;
}
void GameMessages::SendInvalidZoneTransferList(Entity* entity, const SystemAddress& sysAddr, const std::u16string& feedbackURL, const std::u16string& invalidMapTransferList, bool feedbackOnExit, bool feedbackOnInvalidTransfer) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::INVALID_ZONE_TRANSFER_LIST);
uint32_t CustomerFeedbackURLLength = feedbackURL.size();
bitStream.Write(CustomerFeedbackURLLength);
for (uint32_t k = 0; k < CustomerFeedbackURLLength; k++) {
bitStream.Write<uint16_t>(feedbackURL[k]);
}
uint32_t InvalidMapTransferListLength = invalidMapTransferList.size();
bitStream.Write(InvalidMapTransferListLength);
for (uint32_t k = 0; k < InvalidMapTransferListLength; k++) {
bitStream.Write<uint16_t>(invalidMapTransferList[k]);
}
bitStream.Write(feedbackOnExit);
bitStream.Write(feedbackOnInvalidTransfer);
SEND_PACKET;
}
void GameMessages::SendKnockback(const LWOOBJID& objectID, const LWOOBJID& caster, const LWOOBJID& originator, int knockBackTimeMS, const NiPoint3& vector) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::KNOCKBACK);
bool casterFlag = caster != LWOOBJID_EMPTY;
bool originatorFlag = originator != LWOOBJID_EMPTY;
bool knockBackTimeMSFlag = knockBackTimeMS != 0;
bitStream.Write(casterFlag);
if (casterFlag) bitStream.Write(caster);
bitStream.Write(originatorFlag);
if (originatorFlag) bitStream.Write(originator);
bitStream.Write(knockBackTimeMSFlag);
if (knockBackTimeMSFlag) bitStream.Write(knockBackTimeMS);
bitStream.Write(vector);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendStartArrangingWithItem(
Entity* entity,
const SystemAddress& sysAddr,
bool bFirstTime,
const LWOOBJID& buildAreaID,
NiPoint3 buildStartPOS,
int sourceBAG,
const LWOOBJID& sourceID,
LOT sourceLOT,
int sourceTYPE,
const LWOOBJID& targetID,
LOT targetLOT,
NiPoint3 targetPOS,
int targetTYPE
) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::START_ARRANGING_WITH_ITEM);
bitStream.Write(bFirstTime);
bitStream.Write(buildAreaID != LWOOBJID_EMPTY);
if (buildAreaID != LWOOBJID_EMPTY) bitStream.Write(buildAreaID);
bitStream.Write(buildStartPOS);
bitStream.Write(sourceBAG);
bitStream.Write(sourceID);
bitStream.Write(sourceLOT);
bitStream.Write(sourceTYPE);
bitStream.Write(targetID);
bitStream.Write(targetLOT);
bitStream.Write(targetPOS);
bitStream.Write(targetTYPE);
SEND_PACKET;
}
void GameMessages::SendPlayerSetCameraCyclingMode(const LWOOBJID& objectID, const SystemAddress& sysAddr,
bool bAllowCyclingWhileDeadOnly, eCyclingMode cyclingMode) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::PLAYER_SET_CAMERA_CYCLING_MODE);
bitStream.Write(bAllowCyclingWhileDeadOnly);
bitStream.Write(cyclingMode != eCyclingMode::ALLOW_CYCLE_TEAMMATES);
if (cyclingMode != eCyclingMode::ALLOW_CYCLE_TEAMMATES) {
bitStream.Write(cyclingMode);
}
SEND_PACKET;
}
void GameMessages::SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& sysAddr, std::string audioGUID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLAY_ND_AUDIO_EMITTER);
bitStream.Write0(); // callback message data {lwoobjid}
bitStream.Write0(); // audio emitterid {uint32_t}
uint32_t length = audioGUID.size();
bitStream.Write(length);
for (uint32_t k = 0; k < length; k++) {
bitStream.Write<char>(audioGUID[k]);
}
bitStream.Write<uint32_t>(0); // size of NDAudioMetaEventName (then print the string like the guid)
bitStream.Write0(); // result {bool}
bitStream.Write0(); // m_TargetObjectIDForNDAudioCallbackMessages {lwoobjid}
SEND_PACKET_BROADCAST;
}
void GameMessages::SendStartPathing(Entity* entity) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::START_PATHING);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendResetMissions(Entity* entity, const SystemAddress& sysAddr, const int32_t missionid) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::RESET_MISSIONS);
bitStream.Write(missionid != -1);
if (missionid != -1) bitStream.Write(missionid);
SEND_PACKET;
}
void GameMessages::SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint,
int iIndex, int iDesiredWaypointIndex, int nextIndex,
eMovementPlatformState movementState) {
CBITSTREAM;
CMSGHEADER;
const auto lot = entity->GetLOT();
if (lot == 12341 || lot == 5027 || lot == 5028 || lot == 14335 || lot == 14447 || lot == 14449) {
iDesiredWaypointIndex = 0;
iIndex = 0;
nextIndex = 0;
bStopAtDesiredWaypoint = true;
movementState = eMovementPlatformState::Stationary;
}
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLATFORM_RESYNC);
bool bReverse = false;
int eCommand = 0;
int eUnexpectedCommand = 0;
float fIdleTimeElapsed = 0.0f;
float fMoveTimeElapsed = 0.0f;
float fPercentBetweenPoints = 0.0f;
NiPoint3 ptUnexpectedLocation = NiPoint3Constant::ZERO;
NiQuaternion qUnexpectedRotation = NiQuaternionConstant::IDENTITY;
bitStream.Write(bReverse);
bitStream.Write(bStopAtDesiredWaypoint);
bitStream.Write(eCommand);
bitStream.Write(static_cast<int32_t>(movementState));
bitStream.Write(eUnexpectedCommand);
bitStream.Write(fIdleTimeElapsed);
bitStream.Write(fMoveTimeElapsed);
bitStream.Write(fPercentBetweenPoints);
bitStream.Write(iDesiredWaypointIndex);
bitStream.Write(iIndex);
bitStream.Write(nextIndex);
bitStream.Write(ptUnexpectedLocation.x);
bitStream.Write(ptUnexpectedLocation.y);
bitStream.Write(ptUnexpectedLocation.z);
bitStream.Write(qUnexpectedRotation != NiQuaternionConstant::IDENTITY);
if (qUnexpectedRotation != NiQuaternionConstant::IDENTITY) {
bitStream.Write(qUnexpectedRotation.x);
bitStream.Write(qUnexpectedRotation.y);
bitStream.Write(qUnexpectedRotation.z);
bitStream.Write(qUnexpectedRotation.w);
}
SEND_PACKET_BROADCAST;
}
void GameMessages::SendRestoreToPostLoadStats(Entity* entity, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::RESTORE_TO_POST_LOAD_STATS);
SEND_PACKET;
}
void GameMessages::SendServerDoneLoadingAllObjects(Entity* entity, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SERVER_DONE_LOADING_ALL_OBJECTS);
SEND_PACKET;
}
void GameMessages::SendChatModeUpdate(const LWOOBJID& objectID, eGameMasterLevel level) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::UPDATE_CHAT_MODE);
bitStream.Write(level);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendGMLevelBroadcast(const LWOOBJID& objectID, eGameMasterLevel level) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::SET_GM_LEVEL);
bitStream.Write1();
bitStream.Write(level);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendAddItemToInventoryClientSync(Entity* entity, const SystemAddress& sysAddr, Item* item, const LWOOBJID& objectID, bool showFlyingLoot, int itemCount, LWOOBJID subKey, eLootSourceType lootSourceType) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::ADD_ITEM_TO_INVENTORY_CLIENT_SYNC);
bitStream.Write(item->GetBound());
bitStream.Write(item->GetInfo().isBOE);
bitStream.Write(item->GetInfo().isBOP);
bitStream.Write(lootSourceType != eLootSourceType::NONE); // Loot source
if (lootSourceType != eLootSourceType::NONE) bitStream.Write(lootSourceType);
LWONameValue extraInfo;
auto config = item->GetConfig();
for (auto* data : config) {
extraInfo.name += GeneralUtils::ASCIIToUTF16(data->GetString()) + u",";
}
if (extraInfo.name.length() > 0) extraInfo.name.pop_back(); // remove the last comma
bitStream.Write<uint32_t>(extraInfo.name.size());
if (extraInfo.name.size() > 0) {
for (uint32_t i = 0; i < extraInfo.name.size(); ++i) {
bitStream.Write<uint16_t>(extraInfo.name[i]);
}
bitStream.Write<uint16_t>(0x00);
}
bitStream.Write(item->GetLot());
bitStream.Write(subKey != LWOOBJID_EMPTY);
if (subKey != LWOOBJID_EMPTY) bitStream.Write(subKey);
auto* inventory = item->GetInventory();
const auto inventoryType = inventory->GetType();
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bitStream.Write(inventoryType != eInventoryType::ITEMS);
if (inventoryType != eInventoryType::ITEMS) bitStream.Write(inventoryType);
bitStream.Write(itemCount != 1);
if (itemCount != 1) bitStream.Write(itemCount);
const auto count = item->GetCount();
bitStream.Write(count != 0); //items total
if (count != 0) bitStream.Write(count);
bitStream.Write(objectID);
bitStream.Write(0.0f);
bitStream.Write(0.0f);
bitStream.Write(0.0f);
bitStream.Write(showFlyingLoot);
bitStream.Write(item->GetSlot());
SEND_PACKET;
}
void GameMessages::SendNotifyClientFlagChange(const LWOOBJID& objectID, uint32_t iFlagID, bool bFlag, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::NOTIFY_CLIENT_FLAG_CHANGE);
bitStream.Write(bFlag);
bitStream.Write(iFlagID);
SEND_PACKET;
}
void GameMessages::SendChangeObjectWorldState(const LWOOBJID& objectID, eObjectWorldState state, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::CHANGE_OBJECT_WORLD_STATE);
bitStream.Write(state);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST
SEND_PACKET;
}
void GameMessages::SendOfferMission(const LWOOBJID& entity, const SystemAddress& sysAddr, int32_t missionID, const LWOOBJID& offererID) {
//You might be wondering.
//"Why are we sending it twice, once to a non-player object?
//Well, the first one (sent to the offerer) makes the client zoom into the object.
//The second, actually makes the UI pop up so you can be offered the mission.
//Why is it like this? Because LU isn't just a clown, it's the entire circus.
CBITSTREAM;
CMSGHEADER;
bitStream.Write(offererID);
bitStream.Write(eGameMessageType::OFFER_MISSION);
bitStream.Write(missionID);
bitStream.Write(offererID);
SEND_PACKET;
{
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity);
bitStream.Write(eGameMessageType::OFFER_MISSION);
bitStream.Write(missionID);
bitStream.Write(offererID);
SEND_PACKET;
}
}
void GameMessages::SendNotifyMission(Entity* entity, const SystemAddress& sysAddr, int missionID, int missionState, bool sendingRewards) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::NOTIFY_MISSION);
bitStream.Write(missionID);
bitStream.Write(missionState);
bitStream.Write(sendingRewards);
SEND_PACKET;
}
void GameMessages::SendNotifyMissionTask(Entity* entity, const SystemAddress& sysAddr, int missionID, int taskMask, std::vector<float> updates) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::NOTIFY_MISSION_TASK);
bitStream.Write(missionID);
bitStream.Write(taskMask);
bitStream.Write<unsigned char>(updates.size());
for (uint32_t i = 0; i < updates.size(); ++i) {
bitStream.Write(updates[i]);
}
SEND_PACKET;
}
void GameMessages::SendModifyLEGOScore(Entity* entity, const SystemAddress& sysAddr, int64_t score, eLootSourceType sourceType) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::MODIFY_LEGO_SCORE);
bitStream.Write(score);
bitStream.Write(sourceType != eLootSourceType::NONE);
if (sourceType != eLootSourceType::NONE) bitStream.Write(sourceType);
SEND_PACKET;
}
void GameMessages::SendUIMessageServerToSingleClient(Entity* entity, const SystemAddress& sysAddr, const std::string& message, AMFBaseValue& args) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::UI_MESSAGE_SERVER_TO_SINGLE_CLIENT);
bitStream.Write<AMFBaseValue&>(args);
uint32_t strMessageNameLength = message.size();
bitStream.Write(strMessageNameLength);
for (uint32_t k = 0; k < strMessageNameLength; k++) {
bitStream.Write<char>(message[k]);
}
SEND_PACKET;
}
void GameMessages::SendUIMessageServerToSingleClient(const std::string& message, AMFBaseValue& args, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
LWOOBJID empty = 0;
bitStream.Write(empty);
bitStream.Write(eGameMessageType::UI_MESSAGE_SERVER_TO_ALL_CLIENTS); // This is intentional to allow the server to send a ui message to a client via their system address.
bitStream.Write<AMFBaseValue&>(args);
uint32_t strMessageNameLength = message.size();
bitStream.Write(strMessageNameLength);
for (uint32_t k = 0; k < strMessageNameLength; k++) {
bitStream.Write<char>(message[k]);
}
SEND_PACKET;
}
void GameMessages::SendUIMessageServerToAllClients(const std::string& message, AMFBaseValue& args) {
CBITSTREAM;
CMSGHEADER;
LWOOBJID empty = 0;
bitStream.Write(empty);
bitStream.Write(eGameMessageType::UI_MESSAGE_SERVER_TO_ALL_CLIENTS);
bitStream.Write<AMFBaseValue&>(args);
uint32_t strMessageNameLength = message.size();
bitStream.Write(strMessageNameLength);
for (uint32_t k = 0; k < strMessageNameLength; k++) {
bitStream.Write<char>(message[k]);
}
SEND_PACKET_BROADCAST;
}
void GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(Entity* entity, std::u16string effectName, const LWOOBJID& fromObjectID, float radius) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLAY_EMBEDDED_EFFECT_ON_ALL_CLIENTS_NEAR_OBJECT);
bitStream.Write<uint32_t>(effectName.length());
for (uint32_t k = 0; k < effectName.length(); k++) {
bitStream.Write<uint16_t>(effectName[k]);
}
bitStream.Write(fromObjectID);
bitStream.Write(radius);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendPlayFXEffect(Entity* entity, int32_t effectID, const std::u16string& effectType, const std::string& name, LWOOBJID secondary, float priority, float scale, bool serialize) {
SendPlayFXEffect(entity->GetObjectID(), effectID, effectType, name, secondary, priority, scale, serialize);
}
void GameMessages::SendPlayFXEffect(const LWOOBJID& entity, int32_t effectID, const std::u16string& effectType, const std::string& name, LWOOBJID secondary, float priority, float scale, bool serialize) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity);
bitStream.Write(eGameMessageType::PLAY_FX_EFFECT);
bitStream.Write(effectID != -1);
if (effectID != -1) bitStream.Write(effectID);
bitStream.Write<uint32_t>(effectType.size());
for (const auto& k : effectType) {
bitStream.Write<uint16_t>(k);
}
bitStream.Write(scale != 1.0f);
if (scale != 1.0f) bitStream.Write(scale);
bitStream.Write<uint32_t>(name.size());
for (const auto& k : name) {
bitStream.Write(k);
}
bitStream.Write(priority != 1.0);
if (priority != 1.0) bitStream.Write(priority);
bitStream.Write(secondary != LWOOBJID_EMPTY);
if (secondary != LWOOBJID_EMPTY) bitStream.Write(secondary);
bitStream.Write(serialize);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendStopFXEffect(Entity* entity, bool killImmediate, std::string name) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::STOP_FX_EFFECT);
bitStream.Write(killImmediate);
bitStream.Write<uint32_t>(name.size());
bitStream.Write(name.c_str(), name.size());
SEND_PACKET_BROADCAST;
}
void GameMessages::SendBroadcastTextToChatbox(Entity* entity, const SystemAddress& sysAddr, const std::u16string& attrs, const std::u16string& wsText) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::BROADCAST_TEXT_TO_CHATBOX);
LWONameValue attribs;
attribs.name = attrs;
attribs.length = attrs.size();
bitStream.Write<uint32_t>(attribs.length);
for (uint32_t i = 0; i < attribs.length; ++i) {
bitStream.Write<uint16_t>(attribs.name[i]);
}
bitStream.Write<uint16_t>(0x00); // Null Terminator
uint32_t wsTextLength = wsText.size();
bitStream.Write(wsTextLength);
for (uint32_t k = 0; k < wsTextLength; k++) {
bitStream.Write<uint16_t>(wsText[k]);
}
SEND_PACKET_BROADCAST;
}
void GameMessages::SendSetCurrency(Entity* entity, int64_t currency, int lootType, const LWOOBJID& sourceID, const LOT& sourceLOT, int sourceTradeID, bool overrideCurrent, eLootSourceType sourceType) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SET_CURRENCY);
bitStream.Write(currency);
bitStream.Write(lootType != LOOTTYPE_NONE);
if (lootType != LOOTTYPE_NONE) bitStream.Write(lootType);
bitStream.Write(NiPoint3Constant::ZERO);
bitStream.Write(sourceLOT != LOT_NULL);
if (sourceLOT != LOT_NULL) bitStream.Write(sourceLOT);
bitStream.Write(sourceID != LWOOBJID_EMPTY);
if (sourceID != LWOOBJID_EMPTY) bitStream.Write(sourceID);
bitStream.Write(sourceTradeID != LWOOBJID_EMPTY);
if (sourceTradeID != LWOOBJID_EMPTY) bitStream.Write(sourceTradeID);
bitStream.Write(sourceType != eLootSourceType::NONE);
if (sourceType != eLootSourceType::NONE) bitStream.Write(sourceType);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendQuickBuildNotifyState(Entity* entity, eQuickBuildState prevState, eQuickBuildState state, const LWOOBJID& playerID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::REBUILD_NOTIFY_STATE);
bitStream.Write(prevState);
bitStream.Write(state);
bitStream.Write(playerID);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendEnableQuickBuild(Entity* entity, bool enable, bool fail, bool success, eQuickBuildFailReason failReason, float duration, const LWOOBJID& playerID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::ENABLE_REBUILD);
bitStream.Write(enable);
bitStream.Write(fail);
bitStream.Write(success);
bitStream.Write(failReason != eQuickBuildFailReason::NOT_GIVEN);
if (failReason != eQuickBuildFailReason::NOT_GIVEN) bitStream.Write(failReason);
bitStream.Write(duration);
bitStream.Write(playerID);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendTerminateInteraction(const LWOOBJID& objectID, eTerminateType type, const LWOOBJID& terminator) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::TERMINATE_INTERACTION);
bitStream.Write(terminator);
bitStream.Write(type);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendDieNoImplCode(Entity* entity, const LWOOBJID& killerID, const LWOOBJID& lootOwnerID, eKillType killType, std::u16string deathType, float directionRelative_AngleY, float directionRelative_AngleXZ, float directionRelative_Force, bool bClientDeath, bool bSpawnLoot) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::DIE);
bitStream.Write(bClientDeath);
bitStream.Write(bSpawnLoot);
bitStream.Write(deathType);
bitStream.Write(directionRelative_AngleXZ);
bitStream.Write(directionRelative_AngleY);
bitStream.Write(directionRelative_Force);
bitStream.Write(killType != eKillType::VIOLENT);
if (killType != eKillType::VIOLENT) bitStream.Write(killType);
bitStream.Write(killerID);
bitStream.Write(lootOwnerID);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendDie(Entity* entity, const LWOOBJID& killerID, const LWOOBJID& lootOwnerID, bool bDieAccepted, eKillType killType, std::u16string deathType, float directionRelative_AngleY, float directionRelative_AngleXZ, float directionRelative_Force, bool bClientDeath, bool bSpawnLoot, float coinSpawnTime) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::DIE);
bitStream.Write(bClientDeath);
bitStream.Write(bSpawnLoot);
//bitStream.Write(coinSpawnTime != -1.0f);
//if (coinSpawnTime != -1.0f) bitStream.Write(coinSpawnTime);
uint32_t deathTypeLength = deathType.size();
bitStream.Write(deathTypeLength);
for (uint32_t k = 0; k < deathTypeLength; k++) {
bitStream.Write<uint16_t>(deathType[k]);
}
bitStream.Write(directionRelative_AngleXZ);
bitStream.Write(directionRelative_AngleY);
bitStream.Write(directionRelative_Force);
bitStream.Write(killType != eKillType::VIOLENT);
if (killType != eKillType::VIOLENT) bitStream.Write(killType);
bitStream.Write(killerID);
bitStream.Write(lootOwnerID != LWOOBJID_EMPTY);
if (lootOwnerID != LWOOBJID_EMPTY) {
bitStream.Write(lootOwnerID);
}
SEND_PACKET_BROADCAST;
}
void GameMessages::SendSetInventorySize(Entity* entity, int invType, int size) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SET_INVENTORY_SIZE);
bitStream.Write(invType);
bitStream.Write(size);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendSetEmoteLockState(Entity* entity, bool bLock, int emoteID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SET_EMOTE_LOCK_STATE);
bitStream.Write(bLock);
bitStream.Write(emoteID);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendSetJetPackMode(Entity* entity, bool use, bool bypassChecks, bool doHover, int effectID, float airspeed, float maxAirspeed, float verticalVelocity, int warningEffectID) {
/* historical jamesster jetpack values
if (bIsJamessterPhysics) {
fAirspeed = 75;
fMaxAirspeed = 75;
fVertVel = 15;
}
*/
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SET_JET_PACK_MODE);
bitStream.Write(bypassChecks);
bitStream.Write(doHover);
bitStream.Write(use);
bitStream.Write(effectID != -1);
if (effectID != -1) bitStream.Write(effectID);
bitStream.Write(airspeed != 10);
if (airspeed != 10) bitStream.Write(airspeed);
bitStream.Write(maxAirspeed != 15);
if (maxAirspeed != 15) bitStream.Write(maxAirspeed);
bitStream.Write(verticalVelocity != 1);
if (verticalVelocity != 1) bitStream.Write(verticalVelocity);
bitStream.Write(warningEffectID != -1);
if (warningEffectID != -1) bitStream.Write(warningEffectID);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendResurrect(Entity* entity) {
2023-03-08 13:32:03 +00:00
// Restore the players health after the animation for respawning has finished.
// This is when the health appered back in live, not immediately upon requesting respawn
// Add a half second in case someone decides to cheat and move during the death animation
// and just make sure the client has time to be ready.
constexpr float respawnTime = 3.66700005531311f + 0.5f;
entity->AddCallbackTimer(respawnTime, [=]() {
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr && entity->GetLOT() == 1) {
auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
if (levelComponent) {
int32_t healthToRestore = levelComponent->GetLevel() >= 45 ? 8 : 4;
if (healthToRestore > destroyableComponent->GetMaxHealth()) healthToRestore = destroyableComponent->GetMaxHealth();
destroyableComponent->SetHealth(healthToRestore);
int32_t imaginationToRestore = levelComponent->GetLevel() >= 45 ? 20 : 6;
if (imaginationToRestore > destroyableComponent->GetMaxImagination()) imaginationToRestore = destroyableComponent->GetMaxImagination();
destroyableComponent->SetImagination(imaginationToRestore);
2023-03-08 13:32:03 +00:00
}
}
});
CBITSTREAM;
CMSGHEADER;
bool bRezImmediately = false;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::RESURRECT);
bitStream.Write(bRezImmediately);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendStop2DAmbientSound(Entity* entity, bool force, std::string audioGUID, bool result) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::STOP2_D_AMBIENT_SOUND);
uint32_t audioGUIDSize = audioGUID.size();
bitStream.Write(force);
bitStream.Write(audioGUIDSize);
for (uint32_t k = 0; k < audioGUIDSize; k++) {
bitStream.Write<char>(audioGUID[k]);
}
bitStream.Write(result);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendPlay2DAmbientSound(Entity* entity, std::string audioGUID, bool result) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLAY2_D_AMBIENT_SOUND);
uint32_t audioGUIDSize = audioGUID.size();
bitStream.Write(audioGUIDSize);
for (uint32_t k = 0; k < audioGUIDSize; k++) {
bitStream.Write<char>(audioGUID[k]);
}
bitStream.Write(result);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendSetNetworkScriptVar(Entity* entity, const SystemAddress& sysAddr, std::string data) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SCRIPT_NETWORK_VAR_UPDATE);
2022-08-02 13:56:20 +00:00
// FIXME: this is a bad place to need to do a conversion because we have no clue whether data is utf8 or plain ascii
// an this has performance implications
const auto u16Data = GeneralUtils::ASCIIToUTF16(data);
uint32_t dataSize = static_cast<uint32_t>(u16Data.size());
bitStream.Write(dataSize);
for (auto value : u16Data) {
bitStream.Write<uint16_t>(value);
}
if (dataSize > 0) bitStream.Write<uint16_t>(0);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID, LOT item, int currency, NiPoint3 spawnPos, int count) {
if (Game::config->GetValue("disable_drops") == "1" || !entity) {
return;
}
bool bUsePosition = false;
NiPoint3 finalPosition;
LWOOBJID lootID = LWOOBJID_EMPTY;
LWOOBJID owner = entity->GetObjectID();
if (item != LOT_NULL && item != 0) {
lootID = ObjectIDManager::GenerateObjectID();
Loot::Info info;
info.id = lootID;
info.count = count;
info.lot = item;
entity->AddLootItem(info);
}
2021-12-11 13:21:00 +00:00
if (item == LOT_NULL && currency != 0) {
2021-12-11 13:57:15 +00:00
entity->RegisterCoinDrop(currency);
2021-12-11 13:21:00 +00:00
}
if (spawnPos != NiPoint3Constant::ZERO) {
bUsePosition = true;
//Calculate where the loot will go:
uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
double rad = degree * 3.14 / 180;
double sin_v = sin(rad) * 4.2;
double cos_v = cos(rad) * 4.2;
finalPosition = NiPoint3(static_cast<float>(spawnPos.GetX() + sin_v), spawnPos.GetY(), static_cast<float>(spawnPos.GetZ() + cos_v));
}
//Write data to packet & send:
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::DROP_CLIENT_LOOT);
bitStream.Write(bUsePosition);
bitStream.Write(finalPosition != NiPoint3Constant::ZERO);
if (finalPosition != NiPoint3Constant::ZERO) bitStream.Write(finalPosition);
bitStream.Write(currency);
bitStream.Write(item);
bitStream.Write(lootID);
bitStream.Write(owner);
bitStream.Write(sourceID);
bitStream.Write(spawnPos != NiPoint3Constant::ZERO);
if (spawnPos != NiPoint3Constant::ZERO) bitStream.Write(spawnPos);
auto* team = TeamManager::Instance()->GetTeam(owner);
// Currency and powerups should not sync
if (team != nullptr && currency == 0) {
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
const CDObjects& object = objectsTable->GetByID(item);
if (object.type != "Powerup") {
for (const auto memberId : team->members) {
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr) continue;
SystemAddress sysAddr = member->GetSystemAddress();
SEND_PACKET;
}
return;
}
}
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendSetPlayerControlScheme(Entity* entity, eControlScheme controlScheme) {
CBITSTREAM;
CMSGHEADER;
bool bDelayCamSwitchIfInCinematic = true;
bool bSwitchCam = true;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SET_PLAYER_CONTROL_SCHEME);
bitStream.Write(bDelayCamSwitchIfInCinematic);
bitStream.Write(bSwitchCam);
bitStream.Write(controlScheme != eControlScheme::SCHEME_A);
if (controlScheme != eControlScheme::SCHEME_A) bitStream.Write(controlScheme);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendPlayerReachedRespawnCheckpoint(Entity* entity, const NiPoint3& position, const NiQuaternion& rotation) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::PLAYER_REACHED_RESPAWN_CHECKPOINT);
bitStream.Write(position.x);
bitStream.Write(position.y);
bitStream.Write(position.z);
const bool bIsNotIdentity = rotation != NiQuaternionConstant::IDENTITY;
bitStream.Write(bIsNotIdentity);
if (bIsNotIdentity) {
bitStream.Write(rotation.w);
bitStream.Write(rotation.x);
bitStream.Write(rotation.y);
bitStream.Write(rotation.z);
}
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendAddSkill(Entity* entity, TSkillID skillID, BehaviorSlot slotID) {
int AICombatWeight = 0;
bool bFromSkillSet = false;
int castType = 0;
float fTimeSecs = -1.0f;
int iTimesCanCast = -1;
bool temporary = true;
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::ADD_SKILL);
bitStream.Write(AICombatWeight != 0);
if (AICombatWeight != 0) bitStream.Write(AICombatWeight);
bitStream.Write(bFromSkillSet);
bitStream.Write(castType != 0);
if (castType != 0) bitStream.Write(castType);
bitStream.Write(fTimeSecs != -1.0f);
if (fTimeSecs != -1.0f) bitStream.Write(fTimeSecs);
bitStream.Write(iTimesCanCast != -1);
if (iTimesCanCast != -1) bitStream.Write(iTimesCanCast);
bitStream.Write(skillID);
bitStream.Write(slotID != BehaviorSlot::Invalid);
if (slotID != BehaviorSlot::Invalid) bitStream.Write(slotID);
bitStream.Write(temporary);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendRemoveSkill(Entity* entity, TSkillID skillID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::REMOVE_SKILL);
bitStream.Write(false);
bitStream.Write(skillID);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendFinishArrangingWithItem(Entity* entity, const LWOOBJID& buildArea) {
CBITSTREAM;
CMSGHEADER;
bool bFirstTime = true;
const LWOOBJID& buildAreaID = buildArea;
int newSourceBAG = 0;
const LWOOBJID& newSourceID = LWOOBJID_EMPTY;
LOT newSourceLOT = LOT_NULL;
int newSourceTYPE = 0;
const LWOOBJID& newTargetID = LWOOBJID_EMPTY;
LOT newTargetLOT = LOT_NULL;
int newTargetTYPE = 0;
NiPoint3 newTargetPOS = NiPoint3();
int oldItemBAG = 0;
const LWOOBJID& oldItemID = LWOOBJID_EMPTY;
LOT oldItemLOT = LOT_NULL;
int oldItemTYPE = 0;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::FINISH_ARRANGING_WITH_ITEM);
bitStream.Write(buildAreaID != LWOOBJID_EMPTY);
if (buildAreaID != LWOOBJID_EMPTY) bitStream.Write(buildAreaID);
bitStream.Write(newSourceBAG);
bitStream.Write(newSourceID);
bitStream.Write(newSourceLOT);
bitStream.Write(newSourceTYPE);
bitStream.Write(newTargetID);
bitStream.Write(newTargetLOT);
bitStream.Write(newTargetTYPE);
bitStream.Write(newTargetPOS);
bitStream.Write(oldItemBAG);
bitStream.Write(oldItemID);
bitStream.Write(oldItemLOT);
bitStream.Write(oldItemTYPE);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendModularBuildEnd(Entity* entity) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::MODULAR_BUILD_END);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendVendorOpenWindow(Entity* entity, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::VENDOR_OPEN_WINDOW);
SEND_PACKET;
}
void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& sysAddr, bool bUpdateOnly) {
CBITSTREAM;
CMSGHEADER;
VendorComponent* vendor = static_cast<VendorComponent*>(entity->GetComponent(eReplicaComponentType::VENDOR));
if (!vendor) return;
auto vendorItems = vendor->GetInventory();
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::VENDOR_STATUS_UPDATE);
bitStream.Write(bUpdateOnly);
bitStream.Write<uint32_t>(vendorItems.size());
for (const auto& item : vendorItems) {
bitStream.Write(item.lot);
bitStream.Write(item.sortPriority);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVendorTransactionResult(Entity* entity, const SystemAddress& sysAddr, eVendorTransactionResult result) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::VENDOR_TRANSACTION_RESULT);
bitStream.Write(result);
SEND_PACKET;
}
void GameMessages::SendRemoveItemFromInventory(Entity* entity, const SystemAddress& sysAddr, LWOOBJID objectID, LOT templateID, int inventoryType, uint32_t stackCount, uint32_t stackRemaining) {
CBITSTREAM;
CMSGHEADER;
// this is used for a lot more than just inventory trashing (trades, vendors, etc.) but for now since it's just used for that, that's all im going to implement
bool bConfirmed = true;
bool bDeleteItem = true;
bool bOutSuccess = false;
int eInvType = inventoryType;
int eLootTypeSource = LOOTTYPE_NONE;
bool forceDeletion = true;
LWOOBJID iLootTypeSource = LWOOBJID_EMPTY;
LWOOBJID iObjID = objectID;
LOT iObjTemplate = templateID;
LWOOBJID iRequestingObjID = LWOOBJID_EMPTY;
uint32_t iStackCount = stackCount;
uint32_t iStackRemaining = stackRemaining;
LWOOBJID iSubkey = LWOOBJID_EMPTY;
LWOOBJID iTradeID = LWOOBJID_EMPTY;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::REMOVE_ITEM_FROM_INVENTORY);
bitStream.Write(bConfirmed);
bitStream.Write(bDeleteItem);
bitStream.Write(bOutSuccess);
bitStream.Write1();
bitStream.Write(eInvType);
bitStream.Write1();
bitStream.Write(eLootTypeSource);
bitStream.Write<uint32_t>(0); //extra info
//bitStream.Write<uint16_t>(0); //extra info
bitStream.Write(forceDeletion);
bitStream.Write0();
bitStream.Write1();
bitStream.Write(iObjID);
bitStream.Write1();
bitStream.Write(iObjTemplate);
bitStream.Write0();
bitStream.Write1();
bitStream.Write(iStackCount);
bitStream.Write1();
bitStream.Write(iStackRemaining);
bitStream.Write0();
bitStream.Write0();
SEND_PACKET;
}
void GameMessages::SendConsumeClientItem(Entity* entity, bool bSuccess, LWOOBJID item) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::CONSUME_CLIENT_ITEM);
bitStream.Write(bSuccess);
bitStream.Write(item);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendUseItemResult(Entity* entity, LOT templateID, bool useItemResult) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::USE_ITEM_RESULT);
bitStream.Write(templateID);
bitStream.Write(useItemResult);
SystemAddress sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendUseItemRequirementsResponse(LWOOBJID objectID, const SystemAddress& sysAddr, eUseItemResponse itemResponse) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::USE_ITEM_REQUIREMENTS_RESPONSE);
bitStream.Write(itemResponse);
SEND_PACKET;
}
void GameMessages::SendMoveInventoryBatch(Entity* entity, uint32_t stackCount, int srcInv, int dstInv, const LWOOBJID& iObjID) {
CBITSTREAM;
CMSGHEADER;
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
Item* itemStack = inv->FindItemById(iObjID);
if (!itemStack) return;
bool bAllowPartial = false;
bool bOutSuccess = false;
uint32_t count = stackCount;
int dstBag = dstInv;
LOT moveLOT = itemStack->GetLot();
//LWOOBJID moveSubkey = LWOOBJID_EMPTY;
bool showFlyingLoot = false;
int srcBag = srcInv;
LWOOBJID startObjectID = iObjID;
bitStream.Write(bAllowPartial);
bitStream.Write(bOutSuccess);
if (count == 1) {
bitStream.Write0();
} else {
bitStream.Write1();
bitStream.Write(count);
}
if (dstBag == 0) {
bitStream.Write0();
} else {
bitStream.Write1();
bitStream.Write(dstBag);
}
bitStream.Write0();
bitStream.Write(showFlyingLoot);
if (srcBag == 0) {
bitStream.Write0();
} else {
bitStream.Write1();
bitStream.Write(srcBag);
}
bitStream.Write1();
bitStream.Write(startObjectID);
auto sysAddr = entity->GetSystemAddress();
SEND_PACKET;
}
void GameMessages::SendMatchResponse(Entity* entity, const SystemAddress& sysAddr, int response) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::MATCH_RESPONSE);
bitStream.Write(response);
SEND_PACKET;
}
void GameMessages::SendMatchUpdate(Entity* entity, const SystemAddress& sysAddr, std::string data, eMatchUpdate type) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::MATCH_UPDATE);
bitStream.Write<uint32_t>(data.size());
for (char character : data) {
bitStream.Write<uint16_t>(character);
}
if (data.size() > 0) bitStream.Write<uint16_t>(0);
bitStream.Write(type);
SEND_PACKET;
}
void GameMessages::SendRequestActivitySummaryLeaderboardData(const LWOOBJID& objectID, const LWOOBJID& targetID,
const SystemAddress& sysAddr, const int32_t& gameID,
const int32_t& queryType, const int32_t& resultsEnd,
const int32_t& resultsStart, bool weekly) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA);
bitStream.Write(gameID != 0);
if (gameID != 0) {
bitStream.Write<int32_t>(gameID);
}
bitStream.Write(queryType != 1);
if (queryType != 1) {
bitStream.Write<int32_t>(queryType);
}
bitStream.Write(resultsEnd != 10);
if (resultsEnd != 10) {
bitStream.Write<int32_t>(resultsEnd);
}
bitStream.Write(resultsStart != 0);
if (resultsStart != 0) {
bitStream.Write<int32_t>(resultsStart);
}
bitStream.Write<LWOOBJID>(targetID);
bitStream.Write(weekly);
SEND_PACKET;
}
void GameMessages::SendActivityPause(LWOOBJID objectId, bool pause, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ACTIVITY_PAUSE);
bitStream.Write(pause);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendStartActivityTime(LWOOBJID objectId, float_t startTime, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::START_ACTIVITY_TIME);
bitStream.Write<float_t>(startTime);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRequestActivityEnter(LWOOBJID objectId, const SystemAddress& sysAddr, bool bStart, LWOOBJID userID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::REQUEST_ACTIVITY_ENTER);
bitStream.Write<bool>(bStart);
bitStream.Write<LWOOBJID>(userID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
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void GameMessages::NotifyLevelRewards(LWOOBJID objectID, const SystemAddress& sysAddr, int level, bool sending_rewards) {
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CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::NOTIFY_LEVEL_REWARDS);
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bitStream.Write(level);
bitStream.Write(sending_rewards);
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SEND_PACKET;
}
void GameMessages::SendSetShootingGalleryParams(LWOOBJID objectId, const SystemAddress& sysAddr,
float cameraFOV,
float cooldown,
float minDistance,
NiPoint3 muzzlePosOffset,
NiPoint3 playerPosOffset,
float projectileVelocity,
float timeLimit,
bool bUseLeaderboards) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_SHOOTING_GALLERY_PARAMS);
/*
bitStream.Write<float>(cameraFOV);
bitStream.Write<float>(cooldown);
bitStream.Write<float>(minDistance);
bitStream.Write<NiPoint3>(muzzlePosOffset);
bitStream.Write<NiPoint3>(playerPosOffset);
bitStream.Write<float>(projectileVelocity);
bitStream.Write<float>(timeLimit);
bitStream.Write<bool>(bUseLeaderboards);
*/
// No clue about the order here
bitStream.Write<NiPoint3>(playerPosOffset);
bitStream.Write<float>(projectileVelocity);
bitStream.Write<float>(cooldown);
bitStream.Write<NiPoint3>(muzzlePosOffset);
bitStream.Write<float>(minDistance);
bitStream.Write<float>(cameraFOV);
bitStream.Write<bool>(bUseLeaderboards);
bitStream.Write<float>(timeLimit);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyClientShootingGalleryScore(LWOOBJID objectId, const SystemAddress& sysAddr,
float addTime,
int32_t score,
LWOOBJID target,
NiPoint3 targetPos) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_CLIENT_SHOOTING_GALLERY_SCORE);
bitStream.Write<float>(addTime);
bitStream.Write<int32_t>(score);
bitStream.Write<LWOOBJID>(target);
bitStream.Write<NiPoint3>(targetPos);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleUpdateShootingGalleryRotation(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
float angle = 0.0f;
NiPoint3 facing = NiPoint3Constant::ZERO;
NiPoint3 muzzlePos = NiPoint3Constant::ZERO;
inStream.Read(angle);
inStream.Read(facing);
inStream.Read(muzzlePos);
}
void GameMessages::HandleActivitySummaryLeaderboardData(RakNet::BitStream& inStream, Entity* entity,
const SystemAddress& sysAddr) {
LOG("We got mail!");
}
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void GameMessages::SendActivitySummaryLeaderboardData(const LWOOBJID& objectID, const Leaderboard* leaderboard, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA);
leaderboard->Serialize(bitStream);
SEND_PACKET;
}
void GameMessages::HandleRequestActivitySummaryLeaderboardData(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
int32_t gameID = 0;
if (inStream.ReadBit()) inStream.Read(gameID);
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Leaderboard::InfoType queryType = Leaderboard::InfoType::MyStanding;
if (inStream.ReadBit()) inStream.Read<Leaderboard::InfoType>(queryType);
int32_t resultsEnd = 10;
if (inStream.ReadBit()) inStream.Read(resultsEnd);
int32_t resultsStart = 0;
if (inStream.ReadBit()) inStream.Read(resultsStart);
LWOOBJID target{};
inStream.Read(target);
bool weekly = inStream.ReadBit();
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LeaderboardManager::SendLeaderboard(gameID, queryType, weekly, entity->GetObjectID(), entity->GetObjectID(), resultsStart, resultsEnd);
}
void GameMessages::HandleActivityStateChangeRequest(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID objectID;
inStream.Read<LWOOBJID>(objectID);
int32_t value1;
inStream.Read<int32_t>(value1);
int32_t value2;
inStream.Read<int32_t>(value2);
uint32_t stringValueLength;
inStream.Read<uint32_t>(stringValueLength);
std::u16string stringValue;
for (uint32_t i = 0; i < stringValueLength; ++i) {
uint16_t character;
inStream.Read(character);
stringValue.push_back(character);
}
auto* assosiate = Game::entityManager->GetEntity(objectID);
LOG("%s [%i, %i] from %i to %i", GeneralUtils::UTF16ToWTF8(stringValue).c_str(), value1, value2, entity->GetLOT(), assosiate != nullptr ? assosiate->GetLOT() : 0);
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SHOOTING_GALLERY);
for (Entity* scriptEntity : scriptedActs) {
scriptEntity->OnActivityStateChangeRequest(objectID, value1, value2, stringValue);
}
entity->OnActivityStateChangeRequest(objectID, value1, value2, stringValue);
}
void GameMessages::SendStartCelebrationEffect(Entity* entity, const SystemAddress& sysAddr, int celebrationID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::START_CELEBRATION_EFFECT);
bitStream.Write<uint32_t>(0); //animation
bitStream.Write0(); //No custom bg obj
bitStream.Write0(); //custom path
bitStream.Write0(); //leadin
bitStream.Write0(); //leadout
bitStream.Write1();
bitStream.Write(celebrationID);
bitStream.Write<float>(0.0f); //duration
bitStream.Write<uint32_t>(0); //icon
bitStream.Write<uint32_t>(0); //text
bitStream.Write<uint32_t>(0); //mixer
bitStream.Write<uint32_t>(0); //cue
bitStream.Write<uint32_t>(0); //pathnodename
bitStream.Write<uint32_t>(0); //soundguid
bitStream.Write<uint32_t>(0); //subtext
SEND_PACKET;
}
void GameMessages::SendSetRailMovement(const LWOOBJID& objectID, bool pathGoForward, std::u16string pathName,
uint32_t pathStart, const SystemAddress& sysAddr, int32_t railActivatorComponentID,
LWOOBJID railActivatorObjectID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::SET_RAIL_MOVEMENT);
bitStream.Write(pathGoForward);
bitStream.Write<uint32_t>(pathName.size());
for (auto character : pathName) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write<uint32_t>(pathStart);
const auto componentIDIsDefault = railActivatorComponentID == -1;
bitStream.Write(!componentIDIsDefault);
if (!componentIDIsDefault)
bitStream.Write<int32_t>(railActivatorComponentID);
const auto activatorObjectIDIsDefault = railActivatorObjectID == LWOOBJID_EMPTY;
bitStream.Write(!activatorObjectIDIsDefault);
if (!activatorObjectIDIsDefault)
bitStream.Write<LWOOBJID>(railActivatorObjectID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendStartRailMovement(const LWOOBJID& objectID, std::u16string pathName, std::u16string startSound,
std::u16string loopSound, std::u16string stopSound, const SystemAddress& sysAddr,
uint32_t pathStart, bool goForward, bool damageImmune, bool noAggro, bool notifyActor,
bool showNameBillboard, bool cameraLocked, bool collisionEnabled, bool useDB,
int32_t railComponentID, LWOOBJID railActivatorObjectID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::START_RAIL_MOVEMENT);
bitStream.Write(damageImmune);
bitStream.Write(noAggro);
bitStream.Write(notifyActor);
bitStream.Write(showNameBillboard);
bitStream.Write(cameraLocked);
bitStream.Write(collisionEnabled);
bitStream.Write<uint32_t>(loopSound.size());
for (auto character : loopSound) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write(goForward);
bitStream.Write<uint32_t>(pathName.size());
for (auto character : pathName) {
bitStream.Write<uint16_t>(character);
}
const auto pathStartIsDefault = pathStart == 0;
bitStream.Write(!pathStartIsDefault);
if (!pathStartIsDefault) {
bitStream.Write<uint32_t>(pathStart);
}
const auto railComponentIDIsDefault = railComponentID == -1;
bitStream.Write(!railComponentIDIsDefault);
if (!railComponentIDIsDefault) {
bitStream.Write<int32_t>(railComponentID);
}
const auto railObjectIDIsDefault = railActivatorObjectID == LWOOBJID_EMPTY;
bitStream.Write(!railObjectIDIsDefault);
if (!railObjectIDIsDefault) {
bitStream.Write<LWOOBJID>(railActivatorObjectID);
}
bitStream.Write<uint32_t>(startSound.size());
for (auto character : startSound) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write<uint32_t>(stopSound.size());
for (auto character : stopSound) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write(useDB);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyClientObject(const LWOOBJID& objectID, std::u16string name, int param1, int param2, const LWOOBJID& paramObj, std::string paramStr, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::NOTIFY_CLIENT_OBJECT);
bitStream.Write<uint32_t>(name.size());
for (auto character : name) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write(param1);
bitStream.Write(param2);
bitStream.Write(paramObj);
bitStream.Write<uint32_t>(paramStr.size());
for (auto character : paramStr) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyClientZoneObject(const LWOOBJID& objectID, const std::u16string& name, int param1,
int param2, const LWOOBJID& paramObj, const std::string& paramStr,
const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::NOTIFY_CLIENT_ZONE_OBJECT);
bitStream.Write<uint32_t>(name.size());
for (const auto& character : name) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write(param1);
bitStream.Write(param2);
bitStream.Write(paramObj);
bitStream.Write<uint32_t>(paramStr.size());
for (const auto& character : paramStr) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyClientFailedPrecondition(LWOOBJID objectId, const SystemAddress& sysAddr,
const std::u16string& failedReason, int preconditionID) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_CLIENT_FAILED_PRECONDITION);
bitStream.Write<uint32_t>(failedReason.size());
for (uint16_t character : failedReason) {
bitStream.Write<uint16_t>(character);
}
bitStream.Write(preconditionID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendToggleGMInvis(LWOOBJID objectId, bool enabled, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::TOGGLE_GM_INVIS);
bitStream.Write(enabled); // does not matter?
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendSetName(LWOOBJID objectID, std::u16string name, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::SET_NAME);
bitStream.Write<uint32_t>(name.size());
for (size_t i = 0; i < name.size(); ++i)
bitStream.Write(name[i]);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendBBBSaveResponse(const LWOOBJID& objectId, const LWOOBJID& localID, unsigned char* buffer, uint32_t bufferSize, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::BBB_SAVE_RESPONSE);
bitStream.Write(localID);
//Write a fake sd0 header:
bitStream.Write<unsigned char>(0x73); //s
bitStream.Write<unsigned char>(0x64); //d
bitStream.Write<unsigned char>(0x30); //0
bitStream.Write<unsigned char>(0x01); //1
bitStream.Write<unsigned char>(0xFF); //end magic
bitStream.Write(bufferSize);
for (size_t i = 0; i < bufferSize; ++i)
bitStream.Write(buffer[i]);
SEND_PACKET;
}
// Property
void GameMessages::SendOpenPropertyVendor(const LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::OPEN_PROPERTY_VENDOR);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendOpenPropertyManagment(const LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(PropertyManagementComponent::Instance()->GetParent()->GetObjectID());
bitStream.Write(eGameMessageType::OPEN_PROPERTY_MANAGEMENT);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendDownloadPropertyData(const LWOOBJID objectId, const PropertyDataMessage& data, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::DOWNLOAD_PROPERTY_DATA);
data.Serialize(bitStream);
LOG("(%llu) sending property data (%d)", objectId, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPropertyRentalResponse(const LWOOBJID objectId, const LWOCLONEID cloneId, const uint32_t code, const LWOOBJID propertyId, const int64_t rentDue, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PROPERTY_RENTAL_RESPONSE);
bitStream.Write(cloneId);
bitStream.Write(code);
bitStream.Write(propertyId);
bitStream.Write(rentDue);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendLockNodeRotation(Entity* entity, std::string nodeName) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::LOCK_NODE_ROTATION);
bitStream.Write<uint32_t>(nodeName.size());
for (char character : nodeName) {
bitStream.Write(character);
}
SEND_PACKET_BROADCAST;
}
void GameMessages::SendSetBuildModeConfirmed(LWOOBJID objectId, const SystemAddress& sysAddr, bool start, bool warnVisitors, bool modePaused, int32_t modeValue, LWOOBJID playerId, NiPoint3 startPos) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_BUILD_MODE_CONFIRMED);
bitStream.Write(start);
bitStream.Write(warnVisitors);
bitStream.Write(modePaused);
bitStream.Write1();
bitStream.Write(modeValue);
bitStream.Write(playerId);
bitStream.Write1();
bitStream.Write(startPos);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendGetModelsOnProperty(LWOOBJID objectId, std::map<LWOOBJID, LWOOBJID> models, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::GET_MODELS_ON_PROPERTY);
bitStream.Write<uint32_t>(models.size());
for (const auto& pair : models) {
bitStream.Write(pair.first);
bitStream.Write(pair.second);
}
LOG("Sending property models to (%llu) (%d)", objectId, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendZonePropertyModelEquipped(LWOOBJID objectId, LWOOBJID playerId, LWOOBJID propertyId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ZONE_PROPERTY_MODEL_EQUIPPED);
bitStream.Write(playerId);
bitStream.Write(propertyId);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPlaceModelResponse(LWOOBJID objectId, const SystemAddress& sysAddr, NiPoint3 position,
LWOOBJID plaque, int32_t response, NiQuaternion rotation) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PLACE_MODEL_RESPONSE);
bitStream.Write(position != NiPoint3Constant::ZERO);
if (position != NiPoint3Constant::ZERO) {
bitStream.Write(position);
}
bitStream.Write(plaque != LWOOBJID_EMPTY);
if (plaque != LWOOBJID_EMPTY) {
bitStream.Write(plaque);
}
bitStream.Write(response != 0);
if (response != 0) {
bitStream.Write(response);
}
bitStream.Write(rotation != NiQuaternionConstant::IDENTITY);
if (rotation != NiQuaternionConstant::IDENTITY) {
bitStream.Write(response);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendUGCEquipPreCreateBasedOnEditMode(LWOOBJID objectId, const SystemAddress& sysAddr, int modelCount, LWOOBJID model) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::HANDLE_UGC_POST_CREATE_BASED_ON_EDIT_MODE);
bitStream.Write(modelCount);
bitStream.Write(model);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendUGCEquipPostDeleteBasedOnEditMode(LWOOBJID objectId, const SystemAddress& sysAddr, LWOOBJID inventoryItem, int itemTotal) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::HANDLE_UGC_POST_DELETE_BASED_ON_EDIT_MODE);
bitStream.Write(inventoryItem);
bitStream.Write(itemTotal != 0);
if (itemTotal != 0) {
bitStream.Write(itemTotal);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleSetPropertyAccess(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint8_t accessType{};
int32_t renew{};
bool accessTypeIsDefault{};
inStream.Read(accessTypeIsDefault);
if (accessTypeIsDefault != 0) inStream.Read(accessType);
bool renewIsDefault{};
inStream.Read(renewIsDefault);
if (renewIsDefault != 0) inStream.Read(renew);
LOG("Set privacy option to: %i", accessType);
if (PropertyManagementComponent::Instance() == nullptr) return;
PropertyManagementComponent::Instance()->SetPrivacyOption(static_cast<PropertyPrivacyOption>(accessType));
}
void GameMessages::HandleUnUseModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool unknown{};
LWOOBJID objIdToAddToInventory{};
inStream.Read(unknown);
inStream.Read(objIdToAddToInventory);
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent) {
auto* inventory = inventoryComponent->GetInventory(eInventoryType::MODELS_IN_BBB);
auto* item = inventory->FindItemById(objIdToAddToInventory);
if (item) {
inventoryComponent->MoveItemToInventory(item, eInventoryType::MODELS, 1);
} else {
LOG("item id %llu not found in MODELS_IN_BBB inventory, likely because it does not exist", objIdToAddToInventory);
}
}
if (unknown) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
bitStream.Write<LWOOBJID>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
bitStream.Write(eBlueprintSaveResponseType::PlacementFailed); // Sending a non-zero error code here prevents the client from deleting its in progress build for some reason?
bitStream.Write<uint32_t>(0);
SEND_PACKET;
}
}
void GameMessages::HandleUpdatePropertyOrModelForFilterCheck(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool isProperty{};
LWOOBJID objectId{};
LWOOBJID playerId{};
LWOOBJID worldId{};
uint32_t nameLength{};
std::u16string name{};
uint32_t descriptionLength{};
std::u16string description{};
inStream.Read(isProperty);
inStream.Read(objectId);
inStream.Read(playerId);
inStream.Read(worldId);
inStream.Read(descriptionLength);
for (uint32_t i = 0; i < descriptionLength; ++i) {
uint16_t character;
inStream.Read(character);
description.push_back(character);
}
inStream.Read(nameLength);
for (uint32_t i = 0; i < nameLength; ++i) {
uint16_t character;
inStream.Read(character);
name.push_back(character);
}
PropertyManagementComponent::Instance()->UpdatePropertyDetails(GeneralUtils::UTF16ToWTF8(name), GeneralUtils::UTF16ToWTF8(description));
}
void GameMessages::HandleQueryPropertyData(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LOG("Entity (%i) requesting data", entity->GetLOT());
/*
auto entites = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::PROPERTY_VENDOR);
entity = entites[0];
*/
auto* propertyVendorComponent = static_cast<PropertyVendorComponent*>(entity->GetComponent(eReplicaComponentType::PROPERTY_VENDOR));
if (propertyVendorComponent != nullptr) {
propertyVendorComponent->OnQueryPropertyData(entity, sysAddr);
}
/*
entites = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::PROPERTY_MANAGEMENT);
entity = entites[0];
*/
auto* propertyManagerComponent = static_cast<PropertyManagementComponent*>(entity->GetComponent(eReplicaComponentType::PROPERTY_MANAGEMENT));
if (propertyManagerComponent != nullptr) {
propertyManagerComponent->OnQueryPropertyData(entity, sysAddr);
}
}
void GameMessages::HandleSetBuildMode(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool start{};
int32_t distanceType = -1;
bool modePaused{};
int modeValue = 1;
LWOOBJID playerId{};
NiPoint3 startPosition = NiPoint3Constant::ZERO;
inStream.Read(start);
if (inStream.ReadBit())
inStream.Read(distanceType);
inStream.Read(modePaused);
if (inStream.ReadBit())
inStream.Read(modeValue);
inStream.Read(playerId);
if (inStream.ReadBit())
inStream.Read(startPosition);
auto* player = Game::entityManager->GetEntity(playerId);
if (startPosition == NiPoint3Constant::ZERO) {
startPosition = player->GetPosition();
}
player->GetCharacter()->SetBuildMode(start);
LOG("Sending build mode confirm (%i): (%d) (%i) (%d) (%i) (%llu)", entity->GetLOT(), start, distanceType, modePaused, modeValue, playerId);
SendSetBuildModeConfirmed(entity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS, start, false, modePaused, modeValue, playerId, startPosition);
}
void GameMessages::HandleStartBuildingWithItem(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
if (!entity->HasComponent(eReplicaComponentType::PROPERTY_MANAGEMENT)) {
return;
}
bool firstTime{};
bool success{};
int32_t sourceBag{};
LWOOBJID sourceId{};
LOT sourceLot{};
int32_t sourceType{};
LWOOBJID targetId{};
LOT targetLot{};
NiPoint3 targetPosition{};
int32_t targetType{};
inStream.Read(firstTime);
inStream.Read(success);
inStream.Read(sourceBag);
inStream.Read(sourceId);
inStream.Read(sourceLot);
inStream.Read(sourceType);
inStream.Read(targetId);
inStream.Read(targetLot);
inStream.Read(targetPosition);
inStream.Read(targetType);
if (sourceType == 1) {
sourceType = 4;
}
LOG("Handling start building with item (%i): (%d) (%d) (%i) (%llu) (%i) (%i) (%llu) (%i) (%i)", entity->GetLOT(), firstTime, success, sourceBag, sourceId, sourceLot, sourceType, targetId, targetLot, targetType);
auto* user = UserManager::Instance()->GetUser(sysAddr);
auto* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
SendStartArrangingWithItem(
player,
sysAddr,
firstTime,
entity->GetObjectID(),
player->GetPosition(),
sourceBag,
sourceId,
sourceLot,
sourceType,
targetId,
targetLot,
targetPosition,
targetType
);
}
void GameMessages::HandlePropertyEditorBegin(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
PropertyManagementComponent::Instance()->OnStartBuilding();
Game::zoneManager->GetZoneControlObject()->OnZonePropertyEditBegin();
}
void GameMessages::HandlePropertyEditorEnd(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
PropertyManagementComponent::Instance()->OnFinishBuilding();
Game::zoneManager->GetZoneControlObject()->OnZonePropertyEditEnd();
}
void GameMessages::HandlePropertyContentsFromClient(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
User* user = UserManager::Instance()->GetUser(sysAddr);
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
SendGetModelsOnProperty(player->GetObjectID(), PropertyManagementComponent::Instance()->GetModels(), UNASSIGNED_SYSTEM_ADDRESS);
}
void GameMessages::HandlePropertyModelEquipped(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
Game::zoneManager->GetZoneControlObject()->OnZonePropertyModelEquipped();
}
void GameMessages::HandlePlacePropertyModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID model;
inStream.Read(model);
PropertyManagementComponent::Instance()->UpdateModelPosition(model, NiPoint3Constant::ZERO, NiQuaternionConstant::IDENTITY);
}
void GameMessages::HandleUpdatePropertyModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID model;
NiPoint3 position;
NiQuaternion rotation = NiQuaternionConstant::IDENTITY;
inStream.Read(model);
inStream.Read(position);
if (inStream.ReadBit()) {
inStream.Read(rotation);
}
PropertyManagementComponent::Instance()->UpdateModelPosition(model, position, rotation);
}
void GameMessages::HandleDeletePropertyModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID model = LWOOBJID_EMPTY;
int deleteReason = 0;
if (inStream.ReadBit()) {
inStream.Read(model);
}
if (inStream.ReadBit()) {
inStream.Read(deleteReason);
}
PropertyManagementComponent::Instance()->DeleteModel(model, deleteReason);
}
void GameMessages::HandleBBBLoadItemRequest(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID previousItemID = LWOOBJID_EMPTY;
inStream.Read(previousItemID);
LOG("Load item request for: %lld", previousItemID);
LWOOBJID newId = previousItemID;
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent) {
auto* inventory = inventoryComponent->GetInventory(eInventoryType::MODELS);
auto* itemToMove = inventory->FindItemById(previousItemID);
if (itemToMove) {
LOT previousLot = itemToMove->GetLot();
inventoryComponent->MoveItemToInventory(itemToMove, eInventoryType::MODELS_IN_BBB, 1, false);
auto* destinationInventory = inventoryComponent->GetInventory(eInventoryType::MODELS_IN_BBB);
if (destinationInventory) {
auto* movedItem = destinationInventory->FindItemByLot(previousLot);
if (movedItem) newId = movedItem->GetId();
}
} else {
LOG("item id %llu not found in MODELS inventory, likely because it does not exist", previousItemID);
}
}
// Second argument always true (successful) for now
SendBlueprintLoadItemResponse(sysAddr, true, previousItemID, newId);
}
void GameMessages::SendBlueprintLoadItemResponse(const SystemAddress& sysAddr, bool success, LWOOBJID oldItemId, LWOOBJID newItemId) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_LOAD_RESPONSE_ITEMID);
bitStream.Write<uint8_t>(success);
bitStream.Write<LWOOBJID>(oldItemId);
bitStream.Write<LWOOBJID>(newItemId);
SEND_PACKET;
}
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void GameMessages::SendSmash(Entity* entity, float force, float ghostOpacity, LWOOBJID killerID, bool ignoreObjectVisibility) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SMASH);
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bitStream.Write(ignoreObjectVisibility);
bitStream.Write(force);
bitStream.Write(ghostOpacity);
bitStream.Write(killerID);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendUnSmash(Entity* entity, LWOOBJID builderID, float duration) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::UN_SMASH);
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bitStream.Write(builderID != LWOOBJID_EMPTY);
if (builderID != LWOOBJID_EMPTY) bitStream.Write(builderID);
bitStream.Write(duration != 3.0f);
if (duration != 3.0f) bitStream.Write(duration);
SEND_PACKET_BROADCAST;
}
void GameMessages::HandleControlBehaviors(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
AMFDeserialize reader;
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std::unique_ptr<AMFArrayValue> amfArguments{ static_cast<AMFArrayValue*>(reader.Read(inStream)) };
if (amfArguments->GetValueType() != eAmf::Array) return;
uint32_t commandLength{};
inStream.Read(commandLength);
std::string command;
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command.reserve(commandLength);
for (uint32_t i = 0; i < commandLength; ++i) {
unsigned char character;
inStream.Read(character);
command.push_back(character);
}
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auto* const owner = PropertyManagementComponent::Instance()->GetOwner();
if (!owner) return;
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ControlBehaviors::Instance().ProcessCommand(entity, *amfArguments, command, owner);
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}
void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
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/*
___ ___
/\ /\___ _ __ ___ / __\ ___ / \_ __ __ _ __ _ ___ _ __ ___
/ /_/ / _ \ '__/ _ \ /__\/// _ \ / /\ / '__/ _` |/ _` |/ _ \| '_ \/ __|
/ __ / __/ | | __/ / \/ \ __/ / /_//| | | (_| | (_| | (_) | | | \__ \
\/ /_/ \___|_| \___| \_____/\___| /___,' |_| \__,_|\__, |\___/|_| |_|___/
|___/
___ _
/ __\ _____ ____ _ _ __ ___ / \
/__\/// _ \ \ /\ / / _` | '__/ _ \/ /
/ \/ \ __/\ V V / (_| | | | __/\_/
\_____/\___| \_/\_/ \__,_|_| \___\/
<>=======()
(/\___ /|\\ ()==========<>_
\_/ | \\ //|\ ______/ \)
\_| \\ // | \_/
\|\/|\_ // /\/
(oo)\ \_// /
//_/\_\/ / |
@@/ |=\ \ |
\_=\_ \ |
\==\ \|\_ snd
__(\===\( )\
(((~) __(_/ |
(((~) \ /
______/ /
'------'
*/
LWOOBJID localId;
inStream.Read(localId);
Address Brick-By-Brick builds not properly saving and make migrations automatic (#725) * Properly store BBB in database Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml. Addressed several memory leaks as well. * Add Sd0Conversion Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data. Add zlib -> sd0 conversion. Files look good at a glance but should be tested in game to ensure stability. Tests to come. * moving to laptop ignore this commit. I need to move this to my laptop * Add functionality to delete bad models Adds functionality to delete bad models. Models are batched together and deleted in one commit. More testing is needed to ensure data safety. Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully. Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time. Valgrind tests need to be run as well to ensure no memory leaks exist. * Delete from query change Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc. * Address numerous bugs DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement. Added user confirmation before deleting a broken model. Address appending the string model appending bad data, causing excess deletion. Addressed memory leaks with sql::Blob * Error handling for string * Even more proper handling... * Add bounds check for cli command Output a message if a bad command is used. Update MasterServer.cpp * Remove user interference -Add back in mariadb build jobs so i dont nuke others systems - Remove all user interference and consolidate work into one command since 1 depends on the next. * Add comments test Revert "test" This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee. * Update CMakeMariaDBLists.txt Test * Improve migration runner Migration runner now runs automatically. - Resolved an issue where extremely large sql queries caused the database to go into an invalid state. - Made migrations run automatically on server start. - Resolved a tiny memory leak in migration runner? (discarded returned pointer) - Moved sd0 migrations of brick models to be run automatically with migration runner. - Created dummy file to tell when brick migrations have been run. * Update README Updated the README to reflect the new server migration state. * Make model deleter actually delete models My complicated sql actually did nothing... Tested that this new SQL properly gets rid of bad data. * Revert "Update CMakeMariaDBLists.txt" This reverts commit 8b859d8529755d7132cef072b2532589c098f683.
2022-10-24 22:20:36 +00:00
uint32_t sd0Size;
inStream.Read(sd0Size);
Address Brick-By-Brick builds not properly saving and make migrations automatic (#725) * Properly store BBB in database Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml. Addressed several memory leaks as well. * Add Sd0Conversion Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data. Add zlib -> sd0 conversion. Files look good at a glance but should be tested in game to ensure stability. Tests to come. * moving to laptop ignore this commit. I need to move this to my laptop * Add functionality to delete bad models Adds functionality to delete bad models. Models are batched together and deleted in one commit. More testing is needed to ensure data safety. Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully. Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time. Valgrind tests need to be run as well to ensure no memory leaks exist. * Delete from query change Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc. * Address numerous bugs DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement. Added user confirmation before deleting a broken model. Address appending the string model appending bad data, causing excess deletion. Addressed memory leaks with sql::Blob * Error handling for string * Even more proper handling... * Add bounds check for cli command Output a message if a bad command is used. Update MasterServer.cpp * Remove user interference -Add back in mariadb build jobs so i dont nuke others systems - Remove all user interference and consolidate work into one command since 1 depends on the next. * Add comments test Revert "test" This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee. * Update CMakeMariaDBLists.txt Test * Improve migration runner Migration runner now runs automatically. - Resolved an issue where extremely large sql queries caused the database to go into an invalid state. - Made migrations run automatically on server start. - Resolved a tiny memory leak in migration runner? (discarded returned pointer) - Moved sd0 migrations of brick models to be run automatically with migration runner. - Created dummy file to tell when brick migrations have been run. * Update README Updated the README to reflect the new server migration state. * Make model deleter actually delete models My complicated sql actually did nothing... Tested that this new SQL properly gets rid of bad data. * Revert "Update CMakeMariaDBLists.txt" This reverts commit 8b859d8529755d7132cef072b2532589c098f683.
2022-10-24 22:20:36 +00:00
std::shared_ptr<char[]> sd0Data(new char[sd0Size]);
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if (sd0Data == nullptr) return;
inStream.ReadAlignedBytes(reinterpret_cast<unsigned char*>(sd0Data.get()), sd0Size);
Address Brick-By-Brick builds not properly saving and make migrations automatic (#725) * Properly store BBB in database Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml. Addressed several memory leaks as well. * Add Sd0Conversion Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data. Add zlib -> sd0 conversion. Files look good at a glance but should be tested in game to ensure stability. Tests to come. * moving to laptop ignore this commit. I need to move this to my laptop * Add functionality to delete bad models Adds functionality to delete bad models. Models are batched together and deleted in one commit. More testing is needed to ensure data safety. Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully. Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time. Valgrind tests need to be run as well to ensure no memory leaks exist. * Delete from query change Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc. * Address numerous bugs DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement. Added user confirmation before deleting a broken model. Address appending the string model appending bad data, causing excess deletion. Addressed memory leaks with sql::Blob * Error handling for string * Even more proper handling... * Add bounds check for cli command Output a message if a bad command is used. Update MasterServer.cpp * Remove user interference -Add back in mariadb build jobs so i dont nuke others systems - Remove all user interference and consolidate work into one command since 1 depends on the next. * Add comments test Revert "test" This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee. * Update CMakeMariaDBLists.txt Test * Improve migration runner Migration runner now runs automatically. - Resolved an issue where extremely large sql queries caused the database to go into an invalid state. - Made migrations run automatically on server start. - Resolved a tiny memory leak in migration runner? (discarded returned pointer) - Moved sd0 migrations of brick models to be run automatically with migration runner. - Created dummy file to tell when brick migrations have been run. * Update README Updated the README to reflect the new server migration state. * Make model deleter actually delete models My complicated sql actually did nothing... Tested that this new SQL properly gets rid of bad data. * Revert "Update CMakeMariaDBLists.txt" This reverts commit 8b859d8529755d7132cef072b2532589c098f683.
2022-10-24 22:20:36 +00:00
uint32_t timeTaken;
inStream.Read(timeTaken);
/*
Disabled this, as it's kinda silly to do this roundabout way of storing plaintext lxfml, then recompressing
it to send it back to the client.
On DLU we had agreed that bricks wouldn't be taken anyway, but if your server decides otherwise, feel free to
comment this back out and add the needed code to get the bricks used from lxfml and take them from the inventory.
Note, in the live client it'll still display the bricks going out as they're being used, but on relog/world change,
they reappear as we didn't take them.
Address Brick-By-Brick builds not properly saving and make migrations automatic (#725) * Properly store BBB in database Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml. Addressed several memory leaks as well. * Add Sd0Conversion Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data. Add zlib -> sd0 conversion. Files look good at a glance but should be tested in game to ensure stability. Tests to come. * moving to laptop ignore this commit. I need to move this to my laptop * Add functionality to delete bad models Adds functionality to delete bad models. Models are batched together and deleted in one commit. More testing is needed to ensure data safety. Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully. Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time. Valgrind tests need to be run as well to ensure no memory leaks exist. * Delete from query change Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc. * Address numerous bugs DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement. Added user confirmation before deleting a broken model. Address appending the string model appending bad data, causing excess deletion. Addressed memory leaks with sql::Blob * Error handling for string * Even more proper handling... * Add bounds check for cli command Output a message if a bad command is used. Update MasterServer.cpp * Remove user interference -Add back in mariadb build jobs so i dont nuke others systems - Remove all user interference and consolidate work into one command since 1 depends on the next. * Add comments test Revert "test" This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee. * Update CMakeMariaDBLists.txt Test * Improve migration runner Migration runner now runs automatically. - Resolved an issue where extremely large sql queries caused the database to go into an invalid state. - Made migrations run automatically on server start. - Resolved a tiny memory leak in migration runner? (discarded returned pointer) - Moved sd0 migrations of brick models to be run automatically with migration runner. - Created dummy file to tell when brick migrations have been run. * Update README Updated the README to reflect the new server migration state. * Make model deleter actually delete models My complicated sql actually did nothing... Tested that this new SQL properly gets rid of bad data. * Revert "Update CMakeMariaDBLists.txt" This reverts commit 8b859d8529755d7132cef072b2532589c098f683.
2022-10-24 22:20:36 +00:00
TODO Apparently the bricks are supposed to be taken via MoveInventoryBatch?
*/
////Decompress the SD0 from the client so we can process the lxfml properly
//uint8_t* outData = new uint8_t[327680];
//int32_t error;
//int32_t size = ZCompression::Decompress(inData, lxfmlSize, outData, 327680, error);
//if (size == -1) {
// LOG("Failed to decompress LXFML: (%i)", error);
// return;
//}
//
//std::string lxfml(reinterpret_cast<char*>(outData), size); //std::string version of the decompressed data!
//Now, the cave of dragons:
//We runs this in async because the http library here is blocking, meaning it'll halt the thread.
//But we don't want the server to go unresponsive, because then the client would disconnect.
2023-11-06 09:41:28 +00:00
//We need to get a new ID for our model first:
ObjectIDManager::RequestPersistentID([=](uint32_t newID) {
if (!entity || !entity->GetCharacter() || !entity->GetCharacter()->GetParentUser()) return;
2023-11-06 09:41:28 +00:00
LWOOBJID newIDL = newID;
GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
uint32_t blueprintIDSmall = ObjectIDManager::GenerateRandomObjectID();
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LWOOBJID blueprintID = blueprintIDSmall;
GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
//We need to get the propertyID: (stolen from Wincent's propertyManagementComp)
const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();
const auto zoneId = worldId.GetMapID();
const auto cloneId = worldId.GetCloneID();
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
auto propertyInfo = Database::Get()->GetPropertyInfo(zoneId, cloneId);
LWOOBJID propertyId = LWOOBJID_EMPTY;
if (propertyInfo) propertyId = propertyInfo->id;
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//Insert into ugc:
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
std::string str(sd0Data.get(), sd0Size);
std::istringstream sd0DataStream(str);
Database::Get()->InsertNewUgcModel(sd0DataStream, blueprintIDSmall, entity->GetCharacter()->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
2023-11-06 09:41:28 +00:00
//Insert into the db as a BBB model:
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
IPropertyContents::Model model;
model.id = newIDL;
model.ugcId = blueprintIDSmall;
model.position = NiPoint3Constant::ZERO;
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
model.rotation = NiQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
model.lot = 14;
Database::Get()->InsertNewPropertyModel(propertyId, model, "Objects_14_name");
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/*
Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream.
(or you uncomment the lxfml decomp stuff above)
*/
////Send off to UGC for processing, if enabled:
//if (Game::config->GetValue("ugc_remote") == "1") {
// std::string ugcIP = Game::config->GetValue("ugc_ip");
// int ugcPort = std::stoi(Game::config->GetValue("ugc_port"));
// httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^
// //Send out a request:
// std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml";
// cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml");
// //When the "put" above returns, it means that the UGC HTTP server is done processing our model &
// //the nif, hkx and checksum files are ready to be downloaded from cache.
//}
//Tell the client their model is saved: (this causes us to actually pop out of our current state):
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
bitStream.Write(localId);
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
bitStream.Write<uint32_t>(1);
bitStream.Write(blueprintID);
bitStream.Write<uint32_t>(sd0Size);
bitStream.WriteAlignedBytes(reinterpret_cast<unsigned char*>(sd0Data.get()), sd0Size);
SEND_PACKET;
//Now we have to construct this object:
EntityInfo info;
info.lot = 14;
info.pos = {};
info.rot = {};
info.spawner = nullptr;
info.spawnerID = entity->GetObjectID();
info.spawnerNodeID = 0;
LDFBaseData* ldfBlueprintID = new LDFData<LWOOBJID>(u"blueprintid", blueprintID);
LDFBaseData* componentWhitelist = new LDFData<int>(u"componentWhitelist", 1);
LDFBaseData* modelType = new LDFData<int>(u"modelType", 2);
LDFBaseData* propertyObjectID = new LDFData<bool>(u"propertyObjectID", true);
LDFBaseData* userModelID = new LDFData<LWOOBJID>(u"userModelID", newIDL);
info.settings.push_back(ldfBlueprintID);
info.settings.push_back(componentWhitelist);
info.settings.push_back(modelType);
info.settings.push_back(propertyObjectID);
info.settings.push_back(userModelID);
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
if (newEntity) {
Game::entityManager->ConstructEntity(newEntity);
//Make sure the propMgmt doesn't delete our model after the server dies
//Trying to do this after the entity is constructed. Shouldn't really change anything but
//there was an issue with builds not appearing since it was placed above ConstructEntity.
PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), newIDL);
}
});
}
void GameMessages::HandlePropertyEntranceSync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool includeNullAddress{};
bool includeNullDescription{};
bool playerOwn{};
bool updateUi{};
int32_t numResults{};
int32_t reputation{};
int32_t sortMethod{};
int32_t startIndex{};
uint32_t filterTextLength{};
std::string filterText{};
inStream.Read(includeNullAddress);
inStream.Read(includeNullDescription);
inStream.Read(playerOwn);
inStream.Read(updateUi);
inStream.Read(numResults);
inStream.Read(reputation);
inStream.Read(sortMethod);
inStream.Read(startIndex);
inStream.Read(filterTextLength);
for (auto i = 0u; i < filterTextLength; i++) {
char c;
inStream.Read(c);
filterText.push_back(c);
}
auto* player = PlayerManager::GetPlayer(sysAddr);
auto* entranceComponent = entity->GetComponent<PropertyEntranceComponent>();
if (entranceComponent == nullptr) return;
entranceComponent->OnPropertyEntranceSync(player,
includeNullAddress,
includeNullDescription,
playerOwn,
updateUi,
numResults,
reputation,
sortMethod,
startIndex,
filterText,
sysAddr
);
}
void GameMessages::HandleEnterProperty(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint32_t index{};
bool returnToZone{};
inStream.Read(index);
inStream.Read(returnToZone);
auto* player = PlayerManager::GetPlayer(sysAddr);
auto* entranceComponent = entity->GetComponent<PropertyEntranceComponent>();
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if (entranceComponent != nullptr) {
entranceComponent->OnEnterProperty(player, index, returnToZone, sysAddr);
return;
}
auto multiZoneEntranceComponent = entity->GetComponent<MultiZoneEntranceComponent>();
if (multiZoneEntranceComponent != nullptr) {
multiZoneEntranceComponent->OnSelectWorld(player, index);
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}
}
void GameMessages::HandleSetConsumableItem(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LOT lot;
inStream.Read(lot);
auto* inventory = entity->GetComponent<InventoryComponent>();
if (inventory == nullptr) return;
inventory->SetConsumable(lot);
}
void GameMessages::SendPlayCinematic(LWOOBJID objectId, std::u16string pathName, const SystemAddress& sysAddr,
bool allowGhostUpdates, bool bCloseMultiInteract, bool bSendServerNotify, bool bUseControlledObjectForAudioListener,
eEndBehavior endBehavior, bool hidePlayerDuringCine, float leadIn, bool leavePlayerLockedWhenFinished,
bool lockPlayer, bool result, bool skipIfSamePath, float startTimeAdvance) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PLAY_CINEMATIC);
bitStream.Write(allowGhostUpdates);
bitStream.Write(bCloseMultiInteract);
bitStream.Write(bSendServerNotify);
bitStream.Write(bUseControlledObjectForAudioListener);
bitStream.Write(endBehavior != eEndBehavior::RETURN);
if (endBehavior != eEndBehavior::RETURN) bitStream.Write(endBehavior);
bitStream.Write(hidePlayerDuringCine);
bitStream.Write(leadIn != -1);
if (leadIn != -1) bitStream.Write(leadIn);
bitStream.Write(leavePlayerLockedWhenFinished);
bitStream.Write(lockPlayer);
bitStream.Write<uint32_t>(pathName.size());
for (char16_t c : pathName) {
bitStream.Write(c);
}
bitStream.Write(result);
bitStream.Write(skipIfSamePath);
bitStream.Write(startTimeAdvance);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendEndCinematic(LWOOBJID objectId, std::u16string pathName, const SystemAddress& sysAddr,
float leadOut, bool leavePlayerLocked) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::END_CINEMATIC);
bitStream.Write(leadOut != -1);
if (leadOut != -1) bitStream.Write(leadOut);
bitStream.Write(leavePlayerLocked);
bitStream.Write<uint32_t>(pathName.size());
for (uint32_t i = 0; i < pathName.size(); i++) {
bitStream.Write(pathName[i]);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleCinematicUpdate(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
eCinematicEvent event;
if (!inStream.ReadBit()) {
event = eCinematicEvent::STARTED;
} else {
inStream.Read<eCinematicEvent>(event);
}
float_t overallTime;
if (!inStream.ReadBit()) {
overallTime = -1.0f;
} else {
inStream.Read<float_t>(overallTime);
}
uint32_t pathNameLength;
inStream.Read(pathNameLength);
std::u16string pathName;
for (size_t i = 0; i < pathNameLength; i++) {
char16_t character;
inStream.Read(character);
pathName.push_back(character);
}
float_t pathTime;
if (!inStream.ReadBit()) {
pathTime = -1.0f;
} else {
inStream.Read<float_t>(pathTime);
}
int32_t waypoint;
if (!inStream.ReadBit()) {
waypoint = -1;
} else {
inStream.Read<int32_t>(waypoint);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
for (Entity* scriptEntity : scriptedActs) {
scriptEntity->OnCinematicUpdate(scriptEntity, entity, event, pathName, pathTime, overallTime, waypoint);
}
}
void GameMessages::SendSetStunned(LWOOBJID objectId, eStateChangeType stateChangeType, const SystemAddress& sysAddr,
LWOOBJID originator, bool bCantAttack, bool bCantEquip,
bool bCantInteract, bool bCantJump, bool bCantMove, bool bCantTurn,
bool bCantUseItem, bool bDontTerminateInteract, bool bIgnoreImmunity,
bool bCantAttackOutChangeWasApplied, bool bCantEquipOutChangeWasApplied,
bool bCantInteractOutChangeWasApplied, bool bCantJumpOutChangeWasApplied,
bool bCantMoveOutChangeWasApplied, bool bCantTurnOutChangeWasApplied,
bool bCantUseItemOutChangeWasApplied) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_STUNNED);
bitStream.Write(originator != LWOOBJID_EMPTY);
if (originator != LWOOBJID_EMPTY) bitStream.Write(originator);
bitStream.Write(stateChangeType);
bitStream.Write(bCantAttack);
bitStream.Write(bCantAttackOutChangeWasApplied);
bitStream.Write(bCantEquip);
bitStream.Write(bCantEquipOutChangeWasApplied);
bitStream.Write(bCantInteract);
bitStream.Write(bCantInteractOutChangeWasApplied);
bitStream.Write(bCantJump);
bitStream.Write(bCantJumpOutChangeWasApplied);
bitStream.Write(bCantMove);
bitStream.Write(bCantMoveOutChangeWasApplied);
bitStream.Write(bCantTurn);
bitStream.Write(bCantTurnOutChangeWasApplied);
bitStream.Write(bCantUseItem);
bitStream.Write(bCantUseItemOutChangeWasApplied);
bitStream.Write(bDontTerminateInteract);
bitStream.Write(bIgnoreImmunity);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendSetStunImmunity(LWOOBJID target, eStateChangeType state, const SystemAddress& sysAddr,
LWOOBJID originator,
bool bImmuneToStunAttack,
bool bImmuneToStunEquip,
bool bImmuneToStunInteract,
bool bImmuneToStunJump,
bool bImmuneToStunMove,
bool bImmuneToStunTurn,
bool bImmuneToStunUseItem) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(target);
bitStream.Write(eGameMessageType::SET_STUN_IMMUNITY);
bitStream.Write(originator != LWOOBJID_EMPTY);
if (originator != LWOOBJID_EMPTY) bitStream.Write(originator);
bitStream.Write(state);
bitStream.Write(bImmuneToStunAttack);
bitStream.Write(bImmuneToStunEquip);
bitStream.Write(bImmuneToStunInteract);
bitStream.Write(bImmuneToStunJump);
bitStream.Write(bImmuneToStunMove);
bitStream.Write(bImmuneToStunTurn);
bitStream.Write(bImmuneToStunUseItem);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendSetStatusImmunity(LWOOBJID objectId, eStateChangeType state, const SystemAddress& sysAddr,
bool bImmuneToBasicAttack,
bool bImmuneToDamageOverTime,
bool bImmuneToKnockback,
bool bImmuneToInterrupt,
bool bImmuneToSpeed,
bool bImmuneToImaginationGain,
bool bImmuneToImaginationLoss,
bool bImmuneToQuickbuildInterrupt,
bool bImmuneToPullToPoint) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_STATUS_IMMUNITY);
bitStream.Write(state);
bitStream.Write(bImmuneToBasicAttack);
bitStream.Write(bImmuneToDamageOverTime);
bitStream.Write(bImmuneToKnockback);
bitStream.Write(bImmuneToInterrupt);
bitStream.Write(bImmuneToSpeed);
bitStream.Write(bImmuneToImaginationGain);
bitStream.Write(bImmuneToImaginationLoss);
bitStream.Write(bImmuneToQuickbuildInterrupt);
bitStream.Write(bImmuneToPullToPoint);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendOrientToAngle(LWOOBJID objectId, bool bRelativeToCurrent, float fAngle, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ORIENT_TO_ANGLE);
bitStream.Write(bRelativeToCurrent);
bitStream.Write(fAngle);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendAddRunSpeedModifier(LWOOBJID objectId, LWOOBJID caster, uint32_t modifier, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ADD_RUN_SPEED_MODIFIER);
bitStream.Write(caster != LWOOBJID_EMPTY);
if (caster != LWOOBJID_EMPTY) bitStream.Write(caster);
bitStream.Write(modifier != 500);
if (modifier != 500) bitStream.Write(modifier);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRemoveRunSpeedModifier(LWOOBJID objectId, uint32_t modifier, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::REMOVE_RUN_SPEED_MODIFIER);
bitStream.Write(modifier != 500);
if (modifier != 500) bitStream.Write(modifier);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPropertyEntranceBegin(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PROPERTY_ENTRANCE_BEGIN);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPropertySelectQuery(LWOOBJID objectId, int32_t navOffset, bool thereAreMore, int32_t cloneId, bool hasFeaturedProperty, bool wasFriends, const std::vector<PropertySelectQueryProperty>& entries, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PROPERTY_SELECT_QUERY);
bitStream.Write(navOffset);
bitStream.Write(thereAreMore);
bitStream.Write(cloneId);
bitStream.Write(hasFeaturedProperty);
bitStream.Write(wasFriends);
bitStream.Write<uint32_t>(entries.size());
for (auto& entry : entries) {
entry.Serialize(bitStream);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyObject(LWOOBJID objectId, LWOOBJID objIDSender, std::u16string name, const SystemAddress& sysAddr, int param1, int param2) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_OBJECT);
bitStream.Write(objIDSender);
bitStream.Write<uint32_t>(name.size());
for (const auto character : name) {
bitStream.Write(character);
}
bitStream.Write(param1);
bitStream.Write(param2);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleVerifyAck(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bDifferent;
std::string sBitStream;
uint32_t uiHandle = 0;
bDifferent = inStream.ReadBit();
uint32_t sBitStreamLength = 0;
inStream.Read(sBitStreamLength);
for (uint64_t k = 0; k < sBitStreamLength; k++) {
uint8_t character;
inStream.Read(character);
sBitStream.push_back(character);
}
if (inStream.ReadBit()) {
inStream.Read(uiHandle);
}
}
void GameMessages::SendTeamPickupItem(LWOOBJID objectId, LWOOBJID lootID, LWOOBJID lootOwnerID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::TEAM_PICKUP_ITEM);
bitStream.Write(lootID);
bitStream.Write(lootOwnerID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
//Trading:
void GameMessages::SendServerTradeInvite(LWOOBJID objectId, bool bNeedInvitePopUp, LWOOBJID i64Requestor, std::u16string wsName, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SERVER_TRADE_INVITE);
bitStream.Write(bNeedInvitePopUp);
bitStream.Write(i64Requestor);
bitStream.Write<uint32_t>(wsName.size());
for (const auto character : wsName) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendServerTradeInitialReply(LWOOBJID objectId, LWOOBJID i64Invitee, int32_t resultType, std::u16string wsName, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SERVER_TRADE_INITIAL_REPLY);
bitStream.Write(i64Invitee);
bitStream.Write(resultType);
bitStream.Write<uint32_t>(wsName.size());
for (const auto character : wsName) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendServerTradeFinalReply(LWOOBJID objectId, bool bResult, LWOOBJID i64Invitee, std::u16string wsName, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SERVER_TRADE_FINAL_REPLY);
bitStream.Write(bResult);
bitStream.Write(i64Invitee);
bitStream.Write<uint32_t>(wsName.size());
for (const auto character : wsName) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendServerTradeAccept(LWOOBJID objectId, bool bFirst, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SERVER_TRADE_ACCEPT);
bitStream.Write(bFirst);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendServerTradeCancel(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SERVER_TRADE_CANCEL);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendServerTradeUpdate(LWOOBJID objectId, uint64_t coins, const std::vector<TradeItem>& items, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SERVER_TRADE_UPDATE);
bitStream.Write(false);
bitStream.Write(coins);
bitStream.Write<uint32_t>(items.size());
for (const auto& item : items) {
bitStream.Write(item.itemId);
bitStream.Write(item.itemId);
bitStream.Write(item.itemLot);
bitStream.Write0();
bitStream.Write1();
bitStream.Write(item.itemCount);
bitStream.Write0();
bitStream.Write0();
bitStream.Write0();
bitStream.Write0();
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleClientTradeRequest(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
// Check if the player has restricted trade access
auto* character = entity->GetCharacter();
if (character->HasPermission(ePermissionMap::RestrictedTradeAccess)) {
// Send a message to the player
ChatPackets::SendSystemMessage(
sysAddr,
u"This character has restricted trade access."
);
return;
}
bool bNeedInvitePopUp = inStream.ReadBit();
LWOOBJID i64Invitee;
inStream.Read(i64Invitee);
auto* invitee = Game::entityManager->GetEntity(i64Invitee);
if (invitee != nullptr && invitee->IsPlayer()) {
character = invitee->GetCharacter();
if (character->HasPermission(ePermissionMap::RestrictedTradeAccess)) {
// Send a message to the player
ChatPackets::SendSystemMessage(
sysAddr,
u"The character you are trying to trade with has restricted trade access."
);
return;
}
LOG("Trade request to (%llu)", i64Invitee);
auto* trade = TradingManager::Instance()->GetPlayerTrade(entity->GetObjectID());
if (trade != nullptr) {
if (!trade->IsParticipant(i64Invitee)) {
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TradingManager::Instance()->CancelTrade(entity->GetObjectID(), trade->GetTradeId());
TradingManager::Instance()->NewTrade(entity->GetObjectID(), i64Invitee);
}
} else {
TradingManager::Instance()->NewTrade(entity->GetObjectID(), i64Invitee);
}
SendServerTradeInvite(
i64Invitee,
bNeedInvitePopUp,
entity->GetObjectID(),
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GeneralUtils::UTF8ToUTF16(entity->GetCharacter()->GetName()),
invitee->GetSystemAddress()
);
}
}
void GameMessages::HandleClientTradeCancel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
auto* trade = TradingManager::Instance()->GetPlayerTrade(entity->GetObjectID());
if (trade == nullptr) return;
LOG("Trade canceled from (%llu)", entity->GetObjectID());
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TradingManager::Instance()->CancelTrade(entity->GetObjectID(), trade->GetTradeId());
}
void GameMessages::HandleClientTradeAccept(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bFirst = inStream.ReadBit();
LOG("Trade accepted from (%llu) -> (%d)", entity->GetObjectID(), bFirst);
auto* trade = TradingManager::Instance()->GetPlayerTrade(entity->GetObjectID());
if (trade == nullptr) return;
trade->SetAccepted(entity->GetObjectID(), bFirst);
}
void GameMessages::HandleClientTradeUpdate(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint64_t currency;
uint32_t itemCount;
inStream.Read(currency);
inStream.Read(itemCount);
LOG("Trade update from (%llu) -> (%llu), (%i)", entity->GetObjectID(), currency, itemCount);
std::vector<TradeItem> items{};
for (size_t i = 0; i < itemCount; i++) {
LWOOBJID itemId;
LWOOBJID itemId2;
inStream.Read(itemId);
inStream.Read(itemId2);
LOT lot = 0;
LWOOBJID unknown1 = 0;
uint32_t unknown2 = 0;
uint16_t slot = 0;
uint32_t unknown3 = 0;
uint32_t ldfSize = 0;
bool unknown4;
inStream.Read(lot);
if (inStream.ReadBit()) {
inStream.Read(unknown1);
}
if (inStream.ReadBit()) {
inStream.Read(unknown2);
}
if (inStream.ReadBit()) {
inStream.Read(slot);
}
if (inStream.ReadBit()) {
inStream.Read(unknown3);
}
if (inStream.ReadBit()) // No
{
inStream.Read(ldfSize);
bool compressed = inStream.ReadBit();
if (compressed) {
uint32_t ldfCompressedSize = 0;
inStream.Read(ldfCompressedSize);
inStream.IgnoreBytes(ldfCompressedSize);
} else {
inStream.IgnoreBytes(ldfSize);
}
}
unknown4 = inStream.ReadBit();
items.push_back({ itemId, lot, unknown2 });
LOG("Trade item from (%llu) -> (%llu)/(%llu), (%i), (%llu), (%i), (%i)", entity->GetObjectID(), itemId, itemId2, lot, unknown1, unknown2, unknown3);
}
auto* trade = TradingManager::Instance()->GetPlayerTrade(entity->GetObjectID());
if (trade == nullptr) return;
trade->SetCoins(entity->GetObjectID(), currency);
trade->SetItems(entity->GetObjectID(), items);
trade->SendUpdateToOther(entity->GetObjectID());
}
//Pets:
void GameMessages::SendNotifyPetTamingMinigame(LWOOBJID objectId, LWOOBJID petId, LWOOBJID playerTamingId, bool bForceTeleport, ePetTamingNotifyType notifyType, NiPoint3 petsDestPos, NiPoint3 telePos, NiQuaternion teleRot, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_PET_TAMING_MINIGAME);
bitStream.Write(petId);
bitStream.Write(playerTamingId);
bitStream.Write(bForceTeleport);
bitStream.Write(notifyType);
bitStream.Write(petsDestPos);
bitStream.Write(telePos);
const bool hasDefault = teleRot != NiQuaternionConstant::IDENTITY;
bitStream.Write(hasDefault);
if (hasDefault) bitStream.Write(teleRot);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyTamingModelLoadedOnServer(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_TAMING_MODEL_LOADED_ON_SERVER);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyPetTamingPuzzleSelected(LWOOBJID objectId, const std::vector<Brick>& bricks, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_TAMING_PUZZLE_SELECTED);
bitStream.Write<uint32_t>(bricks.size());
for (const auto& brick : bricks) {
bitStream.Write(brick.designerID);
bitStream.Write(brick.materialID);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPetTamingTryBuildResult(LWOOBJID objectId, bool bSuccess, int32_t iNumCorrect, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PET_TAMING_TRY_BUILD_RESULT);
bitStream.Write(bSuccess);
bitStream.Write(iNumCorrect != 0);
if (iNumCorrect != 0) bitStream.Write(iNumCorrect);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPetResponse(LWOOBJID objectId, LWOOBJID objIDPet, int32_t iPetCommandType, int32_t iResponse, int32_t iTypeID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PET_RESPONSE);
bitStream.Write(objIDPet);
bitStream.Write(iPetCommandType);
bitStream.Write(iResponse);
bitStream.Write(iTypeID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendAddPetToPlayer(LWOOBJID objectId, int32_t iElementalType, std::u16string name, LWOOBJID petDBID, LOT petLOT, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ADD_PET_TO_PLAYER);
bitStream.Write(iElementalType);
bitStream.Write<uint32_t>(name.size());
for (const auto character : name) {
bitStream.Write(character);
}
bitStream.Write(petDBID);
bitStream.Write(petLOT);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRegisterPetID(LWOOBJID objectId, LWOOBJID objID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::REGISTER_PET_ID);
bitStream.Write(objID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRegisterPetDBID(LWOOBJID objectId, LWOOBJID petDBID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::REGISTER_PET_DBID);
bitStream.Write(petDBID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendMarkInventoryItemAsActive(LWOOBJID objectId, bool bActive, eUnequippableActiveType iType, LWOOBJID itemID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::MARK_INVENTORY_ITEM_AS_ACTIVE);
bitStream.Write(bActive);
bitStream.Write(iType != eUnequippableActiveType::INVALID);
if (iType != eUnequippableActiveType::INVALID) bitStream.Write(iType);
bitStream.Write(itemID != LWOOBJID_EMPTY);
if (itemID != LWOOBJID_EMPTY) bitStream.Write(itemID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendClientExitTamingMinigame(LWOOBJID objectId, bool bVoluntaryExit, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::CLIENT_EXIT_TAMING_MINIGAME);
bitStream.Write(bVoluntaryExit);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendShowPetActionButton(const LWOOBJID objectId, const ePetAbilityType petAbility, const bool bShow, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SHOW_PET_ACTION_BUTTON);
bitStream.Write(petAbility);
bitStream.Write(bShow);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPlayEmote(LWOOBJID objectId, int32_t emoteID, LWOOBJID target, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PLAY_EMOTE);
bitStream.Write(emoteID);
bitStream.Write(target);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRemoveBuff(Entity* entity, bool fromUnEquip, bool removeImmunity, uint32_t buffId) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::REMOVE_BUFF);
bitStream.Write(false); // bFromRemoveBehavior but setting this to true makes the GM not do anything on the client?
bitStream.Write(fromUnEquip);
bitStream.Write(removeImmunity);
bitStream.Write(buffId);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendBouncerActiveStatus(LWOOBJID objectId, bool bActive, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::BOUNCER_ACTIVE_STATUS);
bitStream.Write(bActive);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendSetPetName(LWOOBJID objectId, std::u16string name, LWOOBJID petDBID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_PET_NAME);
bitStream.Write<uint32_t>(name.size());
for (const auto character : name) {
bitStream.Write(character);
}
bitStream.Write(petDBID != LWOOBJID_EMPTY);
if (petDBID != LWOOBJID_EMPTY) bitStream.Write(petDBID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendSetPetNameModerated(LWOOBJID objectId, LWOOBJID petDBID, int32_t nModerationStatus, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_PET_NAME_MODERATED);
bitStream.Write(petDBID != LWOOBJID_EMPTY);
if (petDBID != LWOOBJID_EMPTY) bitStream.Write(petDBID);
bitStream.Write(nModerationStatus);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendPetNameChanged(LWOOBJID objectId, int32_t moderationStatus, std::u16string name, std::u16string ownerName, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::PET_NAME_CHANGED);
bitStream.Write(moderationStatus);
bitStream.Write<uint32_t>(name.size());
for (const auto character : name) {
bitStream.Write(character);
}
bitStream.Write<uint32_t>(ownerName.size());
for (const auto character : ownerName) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleClientExitTamingMinigame(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bVoluntaryExit = inStream.ReadBit();
auto* petComponent = PetComponent::GetTamingPet(entity->GetObjectID());
if (petComponent == nullptr) {
return;
}
petComponent->ClientExitTamingMinigame(bVoluntaryExit);
}
void GameMessages::HandleStartServerPetMinigameTimer(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
auto* petComponent = PetComponent::GetTamingPet(entity->GetObjectID());
if (petComponent == nullptr) {
return;
}
petComponent->StartTimer();
}
void GameMessages::HandlePetTamingTryBuild(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint32_t brickCount;
std::vector<Brick> bricks;
bool clientFailed;
inStream.Read(brickCount);
bricks.reserve(brickCount);
for (uint32_t i = 0; i < brickCount; i++) {
Brick brick;
inStream.Read(brick);
bricks.push_back(brick);
}
clientFailed = inStream.ReadBit();
auto* petComponent = PetComponent::GetTamingPet(entity->GetObjectID());
if (petComponent == nullptr) {
return;
}
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petComponent->TryBuild(bricks.size(), clientFailed);
}
void GameMessages::HandleNotifyTamingBuildSuccess(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
NiPoint3 position;
inStream.Read(position);
auto* petComponent = PetComponent::GetTamingPet(entity->GetObjectID());
if (petComponent == nullptr) {
return;
}
petComponent->NotifyTamingBuildSuccess(position);
}
void GameMessages::HandleRequestSetPetName(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint32_t nameLength;
std::u16string name;
inStream.Read(nameLength);
for (size_t i = 0; i < nameLength; i++) {
char16_t character;
inStream.Read(character);
name.push_back(character);
}
auto* petComponent = PetComponent::GetTamingPet(entity->GetObjectID());
if (petComponent == nullptr) {
petComponent = PetComponent::GetActivePet(entity->GetObjectID());
if (petComponent == nullptr) {
return;
}
}
petComponent->RequestSetPetName(name);
}
void GameMessages::HandleCommandPet(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
NiPoint3 genericPosInfo;
LWOOBJID objIdSource;
int32_t iPetCommandType;
int32_t iTypeID;
bool overrideObey;
inStream.Read(genericPosInfo);
inStream.Read(objIdSource);
inStream.Read(iPetCommandType);
inStream.Read(iTypeID);
overrideObey = inStream.ReadBit();
auto* petComponent = entity->GetComponent<PetComponent>();
if (petComponent == nullptr) {
return;
}
petComponent->Command(genericPosInfo, objIdSource, iPetCommandType, iTypeID, overrideObey);
}
void GameMessages::HandleDespawnPet(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bDeletePet;
bDeletePet = inStream.ReadBit();
auto* petComponent = PetComponent::GetActivePet(entity->GetObjectID());
if (petComponent == nullptr) {
return;
}
if (bDeletePet) {
petComponent->Release();
} else {
petComponent->Deactivate();
}
}
void GameMessages::HandleMessageBoxResponse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
int32_t iButton;
uint32_t identifierLength;
std::u16string identifier;
uint32_t userDataLength;
std::u16string userData;
inStream.Read(iButton);
inStream.Read(identifierLength);
for (size_t i = 0; i < identifierLength; i++) {
char16_t character;
inStream.Read(character);
identifier.push_back(character);
}
inStream.Read(userDataLength);
for (size_t i = 0; i < userDataLength; i++) {
char16_t character;
inStream.Read(character);
userData.push_back(character);
}
LOG("Button: %d; LOT: %u identifier: %s; userData: %s", iButton, entity->GetLOT(), GeneralUtils::UTF16ToWTF8(identifier).c_str(), GeneralUtils::UTF16ToWTF8(userData).c_str());
auto* user = UserManager::Instance()->GetUser(sysAddr);
if (user == nullptr) {
return;
}
auto* userEntity = user->GetLastUsedChar()->GetEntity();
if (userEntity == nullptr) {
return;
}
entity->OnMessageBoxResponse(userEntity, iButton, identifier, userData);
auto* scriptedActivityComponent = entity->GetComponent<ScriptedActivityComponent>();
if (scriptedActivityComponent != nullptr) {
scriptedActivityComponent->HandleMessageBoxResponse(userEntity, GeneralUtils::UTF16ToWTF8(identifier));
}
auto* racingControlComponent = entity->GetComponent<RacingControlComponent>();
if (racingControlComponent != nullptr) {
racingControlComponent->HandleMessageBoxResponse(userEntity, iButton, GeneralUtils::UTF16ToWTF8(identifier));
}
for (auto* shootingGallery : Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SHOOTING_GALLERY)) {
shootingGallery->OnMessageBoxResponse(userEntity, iButton, identifier, userData);
}
}
void GameMessages::HandleChoiceBoxRespond(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
int32_t iButton;
uint32_t buttonIdentifierLength;
std::u16string buttonIdentifier;
uint32_t identifierLength;
std::u16string identifier;
inStream.Read(buttonIdentifierLength);
for (size_t i = 0; i < buttonIdentifierLength; i++) {
char16_t character;
inStream.Read(character);
buttonIdentifier.push_back(character);
}
inStream.Read(iButton);
inStream.Read(identifierLength);
for (size_t i = 0; i < identifierLength; i++) {
char16_t character;
inStream.Read(character);
identifier.push_back(character);
}
LOG("Button: %d; LOT: %u buttonIdentifier: %s; userData: %s", iButton, entity->GetLOT(), GeneralUtils::UTF16ToWTF8(buttonIdentifier).c_str(), GeneralUtils::UTF16ToWTF8(identifier).c_str());
auto* user = UserManager::Instance()->GetUser(sysAddr);
if (user == nullptr) {
return;
}
auto* userEntity = user->GetLastUsedChar()->GetEntity();
if (userEntity == nullptr) {
return;
}
entity->OnChoiceBoxResponse(userEntity, iButton, buttonIdentifier, identifier);
}
void GameMessages::SendDisplayZoneSummary(LWOOBJID objectId, const SystemAddress& sysAddr, bool isPropertyMap, bool isZoneStart, LWOOBJID sender) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::DISPLAY_ZONE_SUMMARY);
bitStream.Write(isPropertyMap);
bitStream.Write(isZoneStart);
bitStream.Write(sender != LWOOBJID_EMPTY);
if (sender != LWOOBJID_EMPTY) bitStream.Write(sender);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
//UI
void GameMessages::SendNotifyNotEnoughInvSpace(LWOOBJID objectId, uint32_t freeSlotsNeeded, eInventoryType inventoryType, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::VEHICLE_NOTIFY_FINISHED_RACE);
bitStream.Write(freeSlotsNeeded);
bitStream.Write(inventoryType != 0);
if (inventoryType != 0) bitStream.Write(inventoryType);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendDisplayMessageBox(LWOOBJID objectId, bool bShow, LWOOBJID callbackClient, const std::u16string& identifier, int32_t imageID, const std::u16string& text, const std::u16string& userData, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::DISPLAY_MESSAGE_BOX);
bitStream.Write(bShow);
bitStream.Write(callbackClient);
bitStream.Write<uint32_t>(identifier.size());
for (const auto character : identifier) {
bitStream.Write(character);
}
bitStream.Write(imageID);
bitStream.Write<uint32_t>(text.size());
for (const auto character : text) {
bitStream.Write(character);
}
bitStream.Write<uint32_t>(userData.size());
for (const auto character : userData) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendDisplayChatBubble(LWOOBJID objectId, const std::u16string& text, const SystemAddress& sysAddr) {
// eGameMessageType::DISPLAY_CHAT_BUBBLE
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::DISPLAY_CHAT_BUBBLE);
bitStream.Write<uint32_t>(text.size());
for (const auto character : text) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendChangeIdleFlags(LWOOBJID objectId, eAnimationFlags flagsOn, eAnimationFlags flagsOff, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::CHANGE_IDLE_FLAGS);
bitStream.Write<bool>(flagsOff != eAnimationFlags::IDLE_NONE);
if (flagsOff != eAnimationFlags::IDLE_NONE) bitStream.Write(flagsOff);
bitStream.Write<bool>(flagsOn != eAnimationFlags::IDLE_NONE);
if (flagsOn != eAnimationFlags::IDLE_NONE) bitStream.Write(flagsOn);
SEND_PACKET_BROADCAST;
}
// Mounts
void GameMessages::SendSetMountInventoryID(Entity* entity, const LWOOBJID& objectID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SET_MOUNT_INVENTORY_ID);
bitStream.Write(objectID);
SEND_PACKET_BROADCAST;
}
void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
// Get the objectID from the bitstream
LWOOBJID objectId{};
inStream.Read(objectId);
// If we aren't possessing somethings, the don't do anything
if (objectId != LWOOBJID_EMPTY) {
auto* possessorComponent = entity->GetComponent<PossessorComponent>();
auto* mount = Game::entityManager->GetEntity(objectId);
// make sure we have the things we need and they aren't null
if (possessorComponent && mount) {
if (!possessorComponent->GetIsDismounting()) return;
possessorComponent->SetIsDismounting(false);
possessorComponent->SetPossessable(LWOOBJID_EMPTY);
possessorComponent->SetPossessableType(ePossessionType::NO_POSSESSION);
// character related things
auto* character = entity->GetComponent<CharacterComponent>();
if (character) {
// If we had an active item turn it off
if (possessorComponent->GetMountItemID() != LWOOBJID_EMPTY) GameMessages::SendMarkInventoryItemAsActive(entity->GetObjectID(), false, eUnequippableActiveType::MOUNT, possessorComponent->GetMountItemID(), entity->GetSystemAddress());
possessorComponent->SetMountItemID(LWOOBJID_EMPTY);
}
// Set that the controllabel phsyics comp is teleporting
auto* controllablePhysicsComponent = entity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->SetIsTeleporting(true);
// Call dismoint on the possessable comp to let it handle killing the possessable
auto* possessableComponent = mount->GetComponent<PossessableComponent>();
if (possessableComponent) possessableComponent->Dismount();
// Update the entity that was possessing
Game::entityManager->SerializeEntity(entity);
// We aren't mounted so remove the stun
GameMessages::SendSetStunned(entity->GetObjectID(), eStateChangeType::POP, UNASSIGNED_SYSTEM_ADDRESS, LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
}
}
}
void GameMessages::HandleAcknowledgePossession(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
Game::entityManager->SerializeEntity(entity);
LWOOBJID objectId{};
inStream.Read(objectId);
auto* mount = Game::entityManager->GetEntity(objectId);
if (mount) Game::entityManager->SerializeEntity(mount);
}
//Racing
void GameMessages::HandleModuleAssemblyQueryData(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
auto* moduleAssemblyComponent = entity->GetComponent<ModuleAssemblyComponent>();
LOG("Got Query from %i", entity->GetLOT());
if (moduleAssemblyComponent != nullptr) {
LOG("Returning assembly %s", GeneralUtils::UTF16ToWTF8(moduleAssemblyComponent->GetAssemblyPartsLOTs()).c_str());
SendModuleAssemblyDBDataForClient(entity->GetObjectID(), moduleAssemblyComponent->GetSubKey(), moduleAssemblyComponent->GetAssemblyPartsLOTs(), UNASSIGNED_SYSTEM_ADDRESS);
}
}
void GameMessages::HandleModularAssemblyNIFCompleted(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID objectID;
inStream.Read(objectID);
}
void GameMessages::HandleVehicleSetWheelLockState(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bExtraFriction = inStream.ReadBit();
bool bLocked = inStream.ReadBit();
}
void GameMessages::HandleRacingClientReady(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID playerID;
inStream.Read(playerID);
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
return;
}
auto* racingControlComponent = Game::zoneManager->GetZoneControlObject()->GetComponent<RacingControlComponent>();
if (racingControlComponent == nullptr) {
return;
}
racingControlComponent->OnRacingClientReady(player);
}
void GameMessages::HandleRequestDie(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bClientDeath;
bool bSpawnLoot;
std::u16string deathType;
float directionRelativeAngleXZ;
float directionRelativeAngleY;
float directionRelativeForce;
eKillType killType = eKillType::VIOLENT;
LWOOBJID killerID;
LWOOBJID lootOwnerID = LWOOBJID_EMPTY;
bClientDeath = inStream.ReadBit();
bSpawnLoot = inStream.ReadBit();
uint32_t deathTypeLength = 0;
inStream.Read(deathTypeLength);
for (size_t i = 0; i < deathTypeLength; i++) {
char16_t character;
inStream.Read(character);
deathType.push_back(character);
}
inStream.Read(directionRelativeAngleXZ);
inStream.Read(directionRelativeAngleY);
inStream.Read(directionRelativeForce);
if (inStream.ReadBit()) {
inStream.Read(killType);
}
inStream.Read(killerID);
if (inStream.ReadBit()) {
inStream.Read(lootOwnerID);
}
auto* zoneController = Game::zoneManager->GetZoneControlObject();
auto* racingControlComponent = zoneController->GetComponent<RacingControlComponent>();
LOG("Got die request: %i", entity->GetLOT());
if (racingControlComponent != nullptr) {
auto* possessableComponent = entity->GetComponent<PossessableComponent>();
if (possessableComponent != nullptr) {
entity = Game::entityManager->GetEntity(possessableComponent->GetPossessor());
if (entity == nullptr) {
return;
}
}
racingControlComponent->OnRequestDie(entity);
} else {
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Smash(killerID, killType, deathType);
}
}
void GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
//SendVehicleAddPassiveBoostAction(entity->GetObjectID(), sysAddr);
}
void GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
//SendVehicleRemovePassiveBoostAction(entity->GetObjectID(), sysAddr);
}
void GameMessages::HandleRacingPlayerInfoResetFinished(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID playerID;
inStream.Read(playerID);
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
return;
}
auto* zoneController = Game::zoneManager->GetZoneControlObject();
auto* racingControlComponent = zoneController->GetComponent<RacingControlComponent>();
LOG("Got finished: %i", entity->GetLOT());
if (racingControlComponent != nullptr) {
racingControlComponent->OnRacingPlayerInfoResetFinished(player);
}
}
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void GameMessages::SendUpdateReputation(const LWOOBJID objectId, const int64_t reputation, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::UPDATE_REPUTATION);
2022-03-30 06:46:23 +00:00
bitStream.Write(reputation);
SEND_PACKET;
}
void GameMessages::HandleUpdatePropertyPerformanceCost(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
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float performanceCost = 0.0f;
if (inStream.ReadBit()) inStream.Read(performanceCost);
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if (performanceCost == 0.0f) return;
auto zone = Game::zoneManager->GetZone();
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
if (!zone) {
LOG("If you see this message, something is very wrong.");
return;
}
2022-03-30 02:52:07 +00:00
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
Database::Get()->UpdatePerformanceCost(zone->GetZoneID(), performanceCost);
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}
void GameMessages::HandleVehicleNotifyHitImaginationServer(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID pickupObjID = LWOOBJID_EMPTY;
LWOOBJID pickupSpawnerID = LWOOBJID_EMPTY;
int32_t pickupSpawnerIndex = -1;
NiPoint3 vehiclePosition = NiPoint3Constant::ZERO;
if (inStream.ReadBit()) inStream.Read(pickupObjID);
if (inStream.ReadBit()) inStream.Read(pickupSpawnerID);
if (inStream.ReadBit()) inStream.Read(pickupSpawnerIndex);
if (inStream.ReadBit()) inStream.Read(vehiclePosition);
auto* pickup = Game::entityManager->GetEntity(pickupObjID);
if (pickup == nullptr) {
return;
}
auto* possessableComponent = entity->GetComponent<PossessableComponent>();
if (possessableComponent != nullptr) {
entity = Game::entityManager->GetEntity(possessableComponent->GetPossessor());
if (entity == nullptr) {
return;
}
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(RacingImaginationPowerUpsCollected);
}
pickup->OnFireEventServerSide(entity, "powerup");
pickup->Kill(entity);
}
void GameMessages::SendModuleAssemblyDBDataForClient(LWOOBJID objectId, LWOOBJID assemblyID, const std::u16string& data, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::MODULE_ASSEMBLY_DB_DATA_FOR_CLIENT);
bitStream.Write(assemblyID);
bitStream.Write<uint32_t>(data.size());
for (auto character : data) {
bitStream.Write(character);
}
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendNotifyVehicleOfRacingObject(LWOOBJID objectId, LWOOBJID racingObjectID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_VEHICLE_OF_RACING_OBJECT);
bitStream.Write(racingObjectID != LWOOBJID_EMPTY);
if (racingObjectID != LWOOBJID_EMPTY) bitStream.Write(racingObjectID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRacingPlayerLoaded(LWOOBJID objectId, LWOOBJID playerID, LWOOBJID vehicleID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::RACING_PLAYER_LOADED);
bitStream.Write(playerID);
bitStream.Write(vehicleID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVehicleUnlockInput(LWOOBJID objectId, bool bLockWheels, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::VEHICLE_UNLOCK_INPUT);
bitStream.Write(bLockWheels);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVehicleSetWheelLockState(LWOOBJID objectId, bool bExtraFriction, bool bLocked, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::VEHICLE_SET_WHEEL_LOCK_STATE);
bitStream.Write(bExtraFriction);
bitStream.Write(bLocked);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRacingSetPlayerResetInfo(LWOOBJID objectId, int32_t currentLap, uint32_t furthestResetPlane, LWOOBJID playerID, NiPoint3 respawnPos, uint32_t upcomingPlane, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::RACING_SET_PLAYER_RESET_INFO);
bitStream.Write(currentLap);
bitStream.Write(furthestResetPlane);
bitStream.Write(playerID);
bitStream.Write(respawnPos);
bitStream.Write(upcomingPlane);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendRacingResetPlayerToLastReset(LWOOBJID objectId, LWOOBJID playerID, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::RACING_RESET_PLAYER_TO_LAST_RESET);
bitStream.Write(playerID);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVehicleStopBoost(Entity* targetEntity, const SystemAddress& playerSysAddr, bool affectPassive) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(targetEntity->GetObjectID());
bitStream.Write(eGameMessageType::VEHICLE_STOP_BOOST);
bitStream.Write(affectPassive);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendSetResurrectRestoreValues(Entity* targetEntity, int32_t armorRestore, int32_t healthRestore, int32_t imaginationRestore) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(targetEntity->GetObjectID());
bitStream.Write(eGameMessageType::SET_RESURRECT_RESTORE_VALUES);
bitStream.Write(armorRestore != -1);
if (armorRestore != -1) bitStream.Write(armorRestore);
bitStream.Write(healthRestore != -1);
if (healthRestore != -1) bitStream.Write(healthRestore);
bitStream.Write(imaginationRestore != -1);
if (imaginationRestore != -1) bitStream.Write(imaginationRestore);
SEND_PACKET_BROADCAST;
}
void GameMessages::SendNotifyRacingClient(LWOOBJID objectId, int32_t eventType, int32_t param1, LWOOBJID paramObj, std::u16string paramStr, LWOOBJID singleClient, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::NOTIFY_RACING_CLIENT);
bitStream.Write(eventType != 0);
if (eventType != 0) bitStream.Write(eventType);
bitStream.Write(param1);
bitStream.Write(paramObj);
bitStream.Write<uint32_t>(paramStr.size());
for (auto character : paramStr) {
bitStream.Write(character);
}
bitStream.Write(singleClient);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendActivityEnter(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ACTIVITY_ENTER);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendActivityStart(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ACTIVITY_START);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendActivityExit(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ACTIVITY_EXIT);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendActivityStop(LWOOBJID objectId, bool bExit, bool bUserCancel, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ACTIVITY_STOP);
bitStream.Write(bExit);
bitStream.Write(bUserCancel);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVehicleAddPassiveBoostAction(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::VEHICLE_ADD_PASSIVE_BOOST_ACTION);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVehicleRemovePassiveBoostAction(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::VEHICLE_REMOVE_PASSIVE_BOOST_ACTION);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendVehicleNotifyFinishedRace(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::VEHICLE_NOTIFY_FINISHED_RACE);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendAddBuff(LWOOBJID& objectID, const LWOOBJID& casterID, uint32_t buffID, uint32_t msDuration,
bool addImmunity, bool cancelOnDamaged, bool cancelOnDeath, bool cancelOnLogout,
bool cancelOnRemoveBuff, bool cancelOnUi, bool cancelOnUnequip, bool cancelOnZone, bool addedByTeammate, bool applyOnTeammates,
const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
bitStream.Write(eGameMessageType::ADD_BUFF);
bitStream.Write(addedByTeammate); // Added by teammate
bitStream.Write(applyOnTeammates); // Apply on teammates
bitStream.Write(cancelOnDamaged);
bitStream.Write(cancelOnDeath);
bitStream.Write(cancelOnLogout);
bitStream.Write(false); // Cancel on move
bitStream.Write(cancelOnRemoveBuff);
bitStream.Write(cancelOnUi);
bitStream.Write(cancelOnUnequip);
bitStream.Write(cancelOnZone);
bitStream.Write(false); // Ignore immunities
bitStream.Write(addImmunity);
bitStream.Write(false); // Use ref count
bitStream.Write(casterID != LWOOBJID_EMPTY);
if (casterID != LWOOBJID_EMPTY) bitStream.Write(casterID);
bitStream.Write(buffID);
bitStream.Write(msDuration != 0);
if (msDuration != 0) bitStream.Write(msDuration);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
// NT
void GameMessages::HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bAllowPartial{};
int32_t destSlot = -1;
int32_t iStackCount = 1;
eInventoryType invTypeDst = ITEMS;
eInventoryType invTypeSrc = ITEMS;
LWOOBJID itemID = LWOOBJID_EMPTY;
bool showFlyingLoot{};
LWOOBJID subkey = LWOOBJID_EMPTY;
LOT itemLOT = 0;
bAllowPartial = inStream.ReadBit();
if (inStream.ReadBit()) inStream.Read(destSlot);
if (inStream.ReadBit()) inStream.Read(iStackCount);
if (inStream.ReadBit()) inStream.Read(invTypeDst);
if (inStream.ReadBit()) inStream.Read(invTypeSrc);
if (inStream.ReadBit()) inStream.Read(itemID);
showFlyingLoot = inStream.ReadBit();
if (inStream.ReadBit()) inStream.Read(subkey);
if (inStream.ReadBit()) inStream.Read(itemLOT);
if (invTypeDst == invTypeSrc) {
return;
}
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) {
if (itemID != LWOOBJID_EMPTY) {
auto* item = inventoryComponent->FindItemById(itemID);
if (!item) return;
// Despawn the pet if we are moving that pet to the vault.
auto* petComponent = PetComponent::GetActivePet(entity->GetObjectID());
if (petComponent && petComponent->GetDatabaseId() == item->GetSubKey()) {
inventoryComponent->DespawnPet();
}
inventoryComponent->MoveItemToInventory(item, invTypeDst, iStackCount, showFlyingLoot, false, false, destSlot);
}
}
}
void GameMessages::SendShowActivityCountdown(LWOOBJID objectId, bool bPlayAdditionalSound, bool bPlayCountdownSound, std::u16string sndName, int32_t stateToPlaySoundOn, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SHOW_ACTIVITY_COUNTDOWN);
bitStream.Write(bPlayAdditionalSound);
bitStream.Write(bPlayCountdownSound);
bitStream.Write<uint32_t>(sndName.size());
for (auto character : sndName) {
bitStream.Write(character);
}
bitStream.Write(stateToPlaySoundOn);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
//-----------------------------------------------------------------------------------------------------------------------------------------------
//------------------------------------------------------------------- Handlers ------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------------------------
void GameMessages::HandleToggleGhostReferenceOverride(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bOverride = false;
inStream.Read(bOverride);
auto* player = PlayerManager::GetPlayer(sysAddr);
if (player != nullptr) {
auto* ghostComponent = entity->GetComponent<GhostComponent>();
if (ghostComponent) ghostComponent->SetGhostOverride(bOverride);
Game::entityManager->UpdateGhosting(player);
}
}
void GameMessages::HandleSetGhostReferencePosition(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
NiPoint3 position;
inStream.Read(position);
auto* player = PlayerManager::GetPlayer(sysAddr);
if (player != nullptr) {
auto* ghostComponent = entity->GetComponent<GhostComponent>();
if (ghostComponent) ghostComponent->SetGhostOverridePoint(position);
Game::entityManager->UpdateGhosting(player);
}
}
void GameMessages::HandleBuyFromVendor(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bConfirmed{}; // This doesn't appear to do anything. Further research is needed.
bool countIsDefault{};
int count = 1;
LOT item;
inStream.Read(bConfirmed);
inStream.Read(countIsDefault);
if (countIsDefault) inStream.Read(count);
inStream.Read(item);
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!player) return;
// handle buying normal items
auto* vendorComponent = entity->GetComponent<VendorComponent>();
if (vendorComponent) {
vendorComponent->Buy(player, item, count);
return;
}
// handle buying achievement items
auto* achievementVendorComponent = entity->GetComponent<AchievementVendorComponent>();
if (achievementVendorComponent) {
achievementVendorComponent->Buy(player, item, count);
return;
}
// Handle buying properties
auto* propertyVendorComponent = entity->GetComponent<PropertyVendorComponent>();
if (propertyVendorComponent) {
propertyVendorComponent->OnBuyFromVendor(player, bConfirmed, item, count);
return;
}
}
void GameMessages::HandleSellToVendor(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool countIsDefault{};
int count = 1;
LWOOBJID iObjID;
inStream.Read(countIsDefault);
if (countIsDefault) inStream.Read(count);
inStream.Read(iObjID);
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!player) return;
Character* character = player->GetCharacter();
if (!character) return;
InventoryComponent* inv = static_cast<InventoryComponent*>(player->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
VendorComponent* vend = static_cast<VendorComponent*>(entity->GetComponent(eReplicaComponentType::VENDOR));
if (!vend) return;
Item* item = inv->FindItemById(iObjID);
if (!item) return;
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
int itemCompID = compRegistryTable->GetByIDAndType(item->GetLot(), eReplicaComponentType::ITEM);
CDItemComponent itemComp = itemComponentTable->GetItemComponentByID(itemCompID);
// Items with a base value of 0 or max int are special items that should not be sold if they're not sub items
if (itemComp.baseValue == 0 || itemComp.baseValue == UINT_MAX) {
GameMessages::SendVendorTransactionResult(entity, sysAddr, eVendorTransactionResult::SELL_FAIL);
return;
}
float sellScalar = vend->GetSellScalar();
if (Inventory::IsValidItem(itemComp.currencyLOT)) {
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const auto altCurrency = static_cast<uint32_t>(itemComp.altCurrencyCost * sellScalar) * count;
inv->AddItem(itemComp.currencyLOT, std::floor(altCurrency), eLootSourceType::VENDOR); // Return alt currencies like faction tokens.
}
inv->MoveItemToInventory(item, eInventoryType::VENDOR_BUYBACK, count, true, false, true);
character->SetCoins(std::floor(character->GetCoins() + (static_cast<uint32_t>(itemComp.baseValue * sellScalar) * count)), eLootSourceType::VENDOR);
GameMessages::SendVendorTransactionResult(entity, sysAddr, eVendorTransactionResult::SELL_SUCCESS);
}
void GameMessages::HandleBuybackFromVendor(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool confirmed = false;
bool countIsDefault{};
int count = 1;
LWOOBJID iObjID;
inStream.Read(confirmed);
inStream.Read(countIsDefault);
if (countIsDefault) inStream.Read(count);
inStream.Read(iObjID);
//if (!confirmed) return; they always built in this confirmed garbage... but never used it?
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!player) return;
Character* character = player->GetCharacter();
if (!character) return;
InventoryComponent* inv = static_cast<InventoryComponent*>(player->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
VendorComponent* vend = static_cast<VendorComponent*>(entity->GetComponent(eReplicaComponentType::VENDOR));
if (!vend) return;
Item* item = inv->FindItemById(iObjID);
if (!item) return;
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
int itemCompID = compRegistryTable->GetByIDAndType(item->GetLot(), eReplicaComponentType::ITEM);
CDItemComponent itemComp = itemComponentTable->GetItemComponentByID(itemCompID);
float sellScalar = vend->GetSellScalar();
const auto cost = static_cast<uint32_t>(std::floor(((itemComp.baseValue * sellScalar) * count)));
if (character->GetCoins() < cost) {
GameMessages::SendVendorTransactionResult(entity, sysAddr, eVendorTransactionResult::PURCHASE_FAIL);
return;
}
if (Inventory::IsValidItem(itemComp.currencyLOT)) {
const uint32_t altCurrencyCost = std::floor(itemComp.altCurrencyCost * sellScalar) * count;
if (inv->GetLotCount(itemComp.currencyLOT) < altCurrencyCost) {
GameMessages::SendVendorTransactionResult(entity, sysAddr, eVendorTransactionResult::PURCHASE_FAIL);
return;
}
inv->RemoveItem(itemComp.currencyLOT, altCurrencyCost);
}
//inv->RemoveItem(count, -1, iObjID);
inv->MoveItemToInventory(item, Inventory::FindInventoryTypeForLot(item->GetLot()), count, true, false);
character->SetCoins(character->GetCoins() - cost, eLootSourceType::VENDOR);
//Game::entityManager->SerializeEntity(player); // so inventory updates
GameMessages::SendVendorTransactionResult(entity, sysAddr, eVendorTransactionResult::PURCHASE_SUCCESS);
}
void GameMessages::HandleParseChatMessage(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
std::u16string wsString;
int iClientState;
inStream.Read(iClientState);
uint32_t wsStringLength;
inStream.Read(wsStringLength);
for (uint32_t i = 0; i < wsStringLength; ++i) {
uint16_t character;
inStream.Read(character);
wsString.push_back(character);
}
if (wsString[0] == L'/') {
SlashCommandHandler::HandleChatCommand(wsString, entity, sysAddr);
}
}
void GameMessages::HandleFireEventServerSide(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint32_t argsLength{};
std::u16string args{};
bool param1IsDefault{};
int param1 = -1;
bool param2IsDefault{};
int param2 = -1;
bool param3IsDefault{};
int param3 = -1;
LWOOBJID senderID{};
inStream.Read(argsLength);
for (uint32_t i = 0; i < argsLength; ++i) {
uint16_t character;
inStream.Read(character);
args.push_back(character);
}
inStream.Read(param1IsDefault);
if (param1IsDefault) inStream.Read(param1);
inStream.Read(param2IsDefault);
if (param2IsDefault) inStream.Read(param2);
inStream.Read(param3IsDefault);
if (param3IsDefault) inStream.Read(param3);
inStream.Read(senderID);
auto* sender = Game::entityManager->GetEntity(senderID);
auto* player = PlayerManager::GetPlayer(sysAddr);
if (!player) {
return;
}
// This should probably get it's own "ServerEvents" system or something at some point
if (args == u"ZonePlayer") {
// Should probably check to make sure they're using a launcher at some point before someone makes a hack that lets you testmap
LWOCLONEID cloneId = 0;
LWOMAPID mapId = 0;
auto* rocketPad = entity->GetComponent<RocketLaunchpadControlComponent>();
if (rocketPad == nullptr) return;
cloneId = rocketPad->GetSelectedCloneId(player->GetObjectID());
if (param2) {
mapId = rocketPad->GetDefaultZone();
} else {
mapId = param3;
}
if (mapId == 0) {
mapId = rocketPad->GetSelectedMapId(player->GetObjectID());
}
if (mapId == 0) {
mapId = Game::zoneManager->GetZoneID().GetMapID(); // Fallback to sending the player back to the same zone.
}
LOG("Player %llu has requested zone transfer to (%i, %i).", sender->GetObjectID(), static_cast<int>(mapId), static_cast<int>(cloneId));
auto* character = player->GetCharacter();
if (mapId <= 0) {
return;
}
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, mapId, cloneId, false, [=](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", character->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (character) {
character->SetZoneID(zoneID);
character->SetZoneInstance(zoneInstance);
character->SetZoneClone(zoneClone);
}
WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
return;
});
}
entity->OnFireEventServerSide(sender, GeneralUtils::UTF16ToWTF8(args), param1, param2, param3);
}
void GameMessages::HandleRequestPlatformResync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
if (entity->GetLOT() == 6267 || entity->GetLOT() == 16141) return;
GameMessages::SendPlatformResync(entity, sysAddr);
}
void GameMessages::HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* entity) {
bool bEarlyRelease;
LWOOBJID userID;
inStream.Read(bEarlyRelease);
inStream.Read(userID);
auto* quickBuildComponent = static_cast<QuickBuildComponent*>(entity->GetComponent(eReplicaComponentType::QUICK_BUILD));;
if (!quickBuildComponent) return;
quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
}
void GameMessages::HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bIsMultiInteractUse = false;
unsigned int multiInteractID;
int multiInteractType;
bool secondary;
LWOOBJID objectID;
inStream.Read(bIsMultiInteractUse);
inStream.Read(multiInteractID);
inStream.Read(multiInteractType);
inStream.Read(objectID);
inStream.Read(secondary);
Entity* interactedObject = Game::entityManager->GetEntity(objectID);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", objectID);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity->GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(entity, multiInteractID);
}
} else {
interactedObject->OnUse(entity);
}
} else {
interactedObject->OnUse(entity);
}
//Perform use task if possible:
auto missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) {
int emoteID;
LWOOBJID targetID;
inStream.Read(emoteID);
inStream.Read(targetID);
LOG_DEBUG("Emote (%i) (%llu)", emoteID, targetID);
//TODO: If targetID != 0, and we have one of the "perform emote" missions, complete them.
if (emoteID == 0) return;
std::string sAnimationName = "deaded"; //Default name in case we fail to get the emote
CDEmoteTableTable* emotes = CDClientManager::GetTable<CDEmoteTableTable>();
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if (emotes) {
CDEmoteTable* emote = emotes->GetEmote(emoteID);
if (emote) sAnimationName = emote->animationName;
}
RenderComponent::PlayAnimation(entity, sAnimationName);
MissionComponent* missionComponent = entity->GetComponent<MissionComponent>();
if (!missionComponent) return;
if (targetID != LWOOBJID_EMPTY) {
auto* targetEntity = Game::entityManager->GetEntity(targetID);
LOG_DEBUG("Emote target found (%d)", targetEntity != nullptr);
if (targetEntity != nullptr) {
targetEntity->OnEmoteReceived(emoteID, entity);
missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, targetID);
}
} else {
LOG_DEBUG("Target ID is empty, using backup");
const auto scriptedEntities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
const auto& referencePoint = entity->GetPosition();
for (auto* scripted : scriptedEntities) {
if (Vector3::DistanceSquared(scripted->GetPosition(), referencePoint) > 5.0f * 5.0f) continue;
scripted->OnEmoteReceived(emoteID, entity);
missionComponent->Progress(eMissionTaskType::EMOTE, emoteID, scripted->GetObjectID());
}
}
}
void GameMessages::HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
LWOOBJID modelID;
inStream.Read(modelID);
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* character = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!character) return;
InventoryComponent* inv = static_cast<InventoryComponent*>(character->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
auto* item = inv->FindItemById(modelID);
if (item == nullptr) {
return;
}
item->Disassemble(TEMP_MODELS);
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
std::unique_ptr<sql::PreparedStatement> stmt(Database::Get()->CreatePreppedStmt("DELETE FROM ugc_modular_build where ugc_id = ?"));
stmt->setUInt64(1, item->GetSubKey());
stmt->execute();
item->SetCount(item->GetCount() - 1, false, false, true, eLootSourceType::QUICKBUILD);
}
void GameMessages::HandleSetFlag(RakNet::BitStream& inStream, Entity* entity) {
bool bFlag{};
int32_t iFlagID{};
inStream.Read(bFlag);
inStream.Read(iFlagID);
auto character = entity->GetCharacter();
if (character) character->SetPlayerFlag(iFlagID, bFlag);
}
void GameMessages::HandleRespondToMission(RakNet::BitStream& inStream, Entity* entity) {
int missionID{};
LWOOBJID playerID{};
LWOOBJID receiverID{};
bool isDefaultReward{};
LOT reward = LOT_NULL;
inStream.Read(missionID);
inStream.Read(playerID);
inStream.Read(receiverID);
inStream.Read(isDefaultReward);
if (isDefaultReward) inStream.Read(reward);
MissionComponent* missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
if (!missionComponent) {
LOG("Unable to get mission component for entity %llu to handle RespondToMission", playerID);
return;
}
Mission* mission = missionComponent->GetMission(missionID);
if (mission) {
mission->SetReward(reward);
} else {
LOG("Unable to get mission %i for entity %llu to update reward in RespondToMission", missionID, playerID);
}
Entity* offerer = Game::entityManager->GetEntity(receiverID);
if (offerer == nullptr) {
LOG("Unable to get receiver entity %llu for RespondToMission", receiverID);
return;
}
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offerer->GetScript()->OnRespondToMission(offerer, missionID, Game::entityManager->GetEntity(playerID), reward);
}
void GameMessages::HandleMissionDialogOK(RakNet::BitStream& inStream, Entity* entity) {
bool bIsComplete{};
eMissionState iMissionState{};
int missionID{};
LWOOBJID responder{};
Entity* player = nullptr;
inStream.Read(bIsComplete);
inStream.Read(iMissionState);
inStream.Read(missionID);
inStream.Read(responder);
player = Game::entityManager->GetEntity(responder);
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if (entity) entity->GetScript()->OnMissionDialogueOK(entity, player, missionID, iMissionState);
// Get the player's mission component
MissionComponent* missionComponent = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
if (!missionComponent) {
LOG("Unable to get mission component for entity %llu to handle MissionDialogueOK", player->GetObjectID());
return;
}
if (iMissionState == eMissionState::AVAILABLE || iMissionState == eMissionState::COMPLETE_AVAILABLE) {
missionComponent->AcceptMission(missionID);
} else if (iMissionState == eMissionState::READY_TO_COMPLETE || iMissionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
missionComponent->CompleteMission(missionID);
}
if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
|| !player->GetCharacter()
|| !player->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
player->AddCallbackTimer(0.5f, [player]() {
if (!player) return;
GameMessages::SendEndCinematic(player->GetObjectID(), u"", player->GetSystemAddress());
});
}
void GameMessages::HandleRequestLinkedMission(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID playerId{};
int missionId{};
bool bMissionOffered{};
inStream.Read(playerId);
inStream.Read(missionId);
inStream.Read(bMissionOffered);
auto* player = Game::entityManager->GetEntity(playerId);
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(entity->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(player, 0);
}
}
void GameMessages::HandleHasBeenCollected(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID playerID;
inStream.Read(playerID);
Entity* player = Game::entityManager->GetEntity(playerID);
if (!player || !entity || entity->GetCollectibleID() == 0) return;
MissionComponent* missionComponent = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent) {
missionComponent->Progress(eMissionTaskType::COLLECTION, entity->GetLOT(), entity->GetObjectID());
}
}
void GameMessages::HandleNotifyServerLevelProcessingComplete(RakNet::BitStream& inStream, Entity* entity) {
auto* levelComp = entity->GetComponent<LevelProgressionComponent>();
if (!levelComp) return;
auto* character = entity->GetComponent<CharacterComponent>();
if (!character) return;
//Update our character's level in memory:
levelComp->SetLevel(levelComp->GetLevel() + 1);
levelComp->HandleLevelUp();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) {
auto* inventory = inventoryComponent->GetInventory(ITEMS);
if (inventory != nullptr && Game::config->GetValue("disable_extra_backpack") != "1") {
inventory->SetSize(inventory->GetSize() + 2);
}
}
//Play the level up effect:
GameMessages::SendPlayFXEffect(entity, 7074, u"create", "7074", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
//Send a notification in chat:
std::stringstream wss;
wss << "level=1:";
wss << levelComp->GetLevel();
wss << "\n";
wss << "name=0:";
wss << character->GetName();
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// FIXME: only really need utf8 conversion for the name, so move that up?
std::u16string attrs = GeneralUtils::UTF8ToUTF16(wss.str());
std::u16string wsText = u"UI_LEVEL_PROGRESSION_LEVELUP_MESSAGE";
GameMessages::SendBroadcastTextToChatbox(entity, UNASSIGNED_SYSTEM_ADDRESS, attrs, wsText);
}
void GameMessages::HandlePickupCurrency(RakNet::BitStream& inStream, Entity* entity) {
unsigned int currency;
inStream.Read(currency);
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if (currency == 0) return;
auto* ch = entity->GetCharacter();
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if (entity->CanPickupCoins(currency)) {
ch->SetCoins(ch->GetCoins() + currency, eLootSourceType::PICKUP);
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}
}
void GameMessages::HandleRequestDie(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID killerID;
LWOOBJID lootOwnerID;
bool bDieAccepted = false;
eKillType killType;
std::u16string deathType;
float directionRelative_AngleY;
float directionRelative_AngleXZ;
float directionRelative_Force;
bool bClientDeath = false;
bool bSpawnLoot = true;
float coinSpawnTime = -1.0f;
inStream.Read(bClientDeath);
inStream.Read(bDieAccepted);
inStream.Read(bSpawnLoot);
bool coinSpawnTimeIsDefault{};
inStream.Read(coinSpawnTimeIsDefault);
if (coinSpawnTimeIsDefault != 0) inStream.Read(coinSpawnTime);
/*uint32_t deathTypeLength = deathType.size();
inStream.Read(deathTypeLength);
for (uint32_t k = 0; k < deathTypeLength; k++) {
inStream.Read<uint16_t>(deathType[k]);
}*/
inStream.Read(directionRelative_AngleXZ);
inStream.Read(directionRelative_AngleY);
inStream.Read(directionRelative_Force);
bool killTypeIsDefault{};
inStream.Read(killTypeIsDefault);
if (killTypeIsDefault != 0) inStream.Read(killType);
inStream.Read(lootOwnerID);
inStream.Read(killerID);
}
void GameMessages::HandleEquipItem(RakNet::BitStream& inStream, Entity* entity) {
bool immediate;
LWOOBJID objectID;
inStream.Read(immediate);
inStream.Read(immediate); //twice?
inStream.Read(objectID);
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
Item* item = inv->FindItemById(objectID);
if (!item) return;
item->Equip();
Game::entityManager->SerializeEntity(entity);
}
void GameMessages::HandleUnequipItem(RakNet::BitStream& inStream, Entity* entity) {
bool immediate;
LWOOBJID objectID;
inStream.Read(immediate);
inStream.Read(immediate);
inStream.Read(immediate);
inStream.Read(objectID);
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
auto* item = inv->FindItemById(objectID);
if (!item) return;
item->UnEquip();
Game::entityManager->SerializeEntity(entity);
}
void GameMessages::HandleRemoveItemFromInventory(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
// this is used for a lot more than just inventory trashing (trades, vendors, etc.) but for now since it's just used for that, that's all im going to implement
bool bConfirmed = false;
bool bDeleteItem = true;
bool bOutSuccess = false;
bool eInvTypeIsDefault = false;
int eInvType = INVENTORY_MAX;
bool eLootTypeSourceIsDefault = false;
int eLootTypeSource = LOOTTYPE_NONE;
LWONameValue extraInfo;
bool forceDeletion = true;
bool iLootTypeSourceIsDefault = false;
LWOOBJID iLootTypeSource = LWOOBJID_EMPTY;
bool iObjIDIsDefault = false;
LWOOBJID iObjID;
bool iObjTemplateIsDefault = false;
LOT iObjTemplate = LOT_NULL;
bool iRequestingObjIDIsDefault = false;
LWOOBJID iRequestingObjID = LWOOBJID_EMPTY;
bool iStackCountIsDefault = false;
uint32_t iStackCount = 1;
bool iStackRemainingIsDefault = false;
uint32_t iStackRemaining = 0;
bool iSubkeyIsDefault = false;
LWOOBJID iSubkey = LWOOBJID_EMPTY;
bool iTradeIDIsDefault = false;
LWOOBJID iTradeID = LWOOBJID_EMPTY;
inStream.Read(bConfirmed);
inStream.Read(bDeleteItem);
inStream.Read(bOutSuccess);
inStream.Read(eInvTypeIsDefault);
if (eInvTypeIsDefault) inStream.Read(eInvType);
inStream.Read(eLootTypeSourceIsDefault);
if (eLootTypeSourceIsDefault) inStream.Read(eLootTypeSource);
inStream.Read(extraInfo.length);
if (extraInfo.length > 0) {
for (uint32_t i = 0; i < extraInfo.length; ++i) {
uint16_t character;
inStream.Read(character);
extraInfo.name.push_back(character);
}
uint16_t nullTerm;
inStream.Read(nullTerm);
}
inStream.Read(forceDeletion);
inStream.Read(iLootTypeSourceIsDefault);
if (iLootTypeSourceIsDefault) inStream.Read(iLootTypeSource);
inStream.Read(iObjIDIsDefault);
if (iObjIDIsDefault) inStream.Read(iObjID);
inStream.Read(iObjTemplateIsDefault);
if (iObjTemplateIsDefault) inStream.Read(iObjTemplate);
inStream.Read(iRequestingObjIDIsDefault);
if (iRequestingObjIDIsDefault) inStream.Read(iRequestingObjID);
inStream.Read(iStackCountIsDefault);
if (iStackCountIsDefault) inStream.Read(iStackCount);
inStream.Read(iStackRemainingIsDefault);
if (iStackRemainingIsDefault) inStream.Read(iStackRemaining);
inStream.Read(iSubkeyIsDefault);
if (iSubkeyIsDefault) inStream.Read(iSubkey);
inStream.Read(iTradeIDIsDefault);
if (iTradeIDIsDefault) inStream.Read(iTradeID);
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
auto* item = inv->FindItemById(iObjID);
if (item == nullptr) {
return;
}
iStackCount = std::min<uint32_t>(item->GetCount(), iStackCount);
if (bConfirmed) {
if (eInvType == eInventoryType::MODELS) {
item->DisassembleModel(iStackCount);
}
item->SetCount(item->GetCount() - iStackCount, true);
Game::entityManager->SerializeEntity(entity);
auto* missionComponent = entity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::GATHER, item->GetLot(), LWOOBJID_EMPTY, "", -iStackCount);
}
}
}
void GameMessages::SendSetGravityScale(const LWOOBJID& target, const float effectScale, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(target);
bitStream.Write(eGameMessageType::SET_GRAVITY_SCALE);
bitStream.Write(effectScale);
SEND_PACKET;
}
void GameMessages::HandleMoveItemInInventory(RakNet::BitStream& inStream, Entity* entity) {
bool destInvTypeIsDefault = false;
int32_t destInvType = eInventoryType::INVALID;
LWOOBJID iObjID;
int inventoryType;
int responseCode;
int slot;
inStream.Read(destInvTypeIsDefault);
if (destInvTypeIsDefault) { inStream.Read(destInvType); }
inStream.Read(iObjID);
inStream.Read(inventoryType);
inStream.Read(responseCode);
inStream.Read(slot);
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
auto* item = inv->FindItemById(iObjID);
if (!item) {
return;
}
inv->MoveStack(item, static_cast<eInventoryType>(destInvType), slot);
Game::entityManager->SerializeEntity(entity);
}
void GameMessages::HandleMoveItemBetweenInventoryTypes(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
eInventoryType inventoryTypeA;
eInventoryType inventoryTypeB;
LWOOBJID objectID;
bool showFlyingLoot = true;
bool stackCountIsDefault = false;
uint32_t stackCount = 1;
bool templateIDIsDefault = false;
LOT templateID = LOT_NULL;
inStream.Read(inventoryTypeA);
inStream.Read(inventoryTypeB);
inStream.Read(objectID);
inStream.Read(showFlyingLoot);
inStream.Read(stackCountIsDefault);
if (stackCountIsDefault) inStream.Read(stackCount);
inStream.Read(templateIDIsDefault);
if (templateIDIsDefault) inStream.Read(templateID);
auto inv = entity->GetComponent<InventoryComponent>();
if (!inv) return;
auto* item = inv->FindItemById(objectID);
if (!item) {
// Attempt to find the item by lot in inventory A since A is the source inventory.
item = inv->FindItemByLot(templateID, static_cast<eInventoryType>(inventoryTypeA));
if (!item) {
// As a final resort, try to find the item in its default inventory based on type.
item = inv->FindItemByLot(templateID);
if (!item) {
return;
}
}
}
if (entity->GetCharacter()) {
if (entity->GetCharacter()->GetBuildMode()) {
showFlyingLoot = false;
}
}
inv->MoveItemToInventory(item, inventoryTypeB, stackCount, showFlyingLoot);
Game::entityManager->SerializeEntity(entity);
}
void GameMessages::HandleBuildModeSet(RakNet::BitStream& inStream, Entity* entity) {
bool bStart = false;
inStream.Read(bStart);
// there's more here but we don't need it (for now?)
LOG("Set build mode to (%d) for (%llu)", bStart, entity->GetObjectID());
if (entity->GetCharacter()) {
entity->GetCharacter()->SetBuildMode(bStart);
}
}
void GameMessages::HandleModularBuildFinish(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* character = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!character) return;
InventoryComponent* inv = static_cast<InventoryComponent*>(character->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
uint8_t count; // 3 for rockets, 7 for cars
inStream.Read(count);
auto* temp = inv->GetInventory(TEMP_MODELS);
std::vector<LOT> modList;
auto& oldPartList = character->GetVar<std::string>(u"currentModifiedBuild");
bool everyPieceSwapped = !oldPartList.empty(); // If the player didn't put a build in initially, then they should not get this achievement.
if (count >= 3) {
std::u16string modules;
for (uint32_t k = 0; k < count; k++) {
uint32_t mod;
inStream.Read(mod);
modList.push_back(mod);
auto modToStr = GeneralUtils::to_u16string(mod);
modules += u"1:" + (modToStr);
if (k + 1 != count) modules += u"+";
if (temp->GetLotCount(mod) > 0) {
inv->RemoveItem(mod, 1, TEMP_MODELS);
} else {
inv->RemoveItem(mod, 1);
}
// Doing this check for 1 singular mission that needs to know when you've swapped every part out during a car modular build.
// since all 8129's are the same, skip checking that
if (mod != 8129) {
if (oldPartList.find(GeneralUtils::UTF16ToWTF8(modToStr)) != std::string::npos) everyPieceSwapped = false;
}
}
ObjectIDManager::RequestPersistentID([=](uint32_t newId) {
LOG("Build finished");
GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it
//inv->UnequipItem(inv->GetItemStackByLOT(6086, eInventoryType::ITEMS)); // take off the thinking cap
//Game::entityManager->SerializeEntity(entity);
const auto moduleAssembly = new LDFData<std::u16string>(u"assemblyPartLOTs", modules);
std::vector<LDFBaseData*> config;
config.push_back(moduleAssembly);
LWOOBJID newIdBig = newId;
GeneralUtils::SetBit(newIdBig, eObjectBits::CHARACTER);
if (count == 3) {
inv->AddItem(6416, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
} else if (count == 7) {
inv->AddItem(8092, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
}
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
std::unique_ptr<sql::PreparedStatement> stmt(Database::Get()->CreatePreppedStmt("INSERT INTO ugc_modular_build (ugc_id, ldf_config, character_id) VALUES (?,?,?)"));
stmt->setUInt64(1, newIdBig);
stmt->setString(2, GeneralUtils::UTF16ToWTF8(modules).c_str());
auto* pCharacter = character->GetCharacter();
pCharacter ? stmt->setUInt(3, pCharacter->GetID()) : stmt->setNull(3, sql::DataType::BIGINT);
stmt->execute();
auto* missionComponent = character->GetComponent<MissionComponent>();
if (entity->GetLOT() != 9980 || Game::server->GetZoneID() != 1200) {
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::SCRIPT, entity->GetLOT(), entity->GetObjectID());
if (count >= 7 && everyPieceSwapped) missionComponent->Progress(eMissionTaskType::RACING, LWOOBJID_EMPTY, static_cast<LWOOBJID>(eRacingTaskParam::MODULAR_BUILDING));
}
}
ScriptComponent* script = static_cast<ScriptComponent*>(entity->GetComponent(eReplicaComponentType::SCRIPT));
2024-03-06 11:28:26 +00:00
entity->GetScript()->OnModularBuildExit(entity, character, count >= 3, modList);
// Move remaining temp models back to models
std::vector<Item*> items;
for (const auto& pair : temp->GetItems()) {
items.push_back(pair.second);
}
for (auto* item : items) {
inv->MoveItemToInventory(item, eInventoryType::MODELS, item->GetCount(), false);
}
});
}
}
void GameMessages::HandleDoneArrangingWithItem(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* character = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!character) return;
InventoryComponent* inv = static_cast<InventoryComponent*>(character->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
/**
[int] - newSourceBAG
[LWOOBJID] - newSourceID
[LOT] - newSourceLOT
[int] - newSourceTYPE
[LWOOBJID] - newTargetID
[LOT] - newTargetLOT
[int] - newTargetTYPE
[NiPoint3] - newTtargetPOS
[int] - oldItemBAG
[LWOOBJID] - oldItemID
[LOT] - oldItemLOT
[int] - oldItemTYPE
*/
int newSourceBAG = 0;
LWOOBJID newSourceID = 0;
LOT newSourceLOT = 0;
int newSourceTYPE = 0;
LWOOBJID newTargetID = 0;
LOT newTargetLOT = 0;
int newTargetTYPE = 0;
NiPoint3 newTargetPOS;
int oldItemBAG = 0;
LWOOBJID oldItemID = 0;
LOT oldItemLOT = 0;
int oldItemTYPE = 0;
inStream.Read(newSourceBAG);
inStream.Read(newSourceID);
inStream.Read(newSourceLOT);
inStream.Read(newSourceTYPE);
inStream.Read(newTargetID);
inStream.Read(newTargetLOT);
inStream.Read(newTargetTYPE);
inStream.Read(newTargetPOS);
inStream.Read(oldItemBAG);
inStream.Read(oldItemID);
inStream.Read(oldItemLOT);
inStream.Read(oldItemTYPE);
/*
LOG("GameMessages",
"\nnewSourceBAG: %d\nnewSourceID: %llu\nnewSourceLOT: %d\nnewSourceTYPE: %d\nnewTargetID: %llu\nnewTargetLOT: %d\nnewTargetTYPE: %d\nnewTargetPOS: %f, %f, %f\noldItemBAG: %d\noldItemID: %llu\noldItemLOT: %d\noldItemTYPE: %d",
newSourceBAG, newSourceID, newSourceLOT, newSourceTYPE, newTargetID, newTargetLOT, newTargetTYPE, newTargetPOS.x, newTargetPOS.y, newTargetPOS.z, oldItemBAG, oldItemID, oldItemLOT, oldItemTYPE
);
*/
if (PropertyManagementComponent::Instance() != nullptr) {
const auto& buildAreas = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::BUILD_BORDER);
const auto& entities = Game::entityManager->GetEntitiesInGroup("PropertyPlaque");
Entity* buildArea;
if (!buildAreas.empty()) {
buildArea = buildAreas[0];
} else if (!entities.empty()) {
buildArea = entities[0];
LOG("Using PropertyPlaque");
} else {
LOG("No build area found");
return;
}
LOG("Build area found: %llu", buildArea->GetObjectID());
GameMessages::SendStartArrangingWithItem(
character,
character->GetSystemAddress(),
false,
buildArea->GetObjectID(),
character->GetPosition(),
newSourceBAG,
newSourceID,
newSourceLOT,
newSourceTYPE,
newTargetID,
newTargetLOT,
newTargetPOS,
newTargetTYPE
);
}
LOG("Done Arranging");
//GenericInventory* models = inv->GetGenericInventory(MODELS);
//GenericInventory* tempModels = inv->GetGenericInventory(TEMP_MODELS);
auto* inventory = inv->GetInventory(TEMP_MODELS);
std::vector<Item*> items;
for (const auto& pair : inventory->GetItems()) {
items.push_back(pair.second);
}
for (auto* item : items) {
inv->MoveItemToInventory(item, eInventoryType::MODELS, item->GetCount(), false, false);
}
}
void GameMessages::HandleModularBuildMoveAndEquip(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* character = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!character) return;
LOG("Build and move");
LOT templateID;
inStream.Read(templateID);
InventoryComponent* inv = static_cast<InventoryComponent*>(character->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
auto* item = inv->FindItemByLot(templateID, TEMP_MODELS);
if (item == nullptr) {
return;
}
inv->MoveItemToInventory(item, eInventoryType::MODELS, 1, false, true);
}
void GameMessages::HandlePickupItem(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID lootObjectID;
LWOOBJID playerID;
inStream.Read(lootObjectID);
inStream.Read(playerID);
entity->PickupItem(lootObjectID);
auto* team = TeamManager::Instance()->GetTeam(entity->GetObjectID());
if (team != nullptr) {
for (const auto memberId : team->members) {
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr || memberId == playerID) continue;
SendTeamPickupItem(lootObjectID, lootObjectID, playerID, member->GetSystemAddress());
}
}
}
void GameMessages::HandleResurrect(RakNet::BitStream& inStream, Entity* entity) {
bool immediate = inStream.ReadBit();
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
2024-03-06 11:28:26 +00:00
if (zoneControl) {
zoneControl->GetScript()->OnPlayerResurrected(zoneControl, entity);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
2024-03-06 11:28:26 +00:00
scriptEntity->GetScript()->OnPlayerResurrected(scriptEntity, entity);
}
}
}
void GameMessages::HandlePushEquippedItemsState(RakNet::BitStream& inStream, Entity* entity) {
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
inv->PushEquippedItems();
}
void GameMessages::HandlePopEquippedItemsState(RakNet::BitStream& inStream, Entity* entity) {
InventoryComponent* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
inv->PopEquippedItems();
Game::entityManager->SerializeEntity(entity); // so it updates on client side
}
void GameMessages::HandleClientItemConsumed(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID itemConsumed;
inStream.Read(itemConsumed);
auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (inventory == nullptr) {
return;
}
auto* item = inventory->FindItemById(itemConsumed);
if (item == nullptr) {
return;
}
LOT itemLot = item->GetLot();
item->Consume();
auto* missions = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
if (missions != nullptr) {
missions->Progress(eMissionTaskType::USE_ITEM, itemLot);
}
}
void GameMessages::HandleUseNonEquipmentItem(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID itemConsumed;
inStream.Read(itemConsumed);
auto* inv = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
if (!inv) return;
auto* item = inv->FindItemById(itemConsumed);
if (item) item->UseNonEquip(item);
}
void GameMessages::HandleMatchRequest(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID activator;
//std::map<LWOOBJID, LWONameValue> additionalPlayers;
uint32_t playerChoicesLen;
std::string playerChoices;
int type;
int value;
inStream.Read(activator);
inStream.Read(playerChoicesLen);
for (uint32_t i = 0; i < playerChoicesLen; ++i) {
uint16_t character;
inStream.Read(character);
playerChoices.push_back(character);
}
if (playerChoicesLen > 0) {
uint16_t nullTerm;
inStream.Read(nullTerm);
}
inStream.Read(type);
inStream.Read(value);
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
if (type == 0) { // join
if (value != 0) {
for (Entity* scriptedAct : scriptedActs) {
ScriptedActivityComponent* comp = static_cast<ScriptedActivityComponent*>(scriptedAct->GetComponent(eReplicaComponentType::SCRIPTED_ACTIVITY));
if (!comp) continue;
if (comp->GetActivityID() == value) {
comp->PlayerJoin(entity);
}
}
} else {
}
} else if (type == 1) { // ready/unready
for (Entity* scriptedAct : scriptedActs) {
ScriptedActivityComponent* comp = static_cast<ScriptedActivityComponent*>(scriptedAct->GetComponent(eReplicaComponentType::SCRIPTED_ACTIVITY));
if (!comp) continue;
if (comp->PlayerIsInQueue(entity)) {
comp->PlayerReady(entity, value);
}
}
}
}
void GameMessages::HandleGetHotPropertyData(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
SendGetHotPropertyData(inStream, entity, sysAddr);
}
void GameMessages::SendGetHotPropertyData(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
/**
* [u32] - Number of properties
* [objid] - property id
* [objid] - property owner id
* [wstring] - property owner name
* [u64] - total reputation
* [i32] - property template id
* [wstring] - property name
* [wstring] - property description
* [float] - performance cost
* [timestamp] - time last published
* [cloneid] - clone id
*
*/
// TODO This needs to be implemented when reputation is implemented for getting hot properties.
/**
bitStream.Write(entity->GetObjectID());
bitStream.Write(eGameMessageType::SEND_HOT_PROPERTY_DATA);
std::vector<int32_t> t = {25166, 25188, 25191, 25194};
bitStream.Write<uint32_t>(4);
for (uint8_t i = 0; i < 4; i++) {
bitStream.Write<LWOOBJID>(entity->GetObjectID());
bitStream.Write<LWOOBJID>(entity->GetObjectID());
bitStream.Write<uint32_t>(1);
bitStream.Write<uint16_t>('c');
bitStream.Write<uint64_t>(42069);
bitStream.Write<int32_t>(t[i]);
bitStream.Write<uint32_t>(1);
bitStream.Write<uint16_t>('c');
bitStream.Write<uint32_t>(1);
bitStream.Write<uint16_t>('c');
bitStream.Write<float>(420.69f);
bitStream.Write<uint64_t>(1658376385);
bitStream.Write<int32_t>(25166);
}
SEND_PACKET*/
}
void GameMessages::HandleReportBug(RakNet::BitStream& inStream, Entity* entity) {
//Definitely not stolen from autogenerated code, no sir:
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
IBugReports::Info reportInfo;
//Reading:
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
uint32_t messageLength;
inStream.Read(messageLength);
for (uint32_t i = 0; i < (messageLength); ++i) {
uint16_t character;
inStream.Read(character);
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
reportInfo.body.push_back(static_cast<char>(character));
}
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auto character = entity->GetCharacter();
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
if (character) reportInfo.characterId = character->GetID();
2022-03-21 03:28:26 +00:00
uint32_t clientVersionLength;
inStream.Read(clientVersionLength);
for (unsigned int k = 0; k < clientVersionLength; k++) {
unsigned char character;
inStream.Read(character);
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
reportInfo.clientVersion.push_back(character);
}
uint32_t nOtherPlayerIDLength;
inStream.Read(nOtherPlayerIDLength);
for (unsigned int k = 0; k < nOtherPlayerIDLength; k++) {
unsigned char character;
inStream.Read(character);
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
reportInfo.otherPlayer.push_back(character);
}
uint32_t selectionLength;
inStream.Read(selectionLength);
for (unsigned int k = 0; k < selectionLength; k++) {
unsigned char character;
inStream.Read(character);
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
reportInfo.selection.push_back(character);
}
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
Database::Get()->InsertNewBugReport(reportInfo);
}
void
GameMessages::HandleClientRailMovementReady(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
const auto possibleRails = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RAIL_ACTIVATOR);
for (const auto* possibleRail : possibleRails) {
const auto* rail = possibleRail->GetComponent<RailActivatorComponent>();
if (rail != nullptr) {
rail->OnRailMovementReady(entity);
}
}
}
void GameMessages::HandleCancelRailMovement(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
const auto immediate = inStream.ReadBit();
const auto possibleRails = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RAIL_ACTIVATOR);
for (const auto* possibleRail : possibleRails) {
auto* rail = possibleRail->GetComponent<RailActivatorComponent>();
if (rail != nullptr) {
rail->OnCancelRailMovement(entity);
}
}
}
void GameMessages::HandlePlayerRailArrivedNotification(RakNet::BitStream& inStream, Entity* entity,
const SystemAddress& sysAddr) {
uint32_t pathNameLength;
inStream.Read(pathNameLength);
std::u16string pathName;
for (auto k = 0; k < pathNameLength; k++) {
uint16_t c;
inStream.Read(c);
pathName.push_back(c);
}
int32_t waypointNumber;
inStream.Read(waypointNumber);
const auto possibleRails = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RAIL_ACTIVATOR);
for (auto* possibleRail : possibleRails) {
2024-03-06 11:28:26 +00:00
if (possibleRail) possibleRail->GetScript()->OnPlayerRailArrived(possibleRail, entity, pathName, waypointNumber);
}
}
void GameMessages::HandleModifyPlayerZoneStatistic(RakNet::BitStream& inStream, Entity* entity) {
const auto set = inStream.ReadBit();
const auto statisticsName = GeneralUtils::ReadWString(inStream);
int32_t value;
if (inStream.ReadBit()) {
inStream.Read<int32_t>(value);
} else {
value = 0;
}
LWOMAPID zone;
if (inStream.ReadBit()) {
inStream.Read<LWOMAPID>(zone);
} else {
zone = LWOMAPID_INVALID;
}
// Notify the character component that something's changed
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->HandleZoneStatisticsUpdate(zone, statisticsName, value);
}
}
void GameMessages::HandleUpdatePlayerStatistic(RakNet::BitStream& inStream, Entity* entity) {
int32_t updateID;
inStream.Read<int32_t>(updateID);
int64_t updateValue;
if (inStream.ReadBit()) {
inStream.Read<int64_t>(updateValue);
} else {
updateValue = 1;
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(static_cast<StatisticID>(updateID), static_cast<uint64_t>(std::max(updateValue, static_cast<int64_t>(0))));
}
}
void GameMessages::HandleDeactivateBubbleBuff(RakNet::BitStream& inStream, Entity* entity) {
auto controllablePhysicsComponent = entity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->DeactivateBubbleBuff();
}
void GameMessages::HandleActivateBubbleBuff(RakNet::BitStream& inStream, Entity* entity) {
bool specialAnimations;
if (!inStream.Read(specialAnimations)) return;
std::u16string type = GeneralUtils::ReadWString(inStream);
auto bubbleType = eBubbleType::DEFAULT;
if (type == u"skunk") bubbleType = eBubbleType::SKUNK;
else if (type == u"energy") bubbleType = eBubbleType::ENERGY;
auto controllablePhysicsComponent = entity->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->ActivateBubbleBuff(bubbleType, specialAnimations);
}
void GameMessages::SendActivateBubbleBuffFromServer(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::ACTIVATE_BUBBLE_BUFF_FROM_SERVER);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendDeactivateBubbleBuffFromServer(LWOOBJID objectId, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::DEACTIVATE_BUBBLE_BUFF_FROM_SERVER);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::HandleZoneSummaryDismissed(RakNet::BitStream& inStream, Entity* entity) {
LWOOBJID player_id;
inStream.Read<LWOOBJID>(player_id);
auto target = Game::entityManager->GetEntity(player_id);
entity->TriggerEvent(eTriggerEventType::ZONE_SUMMARY_DISMISSED, target);
};
void GameMessages::SendSetNamebillboardState(const SystemAddress& sysAddr, LWOOBJID objectId) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SET_NAME_BILLBOARD_STATE);
// Technically these bits would be written, however the client does not
// contain a deserialize method to actually deserialize, so we are leaving it out.
// As such this GM only turns the billboard off.
// bitStream.Write(overrideDefault);
// bitStream.Write(state);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST
else SEND_PACKET
}
void GameMessages::SendShowBillboardInteractIcon(const SystemAddress& sysAddr, LWOOBJID objectId) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(eGameMessageType::SHOW_BILLBOARD_INTERACT_ICON);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST
else SEND_PACKET
}
void GameMessages::HandleRequestActivityExit(RakNet::BitStream& inStream, Entity* entity) {
bool canceled = false;
inStream.Read(canceled);
if (!canceled) return;
LWOOBJID player_id = LWOOBJID_EMPTY;
inStream.Read(player_id);
auto player = Game::entityManager->GetEntity(player_id);
if (!entity || !player) return;
2023-05-11 14:23:48 +00:00
entity->RequestActivityExit(entity, player_id, canceled);
}
void GameMessages::HandleAddDonationItem(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
uint32_t count = 1;
bool hasCount = false;
inStream.Read(hasCount);
if (hasCount) inStream.Read(count);
LWOOBJID itemId = LWOOBJID_EMPTY;
inStream.Read(itemId);
if (!itemId) return;
auto* donationVendorComponent = entity->GetComponent<DonationVendorComponent>();
if (!donationVendorComponent) return;
if (donationVendorComponent->GetActivityID() == 0) {
LOG("WARNING: Trying to dontate to a vendor with no activity");
return;
}
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!player) return;
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
Item* item = inventoryComponent->FindItemById(itemId);
if (!item) return;
if (item->GetCount() < count) return;
characterComponent->SetCurrentInteracting(entity->GetObjectID());
inventoryComponent->MoveItemToInventory(item, eInventoryType::DONATION, count, true, false, true);
}
void GameMessages::HandleRemoveDonationItem(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool confirmed = false;
inStream.Read(confirmed);
uint32_t count = 1;
bool hasCount = false;
inStream.Read(hasCount);
if (hasCount) inStream.Read(count);
LWOOBJID itemId = LWOOBJID_EMPTY;
inStream.Read(itemId);
if (!itemId) return;
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) return;
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
if (!player) return;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
Item* item = inventoryComponent->FindItemById(itemId);
if (!item) return;
if (item->GetCount() < count) return;
inventoryComponent->MoveItemToInventory(item, eInventoryType::BRICKS, count, true, false, true);
}
void GameMessages::HandleConfirmDonationOnPlayer(RakNet::BitStream& inStream, Entity* entity) {
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto* missionComponent = entity->GetComponent<MissionComponent>();
if (!missionComponent) return;
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent || !characterComponent->GetCurrentInteracting()) return;
auto* donationEntity = Game::entityManager->GetEntity(characterComponent->GetCurrentInteracting());
if (!donationEntity) return;
auto* donationVendorComponent = donationEntity->GetComponent<DonationVendorComponent>();
if (!donationVendorComponent) return;
if (donationVendorComponent->GetActivityID() == 0) {
LOG("WARNING: Trying to dontate to a vendor with no activity");
return;
}
auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
if (!inventory) return;
auto items = inventory->GetItems();
if (!items.empty()) {
uint32_t count = 0;
for (auto& [itemID, item] : items) {
count += item->GetCount();
item->RemoveFromInventory();
}
missionComponent->Progress(eMissionTaskType::DONATION, 0, LWOOBJID_EMPTY, "", count);
LeaderboardManager::SaveScore(entity->GetObjectID(), donationVendorComponent->GetActivityID(), count);
donationVendorComponent->SubmitDonation(count);
Game::entityManager->SerializeEntity(donationEntity);
}
characterComponent->SetCurrentInteracting(LWOOBJID_EMPTY);
}
void GameMessages::HandleCancelDonationOnPlayer(RakNet::BitStream& inStream, Entity* entity) {
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
if (!inventory) return;
auto items = inventory->GetItems();
for (auto& [itemID, item] : items) {
inventoryComponent->MoveItemToInventory(item, eInventoryType::BRICKS, item->GetCount(), false, false, true);
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent) return;
characterComponent->SetCurrentInteracting(LWOOBJID_EMPTY);
}