DarkflameServer/dNet/ChatPackets.cpp

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/*
* Darkflame Universe
* Copyright 2018
*/
#include "ChatPackets.h"
#include "RakNetTypes.h"
#include "BitStream.h"
#include "Game.h"
#include "PacketUtils.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "eConnectionType.h"
#include "eChatMessageType.h"
void ChatPackets::SendChatMessage(const SystemAddress& sysAddr, char chatChannel, const std::string& senderName, LWOOBJID playerObjectID, bool senderMythran, const std::u16string& message) {
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CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::GENERAL_CHAT_MESSAGE);
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bitStream.Write(static_cast<uint64_t>(0));
bitStream.Write(chatChannel);
bitStream.Write(static_cast<uint32_t>(message.size()));
bitStream.Write(LUWString(senderName));
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bitStream.Write(playerObjectID);
bitStream.Write(static_cast<uint16_t>(0));
bitStream.Write(static_cast<char>(0));
for (uint32_t i = 0; i < message.size(); ++i) {
bitStream.Write(static_cast<uint16_t>(message[i]));
}
bitStream.Write(static_cast<uint16_t>(0));
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SEND_PACKET_BROADCAST;
}
void ChatPackets::SendSystemMessage(const SystemAddress& sysAddr, const std::u16string& message, const bool broadcast) {
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CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::GENERAL_CHAT_MESSAGE);
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bitStream.Write(static_cast<uint64_t>(0));
bitStream.Write(static_cast<char>(4));
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bitStream.Write(static_cast<uint32_t>(message.size()));
bitStream.Write(LUWString("", 33));
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bitStream.Write(static_cast<uint64_t>(0));
bitStream.Write(static_cast<uint16_t>(0));
bitStream.Write(static_cast<char>(0));
for (uint32_t i = 0; i < message.size(); ++i) {
bitStream.Write(static_cast<uint16_t>(message[i]));
}
bitStream.Write(static_cast<uint16_t>(0));
//This is so Wincent's announcement works:
if (sysAddr != UNASSIGNED_SYSTEM_ADDRESS) {
SEND_PACKET;
return;
}
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SEND_PACKET_BROADCAST;
}
void ChatPackets::SendMessageFail(const SystemAddress& sysAddr) {
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//0x00 - "Chat is currently disabled."
//0x01 - "Upgrade to a full LEGO Universe Membership to chat with other players."
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::SEND_CANNED_TEXT);
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bitStream.Write<uint8_t>(0); //response type, options above ^
//docs say there's a wstring here-- no idea what it's for, or if it's even needed so leaving it as is for now.
SEND_PACKET;
}