DarkflameServer/dChatServer/PlayerContainer.h

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#pragma once
#include <map>
#include "dCommonVars.h"
#include "RakString.h"
#include <vector>
#include "Game.h"
#include "dServer.h"
#include <unordered_map>
struct PlayerData {
LWOOBJID playerID;
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std::string playerName;
SystemAddress sysAddr;
LWOZONEID zoneID;
std::vector<FriendData> friends;
time_t muteExpire;
Friends List Overhaul (#630) v103 * Add friends list migration * Change friends to use charID Update friends table to use charID and not LWOOBJID variant. * Fix remove friend Fix remove friend and make the query more readable at a glance. * Add and remove friends in the container Properly add and remove friends in the player container * add enums * Add best friends and basic GM support V1 * Add more features * not online / doesnt exist implementation Implements the not online and invalid character response codes * Address players not being removed Fix an issue where players would not be marked as offline in the friends list due to the message not being sent in all circumstances. Tested changes on 3 clients, switching characters, logging out from character select, switching characters, world transfer and my friends list looked as it was supposed to. * Implement proper friends system Remove debug logs Track count of best friends Add best friends list cap of 5 Add config option and best friend update Add a config option and implement the last missing best friend serialization Added comments and fixed remove best friend bug Added some comments and addressed an issue where removing best friends would not remove them from your internal count of friends. properties and logs fixes whoops, had an issue send reply if already BFFs Send the correct objectID I really need to rename these Fix white space goon * Replace queries with unique ptrs * remove user from player container on deletion Remove the user from the player container when they delete their character.
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uint8_t countOfBestFriends = 0;
};
struct TeamData {
TeamData();
LWOOBJID teamID = LWOOBJID_EMPTY; // Internal use
LWOOBJID leaderID = LWOOBJID_EMPTY;
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std::vector<LWOOBJID> memberIDs{};
uint8_t lootFlag = 0;
bool local = false;
LWOZONEID zoneId = {};
};
class PlayerContainer {
public:
PlayerContainer();
~PlayerContainer();
void InsertPlayer(Packet* packet);
void RemovePlayer(Packet* packet);
void MuteUpdate(Packet* packet);
void CreateTeamServer(Packet* packet);
void BroadcastMuteUpdate(LWOOBJID player, time_t time);
PlayerData* GetPlayerData(const LWOOBJID& playerID) {
auto it = mPlayers.find(playerID);
if (it != mPlayers.end()) return it->second;
return nullptr;
}
PlayerData* GetPlayerData(const std::string& playerName) {
for (auto player : mPlayers) {
if (player.second) {
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std::string pn = player.second->playerName.c_str();
if (pn == playerName) return player.second;
}
}
return nullptr;
}
TeamData* CreateLocalTeam(std::vector<LWOOBJID> members);
TeamData* CreateTeam(LWOOBJID leader, bool local = false);
TeamData* GetTeam(LWOOBJID playerID);
void AddMember(TeamData* team, LWOOBJID playerID);
void RemoveMember(TeamData* team, LWOOBJID playerID, bool disband, bool kicked, bool leaving, bool silent = false);
void PromoteMember(TeamData* team, LWOOBJID newLeader);
void DisbandTeam(TeamData* team);
void TeamStatusUpdate(TeamData* team);
void UpdateTeamsOnWorld(TeamData* team, bool deleteTeam);
std::u16string GetName(LWOOBJID playerID);
LWOOBJID GetId(const std::u16string& playerName);
bool GetIsMuted(PlayerData* data);
std::map<LWOOBJID, PlayerData*>& GetAllPlayerData() { return mPlayers; }
private:
LWOOBJID mTeamIDCounter = 0;
std::map<LWOOBJID, PlayerData*> mPlayers;
std::vector<TeamData*> mTeams;
std::unordered_map<LWOOBJID, std::u16string> mNames;
};