DarkflameServer/dNet/ClientPackets.cpp

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/*
* Darkflame Universe
* Copyright 2018
*/
#include "ClientPackets.h"
#include "UserManager.h"
#include "User.h"
#include "Character.h"
#include "EntityManager.h"
#include "Entity.h"
#include "ControllablePhysicsComponent.h"
#include "Game.h"
#include "Logger.h"
#include "WorldPackets.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "dCommonVars.h"
#include "BitStream.h"
#include "dChatFilter.h"
#include "WorldPackets.h"
#include "ChatPackets.h"
#include "dServer.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "Player.h"
#include "Zone.h"
#include "PossessorComponent.h"
#include "PossessableComponent.h"
#include "VehiclePhysicsComponent.h"
#include "dConfig.h"
#include "CharacterComponent.h"
#include "Database.h"
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#include "PacketUtils.h"
#include "eGuildRank.h"
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "CheatDetection.h"
#include "Amf3.h"
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#include "eObjectBits.h"
void ClientPackets::HandleChatMessage(const SystemAddress& sysAddr, Packet* packet) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) {
LOG("Unable to get user to parse chat message");
return;
}
if (user->GetIsMuted()) {
user->GetLastUsedChar()->SendMuteNotice();
return;
}
CINSTREAM_SKIP_HEADER;
char chatChannel;
uint16_t unknown;
uint32_t messageLength;
std::u16string message;
inStream.Read(chatChannel);
inStream.Read(unknown);
inStream.Read(messageLength);
for (uint32_t i = 0; i < (messageLength - 1); ++i) {
uint16_t character;
inStream.Read(character);
message.push_back(character);
}
std::string playerName = user->GetLastUsedChar()->GetName();
bool isMythran = user->GetLastUsedChar()->GetGMLevel() > eGameMasterLevel::CIVILIAN;
bool isOk = Game::chatFilter->IsSentenceOkay(GeneralUtils::UTF16ToWTF8(message), user->GetLastUsedChar()->GetGMLevel()).empty();
LOG_DEBUG("Msg: %s was approved previously? %i", GeneralUtils::UTF16ToWTF8(message).c_str(), user->GetLastChatMessageApproved());
if (!isOk) {
// Add a limit to the string converted by general utils because it is a user received string and may be a bad actor.
CheatDetection::ReportCheat(
user,
sysAddr,
"Player %s attempted to bypass chat filter with message: %s",
playerName.c_str(),
GeneralUtils::UTF16ToWTF8(message, 512).c_str());
}
if (!isOk && !isMythran) return;
std::string sMessage = GeneralUtils::UTF16ToWTF8(message);
LOG("%s: %s", playerName.c_str(), sMessage.c_str());
ChatPackets::SendChatMessage(sysAddr, chatChannel, playerName, user->GetLoggedInChar(), isMythran, message);
}
void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Packet* packet) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) {
LOG("Unable to get user to parse position update");
return;
}
CINSTREAM_SKIP_HEADER;
Entity* entity = Game::entityManager->GetEntity(user->GetLastUsedChar()->GetObjectID());
if (!entity) return;
ControllablePhysicsComponent* comp = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
if (!comp) return;
/*
//If we didn't move, this will match and stop our velocity
if (packet->length == 37) {
NiPoint3 zeroVel(0.0f, 0.0f, 0.0f);
comp->SetVelocity(zeroVel);
comp->SetAngularVelocity(zeroVel);
comp->SetIsOnGround(true); //probably8
Game::entityManager->SerializeEntity(entity);
return;
}
*/
auto* possessorComponent = entity->GetComponent<PossessorComponent>();
NiPoint3 position;
inStream.Read(position.x);
inStream.Read(position.y);
inStream.Read(position.z);
NiQuaternion rotation;
inStream.Read(rotation.x);
inStream.Read(rotation.y);
inStream.Read(rotation.z);
inStream.Read(rotation.w);
bool onGround = false;
bool onRail = false;
inStream.Read(onGround);
inStream.Read(onRail);
bool velocityFlag = false;
inStream.Read(velocityFlag);
NiPoint3 velocity{};
if (velocityFlag) {
inStream.Read(velocity.x);
inStream.Read(velocity.y);
inStream.Read(velocity.z);
}
bool angVelocityFlag = false;
inStream.Read(angVelocityFlag);
NiPoint3 angVelocity{};
if (angVelocityFlag) {
inStream.Read(angVelocity.x);
inStream.Read(angVelocity.y);
inStream.Read(angVelocity.z);
}
// TODO figure out how to use these. Ignoring for now, but reading in if they exist.
bool hasLocalSpaceInfo{};
LWOOBJID objectId{};
NiPoint3 localSpacePosition{};
bool hasLinearVelocity{};
NiPoint3 linearVelocity{};
if (inStream.Read(hasLocalSpaceInfo) && hasLocalSpaceInfo) {
inStream.Read(objectId);
inStream.Read(localSpacePosition.x);
inStream.Read(localSpacePosition.y);
inStream.Read(localSpacePosition.z);
if (inStream.Read(hasLinearVelocity) && hasLinearVelocity) {
inStream.Read(linearVelocity.x);
inStream.Read(linearVelocity.y);
inStream.Read(linearVelocity.z);
}
}
bool hasRemoteInputInfo{};
RemoteInputInfo remoteInput{};
if (inStream.Read(hasRemoteInputInfo) && hasRemoteInputInfo) {
inStream.Read(remoteInput.m_RemoteInputX);
inStream.Read(remoteInput.m_RemoteInputY);
inStream.Read(remoteInput.m_IsPowersliding);
inStream.Read(remoteInput.m_IsModified);
}
bool updateChar = true;
if (possessorComponent != nullptr) {
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (possassableEntity != nullptr) {
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
if (possessableComponent) {
// While possessing something, only update char if we are attached to the thing we are possessing
if (possessableComponent->GetPossessionType() != ePossessionType::ATTACHED_VISIBLE) updateChar = false;
}
auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>();
if (vehiclePhysicsComponent != nullptr) {
vehiclePhysicsComponent->SetPosition(position);
vehiclePhysicsComponent->SetRotation(rotation);
vehiclePhysicsComponent->SetIsOnGround(onGround);
vehiclePhysicsComponent->SetIsOnRail(onRail);
vehiclePhysicsComponent->SetVelocity(velocity);
vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
} else {
// Need to get the mount's controllable physics
auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetPosition(position);
controllablePhysicsComponent->SetRotation(rotation);
controllablePhysicsComponent->SetIsOnGround(onGround);
controllablePhysicsComponent->SetIsOnRail(onRail);
controllablePhysicsComponent->SetVelocity(velocity);
controllablePhysicsComponent->SetDirtyVelocity(velocityFlag);
controllablePhysicsComponent->SetAngularVelocity(angVelocity);
controllablePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
}
Game::entityManager->SerializeEntity(possassableEntity);
}
}
if (!updateChar) {
velocity = NiPoint3::ZERO;
angVelocity = NiPoint3::ZERO;
}
// Handle statistics
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackPositionUpdate(position);
}
comp->SetPosition(position);
comp->SetRotation(rotation);
comp->SetIsOnGround(onGround);
comp->SetIsOnRail(onRail);
comp->SetVelocity(velocity);
comp->SetDirtyVelocity(velocityFlag);
comp->SetAngularVelocity(angVelocity);
comp->SetDirtyAngularVelocity(angVelocityFlag);
auto* player = static_cast<Player*>(entity);
player->SetGhostReferencePoint(position);
Game::entityManager->QueueGhostUpdate(player->GetObjectID());
if (updateChar) Game::entityManager->SerializeEntity(entity);
//TODO: add moving platform stuffs
/*bool movingPlatformFlag;
inStream.Read(movingPlatformFlag);
if (movingPlatformFlag) {
LWOOBJID objectID;
NiPoint3 niData2;
inStream.Read(objectID);
inStream.Read(niData2.x);
inStream.Read(niData2.y);
inStream.Read(niData2.z);
bool niData3Flag;
inStream.Read(niData3Flag);
if (niData3Flag) {
NiPoint3 niData3;
inStream.Read(niData3.x);
inStream.Read(niData3.y);
inStream.Read(niData3.z);
controllablePhysics->GetLocationData()->GetMovingPlatformData()->SetData3(niData3);
}
}*/
/*
for (int i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i)
{
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
if (entity->GetSystemAddress() == player)
{
continue;
}
Game::entityManager->SerializeEntity(entity, player);
}
*/
}
void ClientPackets::HandleChatModerationRequest(const SystemAddress& sysAddr, Packet* packet) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) {
LOG("Unable to get user to parse chat moderation request");
return;
}
auto* entity = Player::GetPlayer(sysAddr);
if (entity == nullptr) {
LOG("Unable to get player to parse chat moderation request");
return;
}
// Check if the player has restricted chat access
auto* character = entity->GetCharacter();
if (character->HasPermission(ePermissionMap::RestrictedChatAccess)) {
// Send a message to the player
ChatPackets::SendSystemMessage(
sysAddr,
u"This character has restricted chat access."
);
return;
}
RakNet::BitStream stream(packet->data, packet->length, false);
uint64_t header;
stream.Read(header);
// Data
uint8_t chatLevel;
uint8_t requestID;
uint16_t messageLength;
std::string receiver = "";
std::string message = "";
stream.Read(chatLevel);
stream.Read(requestID);
for (uint32_t i = 0; i < 42; ++i) {
uint16_t character;
stream.Read(character);
receiver.push_back(static_cast<uint8_t>(character));
}
if (!receiver.empty()) {
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if (std::string(receiver.c_str(), 4) == "[GM]") { // Shift the string forward if we are speaking to a GM as the client appends "[GM]" if they are
receiver = std::string(receiver.c_str() + 4, receiver.size() - 4);
}
}
stream.Read(messageLength);
for (uint32_t i = 0; i < messageLength; ++i) {
uint16_t character;
stream.Read(character);
message.push_back(static_cast<uint8_t>(character));
}
bool isBestFriend = false;
if (chatLevel == 1) {
// Private chat
LWOOBJID idOfReceiver = LWOOBJID_EMPTY;
{
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 characterIdFetch = Database::Get()->GetCharacterInfo(receiver);
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>
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if (characterIdFetch) {
idOfReceiver = characterIdFetch->id;
}
}
if (user->GetIsBestFriendMap().find(receiver) == user->GetIsBestFriendMap().end() && idOfReceiver != LWOOBJID_EMPTY) {
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 bffInfo = Database::Get()->GetBestFriendStatus(entity->GetObjectID(), idOfReceiver);
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 (bffInfo) {
isBestFriend = bffInfo->bestFriendStatus == 3;
}
if (isBestFriend) {
auto tmpBestFriendMap = user->GetIsBestFriendMap();
tmpBestFriendMap[receiver] = true;
user->SetIsBestFriendMap(tmpBestFriendMap);
}
} else if (user->GetIsBestFriendMap().find(receiver) != user->GetIsBestFriendMap().end()) {
isBestFriend = true;
}
}
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std::vector<std::pair<uint8_t, uint8_t>> segments = Game::chatFilter->IsSentenceOkay(message, entity->GetGMLevel(), !(isBestFriend && chatLevel == 1));
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bool bAllClean = segments.empty();
if (user->GetIsMuted()) {
bAllClean = false;
}
user->SetLastChatMessageApproved(bAllClean);
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WorldPackets::SendChatModerationResponse(sysAddr, bAllClean, requestID, receiver, segments);
}
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void ClientPackets::HandleGuildCreation(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LUWString guildName(31);
inStream.Read(guildName);
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auto user = UserManager::Instance()->GetUser(packet->systemAddress);
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if (!user) return;
auto character = user->GetLastUsedChar();
if (!character) return;
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LOG("User %s wants to create a guild with name: %s", character->GetName().c_str(), guildName.GetAsString().c_str());
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// First, check to see if there is a guild with that name or not:
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if (Database::Get()->CheckGuildNameExists(guildName.GetAsString().c_str())) {
LOG("But a guild already exists with that name!");
SendGuildCreateResponse(packet->systemAddress, eGuildCreationResponse::REJECTED_EXISTS, LWOOBJID_EMPTY, guildName.string);
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return;
}
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if (!Game::chatFilter->IsSentenceOkay(guildName.GetAsString().c_str(), character->GetGMLevel()).empty()) {
LOG("But they used bad words!");
SendGuildCreateResponse(packet->systemAddress, eGuildCreationResponse::REJECTED_BAD_NAME, LWOOBJID_EMPTY, guildName.string);
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return;
}
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auto entity = character->GetEntity();
if (!entity) return;
// Check to see if the character is already in a guild or not:
auto* characterComp = entity->GetComponent<CharacterComponent>();
if (!characterComp) return;
if (characterComp->GetGuildID() != 0) {
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ChatPackets::SendSystemMessage(packet->systemAddress, u"You are already in a guild! Leave your current guild first.");
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return;
}
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LOG("Creating Guild");
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auto newGuild = Database::Get()->CreateGuild(guildName.GetAsString(), character->GetID(), characterComp->GetUScore());
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if (!newGuild){
LOG("Unknown error ocurred while creating a guild! Got %i", newGuild->id);
SendGuildCreateResponse(packet->systemAddress, eGuildCreationResponse::UNKNOWN_ERROR, LWOOBJID_EMPTY, guildName.string);
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return;
}
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Database::Get()->InsertGuildMember(newGuild->id, character->GetID(), eGuildRank::LEADER);
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characterComp->SetGuild(newGuild->id, guildName.string);
SendGuildCreateResponse(packet->systemAddress, eGuildCreationResponse::CREATED, newGuild->id, guildName.string);
AMFArrayValue data;
data.Insert("bOn", true);
GameMessages::SendUIMessageServerToSingleClient(entity, packet->systemAddress, "ToggleGuildUI", data);
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}
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void ClientPackets::SendGuildCreateResponse(const SystemAddress& sysAddr, eGuildCreationResponse guildResponse, LWOOBJID guild_id, std::u16string& guildName) {
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CBITSTREAM;
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GeneralUtils::SetBit(guild_id, eObjectBits::CHARACTER);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::GUILD_CREATE_RESPONSE);
bitStream.Write<uint8_t>(guildResponse);
bitStream.Write(guild_id);
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bitStream.Write(LUWString(guildName));
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SEND_PACKET;
}
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void ClientPackets::SendTop5HelpIssues(Packet* packet) {
auto* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
auto* character = user->GetLastUsedChar();
if (!character) return;
auto * entity = character->GetEntity();
if (!entity) return;
CINSTREAM_SKIP_HEADER;
int32_t language = 0;
inStream.Read(language);
// TODO: Handle different languages in a nice way
// 0: en_US
// 1: pl_US
// 2: de_DE
// 3: en_GB
AMFArrayValue data;
// Summaries
data.Insert("Summary0", Game::config->GetValue("help_0_summary"));
data.Insert("Summary1", Game::config->GetValue("help_1_summary"));
data.Insert("Summary2", Game::config->GetValue("help_2_summary"));
data.Insert("Summary3", Game::config->GetValue("help_3_summary"));
data.Insert("Summary4", Game::config->GetValue("help_4_summary"));
// Descriptions
data.Insert("Description0", Game::config->GetValue("help_0_description"));
data.Insert("Description1", Game::config->GetValue("help_1_description"));
data.Insert("Description2", Game::config->GetValue("help_2_description"));
data.Insert("Description3", Game::config->GetValue("help_3_description"));
data.Insert("Description4", Game::config->GetValue("help_4_description"));
GameMessages::SendUIMessageServerToSingleClient(entity, packet->systemAddress, "UIHelpTop5", data);
}