DarkflameServer/dNet/WorldPackets.cpp

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#include "WorldPackets.h"
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#include "dCommonVars.h"
#include "BitStream.h"
#include "GeneralUtils.h"
#include "Logger.h"
#include "Game.h"
#include "LDFFormat.h"
#include "dServer.h"
#include "ZCompression.h"
#include "eConnectionType.h"
#include "BitStreamUtils.h"
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#include <iostream>
void WorldPackets::SendLoadStaticZone(const SystemAddress& sysAddr, float x, float y, float z, uint32_t checksum, LWOZONEID zone) {
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RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::LOAD_STATIC_ZONE);
bitStream.Write<uint16_t>(zone.GetMapID());
bitStream.Write<uint16_t>(zone.GetInstanceID());
//bitStream.Write<uint32_t>(zone.GetCloneID());
bitStream.Write(0);
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bitStream.Write(checksum);
bitStream.Write<uint16_t>(0); // ??
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bitStream.Write(x);
bitStream.Write(y);
bitStream.Write(z);
bitStream.Write<uint32_t>(0); // Change this to eventually use 4 on activity worlds
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SEND_PACKET;
}
void WorldPackets::SendCharacterCreationResponse(const SystemAddress& sysAddr, eCharacterCreationResponse response) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_CREATE_RESPONSE);
bitStream.Write(response);
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SEND_PACKET;
}
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void WorldPackets::SendCharacterRenameResponse(const SystemAddress& sysAddr, eRenameResponse response) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_RENAME_RESPONSE);
bitStream.Write(response);
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SEND_PACKET;
}
void WorldPackets::SendCharacterDeleteResponse(const SystemAddress& sysAddr, bool response) {
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RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::DELETE_CHARACTER_RESPONSE);
bitStream.Write<uint8_t>(response);
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SEND_PACKET;
}
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void WorldPackets::SendTransferToWorld(const SystemAddress& sysAddr, const std::string& serverIP, uint32_t serverPort, bool mythranShift) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::TRANSFER_TO_WORLD);
bitStream.Write(LUString(serverIP));
bitStream.Write<uint16_t>(serverPort);
bitStream.Write<uint8_t>(mythranShift);
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SEND_PACKET;
}
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void WorldPackets::SendServerState(const SystemAddress& sysAddr) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::SERVER_STATES);
bitStream.Write<uint8_t>(1); //If the server is receiving this request, it probably is ready anyway.
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SEND_PACKET;
}
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void WorldPackets::SendCreateCharacter(const SystemAddress& sysAddr, int64_t reputation, LWOOBJID player, const std::string& xmlData, const std::u16string& username, eGameMasterLevel gm) {
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RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CREATE_CHARACTER);
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RakNet::BitStream data;
data.Write<uint32_t>(7); //LDF key count
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std::unique_ptr<LDFData<LWOOBJID>> objid(new LDFData<LWOOBJID>(u"objid", player));
std::unique_ptr<LDFData<LOT>> lot(new LDFData<LOT>(u"template", 1));
std::unique_ptr<LDFData<std::string>> xmlConfigData(new LDFData<std::string>(u"xmlData", xmlData));
std::unique_ptr<LDFData<std::u16string>> name(new LDFData<std::u16string>(u"name", username));
std::unique_ptr<LDFData<int32_t>> gmlevel(new LDFData<int32_t>(u"gmlevel", static_cast<int32_t>(gm)));
std::unique_ptr<LDFData<int32_t>> chatmode(new LDFData<int32_t>(u"chatmode", static_cast<int32_t>(gm)));
std::unique_ptr<LDFData<int64_t>> reputationLdf(new LDFData<int64_t>(u"reputation", reputation));
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objid->WriteToPacket(data);
lot->WriteToPacket(data);
name->WriteToPacket(data);
gmlevel->WriteToPacket(data);
chatmode->WriteToPacket(data);
xmlConfigData->WriteToPacket(data);
reputationLdf->WriteToPacket(data);
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//Compress the data before sending:
const uint32_t reservedSize = ZCompression::GetMaxCompressedLength(data.GetNumberOfBytesUsed());
uint8_t* compressedData = new uint8_t[reservedSize];
// TODO There should be better handling here for not enough memory...
if (!compressedData) return;
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size_t size = ZCompression::Compress(data.GetData(), data.GetNumberOfBytesUsed(), compressedData, reservedSize);
assert(size <= reservedSize);
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bitStream.Write<uint32_t>(size + 9); //size of data + header bytes (8)
bitStream.Write<uint8_t>(1); //compressed boolean, true
bitStream.Write<uint32_t>(data.GetNumberOfBytesUsed());
bitStream.Write<uint32_t>(size);
/**
* In practice, this warning serves no purpose for us. We allocate the max memory needed on the heap
* and then compress the data. In the off chance that the compression actually increases the size,
* an assertion is done to prevent bad data from being saved or sent.
*/
#pragma warning(disable:6385) // C6385 Reading invalid data from 'compressedData'.
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bitStream.WriteAlignedBytes(compressedData, size);
#pragma warning(default:6385)
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SEND_PACKET;
delete[] compressedData;
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LOG("Sent CreateCharacter for ID: %llu", player);
}
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void WorldPackets::SendChatModerationResponse(const SystemAddress& sysAddr, bool requestAccepted, uint32_t requestID, const std::string& receiver, std::vector<std::pair<uint8_t, uint8_t>> unacceptedItems) {
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CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHAT_MODERATION_STRING);
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bitStream.Write<uint8_t>(unacceptedItems.empty()); // Is sentence ok?
bitStream.Write<uint16_t>(0x16); // Source ID, unknown
bitStream.Write<uint8_t>(requestID); // request ID
bitStream.Write<char>(0); // chat mode
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bitStream.Write(LUWString(receiver, 42)); // receiver name
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for (auto it : unacceptedItems) {
bitStream.Write<uint8_t>(it.first); // start index
bitStream.Write<uint8_t>(it.second); // length
}
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for (int i = unacceptedItems.size(); 64 > i; i++) {
bitStream.Write<uint16_t>(0);
}
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SEND_PACKET;
}
void WorldPackets::SendGMLevelChange(const SystemAddress& sysAddr, bool success, eGameMasterLevel highestLevel, eGameMasterLevel prevLevel, eGameMasterLevel newLevel) {
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CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAKE_GM_RESPONSE);
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bitStream.Write<uint8_t>(success);
bitStream.Write(static_cast<uint16_t>(highestLevel));
bitStream.Write(static_cast<uint16_t>(prevLevel));
bitStream.Write(static_cast<uint16_t>(newLevel));
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SEND_PACKET;
}