DarkflameServer/dChatServer/ChatPacketHandler.cpp

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#include "ChatPacketHandler.h"
#include "PlayerContainer.h"
#include "Database.h"
#include <vector>
#include "PacketUtils.h"
#include "BitStreamUtils.h"
#include "Game.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "dLogger.h"
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.
2022-07-13 03:36:06 +00:00
#include "eAddFriendResponseCode.h"
#include "eAddFriendResponseType.h"
#include "RakString.h"
#include "dConfig.h"
#include "eObjectBits.h"
#include "eConnectionType.h"
#include "eChatMessageType.h"
#include "eChatInternalMessageType.h"
#include "eClientMessageType.h"
#include "eGameMessageType.h"
extern PlayerContainer playerContainer;
void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
//Get from the packet which player we want to do something with:
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = 0;
inStream.Read(playerID);
auto player = playerContainer.GetPlayerData(playerID);
if (!player) return;
//Get our friends list from the Db. Using a derived table since the friend of a player can be in either column.
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.
2022-07-13 03:36:06 +00:00
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt(
"SELECT fr.requested_player, best_friend, ci.name FROM "
"(SELECT CASE "
"WHEN player_id = ? THEN friend_id "
"WHEN friend_id = ? THEN player_id "
"END AS requested_player, best_friend FROM friends) AS fr "
"JOIN charinfo AS ci ON ci.id = fr.requested_player "
"WHERE fr.requested_player IS NOT NULL AND fr.requested_player != ?;"));
stmt->setUInt(1, static_cast<uint32_t>(playerID));
stmt->setUInt(2, static_cast<uint32_t>(playerID));
stmt->setUInt(3, static_cast<uint32_t>(playerID));
std::vector<FriendData> friends;
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.
2022-07-13 03:36:06 +00:00
std::unique_ptr<sql::ResultSet> res(stmt->executeQuery());
while (res->next()) {
FriendData fd;
fd.isFTP = false; // not a thing in DLU
fd.friendID = res->getUInt(1);
GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER);
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.
2022-07-13 03:36:06 +00:00
fd.isBestFriend = res->getInt(2) == 3; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
if (fd.isBestFriend) player->countOfBestFriends += 1;
fd.friendName = res->getString(3);
//Now check if they're online:
auto fr = playerContainer.GetPlayerData(fd.friendID);
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.
2022-07-13 03:36:06 +00:00
if (fr) {
fd.isOnline = true;
fd.zoneID = fr->zoneID;
//Since this friend is online, we need to update them on the fact that we've just logged in:
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.
2022-07-13 03:36:06 +00:00
SendFriendUpdate(fr, player, 1, fd.isBestFriend);
} else {
fd.isOnline = false;
fd.zoneID = LWOZONEID();
}
friends.push_back(fd);
}
//Now, we need to send the friendlist to the server they came from:
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::GET_FRIENDS_LIST_RESPONSE);
bitStream.Write<uint8_t>(0);
bitStream.Write<uint16_t>(1); //Length of packet -- just writing one as it doesn't matter, client skips it.
bitStream.Write((uint16_t)friends.size());
for (auto& data : friends) {
data.Serialize(bitStream);
}
player->friends = friends;
SystemAddress sysAddr = player->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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.
2022-07-13 03:36:06 +00:00
auto maxNumberOfBestFriendsAsString = Game::config->GetValue("max_number_of_best_friends");
// If this config option doesn't exist, default to 5 which is what live used.
auto maxNumberOfBestFriends = maxNumberOfBestFriendsAsString != "" ? std::stoi(maxNumberOfBestFriendsAsString) : 5U;
CINSTREAM_SKIP_HEADER;
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.
2022-07-13 03:36:06 +00:00
LWOOBJID requestorPlayerID;
inStream.Read(requestorPlayerID);
uint32_t spacing{};
inStream.Read(spacing);
std::string playerName = "";
uint16_t character;
bool noMoreLettersInName = false;
for (uint32_t j = 0; j < 33; j++) {
inStream.Read(character);
if (character == '\0') noMoreLettersInName = true;
if (!noMoreLettersInName) playerName.push_back(static_cast<char>(character));
}
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.
2022-07-13 03:36:06 +00:00
char isBestFriendRequest{};
inStream.Read(isBestFriendRequest);
auto requestor = playerContainer.GetPlayerData(requestorPlayerID);
if (requestor->playerName == playerName) {
SendFriendResponse(requestor, requestor, eAddFriendResponseType::MYTHRAN);
return;
};
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.
2022-07-13 03:36:06 +00:00
std::unique_ptr<PlayerData> requestee(playerContainer.GetPlayerData(playerName));
// Check if player is online first
if (isBestFriendRequest && !requestee) {
for (auto friendDataCandidate : requestor->friends) {
if (friendDataCandidate.friendName == playerName) {
requestee.reset(new PlayerData());
// Setup the needed info since you can add a best friend offline.
requestee->playerID = friendDataCandidate.friendID;
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requestee->playerName = friendDataCandidate.friendName;
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.
2022-07-13 03:36:06 +00:00
requestee->zoneID = LWOZONEID();
FriendData requesteeFriendData{};
requesteeFriendData.friendID = requestor->playerID;
requesteeFriendData.friendName = requestor->playerName;
requesteeFriendData.isFTP = false;
requesteeFriendData.isOnline = false;
requesteeFriendData.zoneID = requestor->zoneID;
requestee->friends.push_back(requesteeFriendData);
requestee->sysAddr = UNASSIGNED_SYSTEM_ADDRESS;
break;
}
}
}
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.
2022-07-13 03:36:06 +00:00
// If at this point we dont have a target, then they arent online and we cant send the request.
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.
2022-07-13 03:36:06 +00:00
// Send the response code that corresponds to what the error is.
if (!requestee) {
std::unique_ptr<sql::PreparedStatement> nameQuery(Database::CreatePreppedStmt("SELECT name from charinfo where name = ?;"));
nameQuery->setString(1, playerName);
std::unique_ptr<sql::ResultSet> result(nameQuery->executeQuery());
requestee.reset(new PlayerData());
2022-07-17 03:40:46 +00:00
requestee->playerName = playerName;
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.
2022-07-13 03:36:06 +00:00
SendFriendResponse(requestor, requestee.get(), result->next() ? eAddFriendResponseType::NOTONLINE : eAddFriendResponseType::INVALIDCHARACTER);
return;
}
if (isBestFriendRequest) {
std::unique_ptr<sql::PreparedStatement> friendUpdate(Database::CreatePreppedStmt("SELECT * FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;"));
friendUpdate->setUInt(1, static_cast<uint32_t>(requestorPlayerID));
friendUpdate->setUInt(2, static_cast<uint32_t>(requestee->playerID));
friendUpdate->setUInt(3, static_cast<uint32_t>(requestee->playerID));
friendUpdate->setUInt(4, static_cast<uint32_t>(requestorPlayerID));
std::unique_ptr<sql::ResultSet> result(friendUpdate->executeQuery());
LWOOBJID queryPlayerID = LWOOBJID_EMPTY;
LWOOBJID queryFriendID = LWOOBJID_EMPTY;
uint8_t oldBestFriendStatus{};
uint8_t bestFriendStatus{};
if (result->next()) {
// Get the IDs
queryPlayerID = result->getInt(1);
queryFriendID = result->getInt(2);
oldBestFriendStatus = result->getInt(3);
bestFriendStatus = oldBestFriendStatus;
// Set the bits
GeneralUtils::SetBit(queryPlayerID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(queryPlayerID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(queryFriendID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(queryFriendID, eObjectBits::PERSISTENT);
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.
2022-07-13 03:36:06 +00:00
// Since this player can either be the friend of someone else or be friends with someone else
// their column in the database determines what bit gets set. When the value hits 3, they
// are now best friends with the other player.
if (queryPlayerID == requestorPlayerID) {
bestFriendStatus |= 1ULL << 0;
} else {
bestFriendStatus |= 1ULL << 1;
}
}
// Only do updates if there was a change in the bff status.
if (oldBestFriendStatus != bestFriendStatus) {
if (requestee->countOfBestFriends >= maxNumberOfBestFriends || requestor->countOfBestFriends >= maxNumberOfBestFriends) {
if (requestee->countOfBestFriends >= maxNumberOfBestFriends) {
SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
}
if (requestor->countOfBestFriends >= maxNumberOfBestFriends) {
SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
}
} else {
// Then update the database with this new info.
std::unique_ptr<sql::PreparedStatement> updateQuery(Database::CreatePreppedStmt("UPDATE friends SET best_friend = ? WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;"));
updateQuery->setUInt(1, bestFriendStatus);
updateQuery->setUInt(2, static_cast<uint32_t>(requestorPlayerID));
updateQuery->setUInt(3, static_cast<uint32_t>(requestee->playerID));
updateQuery->setUInt(4, static_cast<uint32_t>(requestee->playerID));
updateQuery->setUInt(5, static_cast<uint32_t>(requestorPlayerID));
updateQuery->executeUpdate();
// Sent the best friend update here if the value is 3
if (bestFriendStatus == 3U) {
requestee->countOfBestFriends += 1;
requestor->countOfBestFriends += 1;
if (requestee->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee.get(), requestor, eAddFriendResponseType::ACCEPTED, false, true);
if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::ACCEPTED, false, true);
for (auto& friendData : requestor->friends) {
if (friendData.friendID == requestee->playerID) {
friendData.isBestFriend = true;
}
}
for (auto& friendData : requestee->friends) {
if (friendData.friendID == requestor->playerID) {
friendData.isBestFriend = true;
}
}
}
}
} else {
if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::WAITINGAPPROVAL, true, true);
}
} else {
// Do not send this if we are requesting to be a best friend.
SendFriendRequest(requestee.get(), requestor);
}
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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// If the player is actually a player and not a ghost one defined above, release it from being deleted.
if (requestee->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) requestee.release();
}
void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
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.
2022-07-13 03:36:06 +00:00
eAddFriendResponseCode clientResponseCode = static_cast<eAddFriendResponseCode>(packet->data[0x14]);
std::string friendName = PacketUtils::ReadString(0x15, packet, true);
//Now to try and find both of these:
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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auto requestor = playerContainer.GetPlayerData(playerID);
auto requestee = playerContainer.GetPlayerData(friendName);
if (!requestor || !requestee) return;
eAddFriendResponseType serverResponseCode{};
uint8_t isAlreadyBestFriends = 0U;
// We need to convert this response code to one we can actually send back to the client.
switch (clientResponseCode) {
case eAddFriendResponseCode::ACCEPTED:
serverResponseCode = eAddFriendResponseType::ACCEPTED;
break;
case eAddFriendResponseCode::BUSY:
serverResponseCode = eAddFriendResponseType::BUSY;
break;
case eAddFriendResponseCode::CANCELLED:
serverResponseCode = eAddFriendResponseType::CANCELLED;
break;
case eAddFriendResponseCode::REJECTED:
serverResponseCode = eAddFriendResponseType::DECLINED;
break;
}
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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// Now that we have handled the base cases, we need to check the other cases.
if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
for (auto friendData : requestor->friends) {
if (friendData.friendID == requestee->playerID) {
serverResponseCode = eAddFriendResponseType::ALREADYFRIEND;
if (friendData.isBestFriend) {
isAlreadyBestFriends = 1U;
}
}
}
}
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.
2022-07-13 03:36:06 +00:00
// This message is NOT sent for best friends and is handled differently for those requests.
if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
// Add the each player to the others friend list.
FriendData requestorData;
requestorData.zoneID = requestor->zoneID;
requestorData.friendID = requestor->playerID;
requestorData.friendName = requestor->playerName;
requestorData.isBestFriend = false;
requestorData.isFTP = false;
requestorData.isOnline = true;
requestee->friends.push_back(requestorData);
FriendData requesteeData;
requesteeData.zoneID = requestee->zoneID;
requesteeData.friendID = requestee->playerID;
requesteeData.friendName = requestee->playerName;
requesteeData.isBestFriend = false;
requesteeData.isFTP = false;
requesteeData.isOnline = true;
requestor->friends.push_back(requesteeData);
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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std::unique_ptr<sql::PreparedStatement> statement(Database::CreatePreppedStmt("INSERT IGNORE INTO `friends` (`player_id`, `friend_id`, `best_friend`) VALUES (?,?,?);"));
statement->setUInt(1, static_cast<uint32_t>(requestor->playerID));
statement->setUInt(2, static_cast<uint32_t>(requestee->playerID));
statement->setInt(3, 0);
statement->execute();
}
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.
2022-07-13 03:36:06 +00:00
if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
if (serverResponseCode != eAddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends);
}
void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
std::string friendName = PacketUtils::ReadString(0x14, packet, true);
//we'll have to query the db here to find the user, since you can delete them while they're offline.
//First, we need to find their ID:
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.
2022-07-13 03:36:06 +00:00
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE name=? LIMIT 1;"));
stmt->setString(1, friendName.c_str());
LWOOBJID friendID = 0;
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.
2022-07-13 03:36:06 +00:00
std::unique_ptr<sql::ResultSet> res(stmt->executeQuery());
while (res->next()) {
friendID = res->getUInt(1);
}
// Convert friendID to LWOOBJID
GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER);
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.
2022-07-13 03:36:06 +00:00
std::unique_ptr<sql::PreparedStatement> deletestmt(Database::CreatePreppedStmt("DELETE FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;"));
deletestmt->setUInt(1, static_cast<uint32_t>(playerID));
deletestmt->setUInt(2, static_cast<uint32_t>(friendID));
deletestmt->setUInt(3, static_cast<uint32_t>(friendID));
deletestmt->setUInt(4, static_cast<uint32_t>(playerID));
deletestmt->execute();
//Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended:
auto goonA = playerContainer.GetPlayerData(playerID);
if (goonA) {
// Remove the friend from our list of friends
for (auto friendData = goonA->friends.begin(); friendData != goonA->friends.end(); friendData++) {
if ((*friendData).friendID == friendID) {
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.
2022-07-13 03:36:06 +00:00
if ((*friendData).isBestFriend) --goonA->countOfBestFriends;
goonA->friends.erase(friendData);
break;
}
}
SendRemoveFriend(goonA, friendName, true);
}
auto goonB = playerContainer.GetPlayerData(friendID);
if (!goonB) return;
// Do it again for other person
for (auto friendData = goonB->friends.begin(); friendData != goonB->friends.end(); friendData++) {
if ((*friendData).friendID == playerID) {
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.
2022-07-13 03:36:06 +00:00
if ((*friendData).isBestFriend) --goonB->countOfBestFriends;
goonB->friends.erase(friendData);
break;
}
}
std::string goonAName = GeneralUtils::UTF16ToWTF8(playerContainer.GetName(playerID));
SendRemoveFriend(goonB, goonAName, true);
}
void ChatPacketHandler::HandleChatMessage(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
auto* sender = playerContainer.GetPlayerData(playerID);
if (sender == nullptr) return;
if (playerContainer.GetIsMuted(sender)) return;
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const auto senderName = std::string(sender->playerName.c_str());
inStream.SetReadOffset(0x14 * 8);
uint8_t channel = 0;
inStream.Read(channel);
std::string message = PacketUtils::ReadString(0x66, packet, true, 512);
Game::logger->Log("ChatPacketHandler", "Got a message from (%s) [%d]: %s", senderName.c_str(), channel, message.c_str());
if (channel != 8) return;
auto* team = playerContainer.GetTeam(playerID);
if (team == nullptr) return;
for (const auto memberId : team->memberIDs) {
auto* otherMember = playerContainer.GetPlayerData(memberId);
if (otherMember == nullptr) return;
2022-07-17 03:40:46 +00:00
const auto otherName = std::string(otherMember->playerName.c_str());
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(otherMember->playerID);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE);
bitStream.Write(otherMember->playerID);
bitStream.Write<uint8_t>(8);
bitStream.Write<unsigned int>(69);
bitStream.Write(LUWString(senderName));
bitStream.Write(sender->playerID);
bitStream.Write<uint16_t>(0);
bitStream.Write<uint8_t>(0); //not mythran nametag
bitStream.Write(LUWString(otherName));
bitStream.Write<uint8_t>(0); //not mythran for receiver
bitStream.Write<uint8_t>(0); //teams?
bitStream.Write(LUWString(message, 512));
SystemAddress sysAddr = otherMember->sysAddr;
SEND_PACKET;
}
}
void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
LWOOBJID senderID = PacketUtils::ReadS64(0x08, packet);
std::string receiverName = PacketUtils::ReadString(0x66, packet, true);
std::string message = PacketUtils::ReadString(0xAA, packet, true, 512);
//Get the bois:
auto goonA = playerContainer.GetPlayerData(senderID);
auto goonB = playerContainer.GetPlayerData(receiverName);
if (!goonA || !goonB) return;
if (playerContainer.GetIsMuted(goonA)) return;
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std::string goonAName = goonA->playerName.c_str();
std::string goonBName = goonB->playerName.c_str();
//To the sender:
{
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(goonA->playerID);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE);
bitStream.Write(goonA->playerID);
bitStream.Write<uint8_t>(7);
bitStream.Write<unsigned int>(69);
bitStream.Write(LUWString(goonAName));
bitStream.Write(goonA->playerID);
bitStream.Write<uint16_t>(0);
bitStream.Write<uint8_t>(0); //not mythran nametag
bitStream.Write(LUWString(goonBName));
bitStream.Write<uint8_t>(0); //not mythran for receiver
bitStream.Write<uint8_t>(0); //success
bitStream.Write(LUWString(message, 512));
SystemAddress sysAddr = goonA->sysAddr;
SEND_PACKET;
}
//To the receiver:
{
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(goonB->playerID);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE);
bitStream.Write(goonA->playerID);
bitStream.Write<uint8_t>(7);
bitStream.Write<unsigned int>(69);
bitStream.Write(LUWString(goonAName));
bitStream.Write(goonA->playerID);
bitStream.Write<uint16_t>(0);
bitStream.Write<uint8_t>(0); //not mythran nametag
bitStream.Write(LUWString(goonBName));
bitStream.Write<uint8_t>(0); //not mythran for receiver
bitStream.Write<uint8_t>(3); //new whisper
bitStream.Write(LUWString(message, 512));
SystemAddress sysAddr = goonB->sysAddr;
SEND_PACKET;
}
}
void ChatPacketHandler::HandleTeamInvite(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
std::string invitedPlayer = PacketUtils::ReadString(0x14, packet, true);
auto* player = playerContainer.GetPlayerData(playerID);
if (player == nullptr) {
return;
}
auto* team = playerContainer.GetTeam(playerID);
if (team == nullptr) {
team = playerContainer.CreateTeam(playerID);
}
auto* other = playerContainer.GetPlayerData(invitedPlayer);
if (other == nullptr) {
return;
}
if (playerContainer.GetTeam(other->playerID) != nullptr) {
return;
}
if (team->memberIDs.size() > 3) {
// no more teams greater than 4
Game::logger->Log("ChatPacketHandler", "Someone tried to invite a 5th player to a team");
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return;
}
SendTeamInvite(other, player);
Game::logger->Log("ChatPacketHandler", "Got team invite: %llu -> %s", playerID, invitedPlayer.c_str());
}
void ChatPacketHandler::HandleTeamInviteResponse(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
uint32_t size = 0;
inStream.Read(size);
char declined = 0;
inStream.Read(declined);
LWOOBJID leaderID = LWOOBJID_EMPTY;
inStream.Read(leaderID);
Game::logger->Log("ChatPacketHandler", "Accepted invite: %llu -> %llu (%d)", playerID, leaderID, declined);
if (declined) {
return;
}
auto* team = playerContainer.GetTeam(leaderID);
if (team == nullptr) {
Game::logger->Log("ChatPacketHandler", "Failed to find team for leader (%llu)", leaderID);
team = playerContainer.GetTeam(playerID);
}
if (team == nullptr) {
Game::logger->Log("ChatPacketHandler", "Failed to find team for player (%llu)", playerID);
return;
}
playerContainer.AddMember(team, playerID);
}
void ChatPacketHandler::HandleTeamLeave(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
uint32_t size = 0;
inStream.Read(size);
auto* team = playerContainer.GetTeam(playerID);
Game::logger->Log("ChatPacketHandler", "(%llu) leaving team", playerID);
if (team != nullptr) {
playerContainer.RemoveMember(team, playerID, false, false, true);
}
}
void ChatPacketHandler::HandleTeamKick(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
std::string kickedPlayer = PacketUtils::ReadString(0x14, packet, true);
Game::logger->Log("ChatPacketHandler", "(%llu) kicking (%s) from team", playerID, kickedPlayer.c_str());
auto* kicked = playerContainer.GetPlayerData(kickedPlayer);
LWOOBJID kickedId = LWOOBJID_EMPTY;
if (kicked != nullptr) {
kickedId = kicked->playerID;
} else {
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kickedId = playerContainer.GetId(GeneralUtils::UTF8ToUTF16(kickedPlayer));
}
if (kickedId == LWOOBJID_EMPTY) return;
auto* team = playerContainer.GetTeam(playerID);
if (team != nullptr) {
if (team->leaderID != playerID || team->leaderID == kickedId) return;
playerContainer.RemoveMember(team, kickedId, false, true, false);
}
}
void ChatPacketHandler::HandleTeamPromote(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
std::string promotedPlayer = PacketUtils::ReadString(0x14, packet, true);
Game::logger->Log("ChatPacketHandler", "(%llu) promoting (%s) to team leader", playerID, promotedPlayer.c_str());
auto* promoted = playerContainer.GetPlayerData(promotedPlayer);
if (promoted == nullptr) return;
auto* team = playerContainer.GetTeam(playerID);
if (team != nullptr) {
if (team->leaderID != playerID) return;
playerContainer.PromoteMember(team, promoted->playerID);
}
}
void ChatPacketHandler::HandleTeamLootOption(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
uint32_t size = 0;
inStream.Read(size);
char option;
inStream.Read(option);
auto* team = playerContainer.GetTeam(playerID);
if (team != nullptr) {
if (team->leaderID != playerID) return;
team->lootFlag = option;
playerContainer.TeamStatusUpdate(team);
playerContainer.UpdateTeamsOnWorld(team, false);
}
}
void ChatPacketHandler::HandleTeamStatusRequest(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
auto* team = playerContainer.GetTeam(playerID);
auto* data = playerContainer.GetPlayerData(playerID);
if (team != nullptr && data != nullptr) {
if (team->local && data->zoneID.GetMapID() != team->zoneId.GetMapID() && data->zoneID.GetCloneID() != team->zoneId.GetCloneID()) {
playerContainer.RemoveMember(team, playerID, false, false, true, true);
return;
}
if (team->memberIDs.size() <= 1 && !team->local) {
playerContainer.DisbandTeam(team);
return;
}
if (!team->local) {
ChatPacketHandler::SendTeamSetLeader(data, team->leaderID);
} else {
ChatPacketHandler::SendTeamSetLeader(data, LWOOBJID_EMPTY);
}
playerContainer.TeamStatusUpdate(team);
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const auto leaderName = GeneralUtils::UTF8ToUTF16(data->playerName);
for (const auto memberId : team->memberIDs) {
auto* otherMember = playerContainer.GetPlayerData(memberId);
if (memberId == playerID) continue;
const auto memberName = playerContainer.GetName(memberId);
if (otherMember != nullptr) {
ChatPacketHandler::SendTeamSetOffWorldFlag(otherMember, data->playerID, data->zoneID);
}
ChatPacketHandler::SendTeamAddPlayer(data, false, team->local, false, memberId, memberName, otherMember != nullptr ? otherMember->zoneID : LWOZONEID(0, 0, 0));
}
playerContainer.UpdateTeamsOnWorld(team, false);
}
}
void ChatPacketHandler::SendTeamInvite(PlayerData* receiver, PlayerData* sender) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::TEAM_INVITE);
bitStream.Write(LUWString(sender->playerName.c_str()));
bitStream.Write(sender->playerID);
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendTeamInviteConfirm(PlayerData* receiver, bool bLeaderIsFreeTrial, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, uint8_t ucResponseCode, std::u16string wsLeaderName) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER;
bitStream.Write(receiver->playerID);
bitStream.Write(eGameMessageType::TEAM_INVITE_CONFIRM);
bitStream.Write(bLeaderIsFreeTrial);
bitStream.Write(i64LeaderID);
bitStream.Write(i64LeaderZoneID);
bitStream.Write<uint32_t>(0); // BinaryBuffe, no clue what's in here
bitStream.Write(ucLootFlag);
bitStream.Write(ucNumOfOtherPlayers);
bitStream.Write(ucResponseCode);
bitStream.Write(static_cast<uint32_t>(wsLeaderName.size()));
for (const auto character : wsLeaderName) {
bitStream.Write(character);
}
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendTeamStatus(PlayerData* receiver, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, std::u16string wsLeaderName) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER;
bitStream.Write(receiver->playerID);
bitStream.Write(eGameMessageType::TEAM_GET_STATUS_RESPONSE);
bitStream.Write(i64LeaderID);
bitStream.Write(i64LeaderZoneID);
bitStream.Write<uint32_t>(0); // BinaryBuffe, no clue what's in here
bitStream.Write(ucLootFlag);
bitStream.Write(ucNumOfOtherPlayers);
bitStream.Write(static_cast<uint32_t>(wsLeaderName.size()));
for (const auto character : wsLeaderName) {
bitStream.Write(character);
}
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendTeamSetLeader(PlayerData* receiver, LWOOBJID i64PlayerID) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER;
bitStream.Write(receiver->playerID);
bitStream.Write(eGameMessageType::TEAM_SET_LEADER);
bitStream.Write(i64PlayerID);
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendTeamAddPlayer(PlayerData* receiver, bool bIsFreeTrial, bool bLocal, bool bNoLootOnDeath, LWOOBJID i64PlayerID, std::u16string wsPlayerName, LWOZONEID zoneID) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER;
bitStream.Write(receiver->playerID);
bitStream.Write(eGameMessageType::TEAM_ADD_PLAYER);
bitStream.Write(bIsFreeTrial);
bitStream.Write(bLocal);
bitStream.Write(bNoLootOnDeath);
bitStream.Write(i64PlayerID);
bitStream.Write(static_cast<uint32_t>(wsPlayerName.size()));
for (const auto character : wsPlayerName) {
bitStream.Write(character);
}
bitStream.Write1();
if (receiver->zoneID.GetCloneID() == zoneID.GetCloneID()) {
zoneID = LWOZONEID(zoneID.GetMapID(), zoneID.GetInstanceID(), 0);
}
bitStream.Write(zoneID);
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendTeamRemovePlayer(PlayerData* receiver, bool bDisband, bool bIsKicked, bool bIsLeaving, bool bLocal, LWOOBJID i64LeaderID, LWOOBJID i64PlayerID, std::u16string wsPlayerName) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER;
bitStream.Write(receiver->playerID);
bitStream.Write(eGameMessageType::TEAM_REMOVE_PLAYER);
bitStream.Write(bDisband);
bitStream.Write(bIsKicked);
bitStream.Write(bIsLeaving);
bitStream.Write(bLocal);
bitStream.Write(i64LeaderID);
bitStream.Write(i64PlayerID);
bitStream.Write(static_cast<uint32_t>(wsPlayerName.size()));
for (const auto character : wsPlayerName) {
bitStream.Write(character);
}
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendTeamSetOffWorldFlag(PlayerData* receiver, LWOOBJID i64PlayerID, LWOZONEID zoneID) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER;
bitStream.Write(receiver->playerID);
bitStream.Write(eGameMessageType::TEAM_SET_OFF_WORLD_FLAG);
bitStream.Write(i64PlayerID);
if (receiver->zoneID.GetCloneID() == zoneID.GetCloneID()) {
zoneID = LWOZONEID(zoneID.GetMapID(), zoneID.GetInstanceID(), 0);
}
bitStream.Write(zoneID);
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
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.
2022-07-13 03:36:06 +00:00
void ChatPacketHandler::SendFriendUpdate(PlayerData* friendData, PlayerData* playerData, uint8_t notifyType, uint8_t isBestFriend) {
/*chat notification is displayed if log in / out and friend is updated in friends list
[u8] - update type
Update types
0 - friend logged out
1 - friend logged in
2 - friend changed world / updated
[wstring] - Name of friend
[u16] - World ID
[u16] - World Instance
[u32] - World Clone
[bool] - is best friend
[bool] - is FTP*/
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(friendData->playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::UPDATE_FRIEND_NOTIFY);
bitStream.Write<uint8_t>(notifyType);
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std::string playerName = playerData->playerName.c_str();
bitStream.Write(LUWString(playerName));
bitStream.Write(playerData->zoneID.GetMapID());
bitStream.Write(playerData->zoneID.GetInstanceID());
if (playerData->zoneID.GetCloneID() == friendData->zoneID.GetCloneID()) {
bitStream.Write(0);
} else {
bitStream.Write(playerData->zoneID.GetCloneID());
}
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.
2022-07-13 03:36:06 +00:00
bitStream.Write<uint8_t>(isBestFriend); //isBFF
bitStream.Write<uint8_t>(0); //isFTP
SystemAddress sysAddr = friendData->sysAddr;
SEND_PACKET;
}
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.
2022-07-13 03:36:06 +00:00
void ChatPacketHandler::SendFriendRequest(PlayerData* receiver, PlayerData* sender) {
if (!receiver || !sender) return;
//Make sure people aren't requesting people that they're already friends with:
for (auto fr : receiver->friends) {
if (fr.friendID == sender->playerID) {
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.
2022-07-13 03:36:06 +00:00
SendFriendResponse(sender, receiver, eAddFriendResponseType::ALREADYFRIEND, fr.isBestFriend);
return; //we have this player as a friend, yeet this function so it doesn't send another request.
}
}
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::ADD_FRIEND_REQUEST);
bitStream.Write(LUWString(sender->playerName.c_str()));
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.
2022-07-13 03:36:06 +00:00
bitStream.Write<uint8_t>(0); // This is a BFF flag however this is unused in live and does not have an implementation client side.
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
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.
2022-07-13 03:36:06 +00:00
void ChatPacketHandler::SendFriendResponse(PlayerData* receiver, PlayerData* sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready, uint8_t isBestFriendRequest) {
if (!receiver || !sender) return;
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
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.
2022-07-13 03:36:06 +00:00
// Portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::ADD_FRIEND_RESPONSE);
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.
2022-07-13 03:36:06 +00:00
bitStream.Write(responseCode);
// For all requests besides accepted, write a flag that says whether or not we are already best friends with the receiver.
bitStream.Write<uint8_t>(responseCode != eAddFriendResponseType::ACCEPTED ? isBestFriendsAlready : sender->sysAddr != UNASSIGNED_SYSTEM_ADDRESS);
// Then write the player name
bitStream.Write(LUWString(sender->playerName.c_str()));
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.
2022-07-13 03:36:06 +00:00
// Then if this is an acceptance code, write the following extra info.
if (responseCode == eAddFriendResponseType::ACCEPTED) {
bitStream.Write(sender->playerID);
bitStream.Write(sender->zoneID);
bitStream.Write(isBestFriendRequest); //isBFF
bitStream.Write<uint8_t>(0); //isFTP
}
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendRemoveFriend(PlayerData* receiver, std::string& personToRemove, bool isSuccessful) {
if (!receiver) return;
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::REMOVE_FRIEND_RESPONSE);
bitStream.Write<uint8_t>(isSuccessful); //isOnline
bitStream.Write(LUWString(personToRemove));
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}