2023-11-18 11:55:12 +00:00
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#include "ChatIgnoreList.h"
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#include "PlayerContainer.h"
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#include "eChatInternalMessageType.h"
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#include "BitStreamUtils.h"
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#include "PacketUtils.h"
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#include "Game.h"
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#include "Logger.h"
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#include "eObjectBits.h"
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#include "Database.h"
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enum IgnoreReponse : uint8_t {
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AddIgnoreResponse = 32,
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2023-11-19 01:33:52 +00:00
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RemoveIgnoreResponse = 33,
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2023-11-18 11:55:12 +00:00
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GetIgnoreListResponse = 34,
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};
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void ChatIgnoreList::GetIgnoreList(Packet* packet) {
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LOG_DEBUG("Getting ignore list");
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerId;
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inStream.Read(playerId);
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2023-11-19 01:33:52 +00:00
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auto* receiver = Game::playerContainer.GetPlayerData(playerId);
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2023-11-18 11:55:12 +00:00
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if (!receiver) {
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LOG("Tried to get ignore list, but player %llu not found in container", playerId);
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return;
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}
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2023-11-19 02:05:26 +00:00
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auto ignoreList = Database::Get()->GetIgnoreList(static_cast<uint32_t>(playerId));
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if (ignoreList.empty()) {
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LOG_DEBUG("Player %llu has no ignores", playerId);
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return;
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}
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for (auto& ignoredPlayer : ignoreList) {
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receiver->ignoredPlayers.push_back(IgnoreData{ ignoredPlayer.id, ignoredPlayer.name });
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GeneralUtils::SetBit(receiver->ignoredPlayers.back().playerId, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(receiver->ignoredPlayers.back().playerId, eObjectBits::PERSISTENT);
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}
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2023-11-18 11:55:12 +00:00
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
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bitStream.Write(receiver->playerID);
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//portion that will get routed:
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, IgnoreReponse::GetIgnoreListResponse);
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bitStream.Write<uint8_t>(false); // Probably is Is Free Trial, but we don't care about that
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bitStream.Write<uint16_t>(0); // literally spacing due to struct alignment
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bitStream.Write<uint16_t>(receiver->ignoredPlayers.size());
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for (const auto& ignoredPlayer : receiver->ignoredPlayers) {
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bitStream.Write(ignoredPlayer.playerId);
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bitStream.Write(LUWString(ignoredPlayer.playerName, 36));
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}
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Game::server->Send(&bitStream, packet->systemAddress, false);
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}
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// Remove from ignore list and response
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// Not much else to do with editing the list, maybe more messages are needed for refreshes or something
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// but you can only add or remove from the list, and you only request the list on world start so pretty small file
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// After the above all work, move to implement the actual ignore functionality in the chat server
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enum class IgnoreResponse : uint8_t {
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SUCCESS,
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ALREADY_IGNORED,
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PLAYER_NOT_FOUND,
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GENERAL_ERROR,
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};
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void ChatIgnoreList::AddIgnore(Packet* packet) {
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LOG_DEBUG("Adding ignore");
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerId;
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inStream.Read(playerId);
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2023-11-19 01:33:52 +00:00
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auto* receiver = Game::playerContainer.GetPlayerData(playerId);
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2023-11-18 11:55:12 +00:00
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if (!receiver) {
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LOG("Tried to get ignore list, but player %llu not found in container", playerId);
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return;
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}
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2023-11-19 01:33:52 +00:00
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2023-11-18 11:55:12 +00:00
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inStream.IgnoreBytes(4); // ignore some garbage zeros idk
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LUWString toIgnoreName(33);
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inStream.Read(toIgnoreName);
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std::string toIgnoreStr = toIgnoreName.GetAsString();
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
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bitStream.Write(receiver->playerID);
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//portion that will get routed:
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, IgnoreReponse::AddIgnoreResponse);
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// Check if the player exists
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LWOOBJID ignoredPlayerId = LWOOBJID_EMPTY;
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if (toIgnoreStr == receiver->playerName || toIgnoreStr.find("[GM]") == 0) {
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LOG_DEBUG("Player %llu tried to ignore themselves", playerId);
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bitStream.Write(IgnoreResponse::GENERAL_ERROR);
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} else if (std::count(receiver->ignoredPlayers.begin(), receiver->ignoredPlayers.end(), toIgnoreStr) > 0) {
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LOG_DEBUG("Player %llu is already ignoring %s", playerId, toIgnoreStr.c_str());
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bitStream.Write(IgnoreResponse::ALREADY_IGNORED);
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} else {
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2023-11-19 01:33:52 +00:00
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auto* playerData = Game::playerContainer.GetPlayerData(toIgnoreStr);
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if (!playerData) {
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// Fall back to query
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auto player = Database::Get()->GetCharacterInfo(toIgnoreStr);
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if (!player || player->name != toIgnoreStr) {
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LOG_DEBUG("Player %s not found", toIgnoreStr.c_str());
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bitStream.Write(IgnoreResponse::PLAYER_NOT_FOUND);
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} else {
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ignoredPlayerId = player->id;
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2023-11-19 02:05:26 +00:00
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Database::Get()->AddIgnore(static_cast<uint32_t>(playerId), static_cast<uint32_t>(ignoredPlayerId));
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2023-11-18 11:55:12 +00:00
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GeneralUtils::SetBit(ignoredPlayerId, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(ignoredPlayerId, eObjectBits::PERSISTENT);
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receiver->ignoredPlayers.push_back(IgnoreData{ ignoredPlayerId, toIgnoreStr });
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LOG_DEBUG("Player %llu is ignoring %s", playerId, toIgnoreStr.c_str());
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bitStream.Write(IgnoreResponse::SUCCESS);
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}
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}
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}
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LUWString playerNameSend(toIgnoreStr, 33);
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bitStream.Write(playerNameSend);
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bitStream.Write(ignoredPlayerId);
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Game::server->Send(&bitStream, packet->systemAddress, false);
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}
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2023-11-19 01:33:52 +00:00
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void ChatIgnoreList::RemoveIgnore(Packet* packet) {
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LOG_DEBUG("Removing ignore");
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerId;
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inStream.Read(playerId);
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auto* receiver = Game::playerContainer.GetPlayerData(playerId);
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if (!receiver) {
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LOG("Tried to get ignore list, but player %llu not found in container", playerId);
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return;
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}
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inStream.IgnoreBytes(4); // ignore some garbage zeros idk
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LUWString removedIgnoreName(33);
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inStream.Read(removedIgnoreName);
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std::string removedIgnoreStr = removedIgnoreName.GetAsString();
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LOG("Removing ignore for %s", removedIgnoreStr.c_str());
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auto toRemove = std::remove(receiver->ignoredPlayers.begin(), receiver->ignoredPlayers.end(), removedIgnoreStr);
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if (toRemove == receiver->ignoredPlayers.end()) {
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LOG_DEBUG("Player %llu is not ignoring %s", playerId, removedIgnoreStr.c_str());
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return;
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}
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2023-11-19 02:05:26 +00:00
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Database::Get()->RemoveIgnore(static_cast<uint32_t>(playerId), static_cast<uint32_t>(toRemove->playerId));
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2023-11-19 01:33:52 +00:00
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receiver->ignoredPlayers.erase(toRemove, receiver->ignoredPlayers.end());
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
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bitStream.Write(receiver->playerID);
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//portion that will get routed:
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, IgnoreReponse::RemoveIgnoreResponse);
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bitStream.Write<int8_t>(0);
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LUWString playerNameSend(removedIgnoreStr, 33);
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bitStream.Write(playerNameSend);
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Game::server->Send(&bitStream, packet->systemAddress, false);
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}
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