Public release of the DLU server code!

Have fun!
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2021-12-05 18:54:36 +01:00
parent 5f7270e4ad
commit 0545adfac3
1146 changed files with 368646 additions and 1 deletions

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#include "ChatPacketHandler.h"
#include "PlayerContainer.h"
#include "Database.h"
#include <vector>
#include "PacketUtils.h"
#include "dMessageIdentifiers.h"
#include "Game.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "dLogger.h"
extern PlayerContainer playerContainer;
void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
//Get from the packet which player we want to do something with:
CINSTREAM;
LWOOBJID playerID = 0;
inStream.Read(playerID);
inStream.Read(playerID);
auto player = playerContainer.GetPlayerData(playerID);
if (!player) return;
//Get our friends list from the Db:
auto stmt = Database::CreatePreppedStmt("SELECT * FROM friends WHERE player_id = ? OR friend_id = ?");
stmt->setUInt64(1, playerID);
stmt->setUInt64(2, playerID);
std::vector<FriendData> friends;
auto res = stmt->executeQuery();
while (res->next()) {
FriendData fd;
fd.isFTP = false; // not a thing in DLU
fd.friendID = res->getInt64(1);
if (fd.friendID == playerID) fd.friendID = res->getUInt64(2);
fd.isBestFriend = res->getInt(3) == 2; //0 = friends, 1 = requested, 2 = bffs
//We need to find their name as well:
{
auto stmt = Database::CreatePreppedStmt("SELECT name FROM charinfo WHERE id=? limit 1");
stmt->setInt(1, fd.friendID);
auto res = stmt->executeQuery();
while (res->next()) {
fd.friendName = res->getString(1);
}
delete res;
delete stmt;
}
//Now check if they're online:
auto fr = playerContainer.GetPlayerData(fd.friendID);
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:
SendFriendUpdate(fr, player, 1);
}
else {
fd.isOnline = false;
fd.zoneID = LWOZONEID();
}
friends.push_back(fd);
}
delete res;
delete stmt;
//Now, we need to send the friendlist to the server they came from:
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(playerID);
//portion that will get routed:
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_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) {
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID);
inStream.Read(playerID);
std::string playerName = PacketUtils::ReadString(0x14, packet, true);
//There's another bool here to determine if it's a best friend request, but we're not handling it right now.
//PacketUtils::SavePacket("FriendRequest.bin", (char*)inStream.GetData(), inStream.GetNumberOfBytesUsed());
//We need to check to see if the player is actually online or not:
auto targetData = playerContainer.GetPlayerData(playerName);
if (targetData) {
SendFriendRequest(targetData, playerContainer.GetPlayerData(playerID));
}
}
void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID);
inStream.Read(playerID);
uint8_t responseCode = packet->data[0x14];
std::string friendName = PacketUtils::ReadString(0x15, packet, true);
Game::logger->Log("ChatPacketHandler", "Friend response code: %i\n", responseCode);
if (responseCode != 0) return; //If we're not accepting the request, end here, do not insert to friends table.
PacketUtils::SavePacket("HandleFriendResponse.bin", (char*)inStream.GetData(), inStream.GetNumberOfBytesUsed());
//Now to try and find both of these:
auto goonA = playerContainer.GetPlayerData(playerID);
auto goonB = playerContainer.GetPlayerData(friendName);
if (!goonA || !goonB) return;
SendFriendResponse(goonB, goonA, responseCode);
SendFriendResponse(goonA, goonB, responseCode); //Do we need to send it to both? I think so so both get the updated friendlist but... idk.
auto stmt = Database::CreatePreppedStmt("INSERT INTO `friends`(`player_id`, `friend_id`, `best_friend`) VALUES (?,?,?)");
stmt->setUInt64(1, goonA->playerID);
stmt->setUInt64(2, goonB->playerID);
stmt->setInt(3, 0);
stmt->execute();
delete stmt;
}
void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID);
inStream.Read(playerID);
std::string friendName = PacketUtils::ReadString(16, 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:
auto stmt = Database::CreatePreppedStmt("select id from charinfo where name=? limit 1;");
stmt->setString(1, friendName.c_str());
LWOOBJID friendID = 0;
auto res = stmt->executeQuery();
while (res->next()) {
friendID = res->getUInt64(1);
}
delete res;
delete stmt;
//Set our bits to convert to the BIG BOY objectID.
friendID = GeneralUtils::ClearBit(friendID, OBJECT_BIT_CHARACTER);
friendID = GeneralUtils::ClearBit(friendID, OBJECT_BIT_PERSISTENT);
//YEET:
auto deletestmt = Database::CreatePreppedStmt("DELETE FROM `friends` WHERE player_id=? AND friend_id=? LIMIT 1");
deletestmt->setUInt64(1, playerID);
deletestmt->setUInt64(2, friendID);
deletestmt->execute();
delete deletestmt;
//because I'm lazy and they can be reversed:
{
auto deletestmt = Database::CreatePreppedStmt("DELETE FROM `friends` WHERE player_id=? AND friend_id=? LIMIT 1");
deletestmt->setUInt64(1, friendID);
deletestmt->setUInt64(2, playerID);
deletestmt->execute();
delete deletestmt;
}
//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) {
SendRemoveFriend(goonA, friendName, true);
}
auto goonB = playerContainer.GetPlayerData(friendID);
if (!goonB) return;
std::string goonAName = GeneralUtils::UTF16ToWTF8(playerContainer.GetName(playerID));
SendRemoveFriend(goonB, goonAName, true);
}
void ChatPacketHandler::HandleChatMessage(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
inStream.Read(playerID);
auto* sender = playerContainer.GetPlayerData(playerID);
if (sender == nullptr) return;
if (playerContainer.GetIsMuted(sender)) return;
const auto senderName = std::string(sender->playerName.C_String());
inStream.SetReadOffset(0x14 * 8);
uint8_t channel = 0;
inStream.Read(channel);
std::string message = PacketUtils::ReadString(0x66, packet, true);
Game::logger->Log("ChatPacketHandler", "Got a message from (%s) [%d]: %s\n", senderName.c_str(), channel, message.c_str());
//PacketUtils::SavePacket("chat.bin", reinterpret_cast<char*>(packet->data), packet->length);
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;
const auto otherName = std::string(otherMember->playerName.C_String());
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(otherMember->playerID);
PacketUtils::WriteHeader(bitStream, CHAT, MSG_CHAT_PRIVATE_CHAT_MESSAGE);
bitStream.Write(otherMember->playerID);
bitStream.Write<uint8_t>(8);
bitStream.Write<unsigned int>(69);
PacketUtils::WritePacketWString(senderName, 33, &bitStream);
bitStream.Write(sender->playerID);
bitStream.Write<uint16_t>(0);
bitStream.Write<uint8_t>(0); //not mythran nametag
PacketUtils::WritePacketWString(otherName, 33, &bitStream);
bitStream.Write<uint8_t>(0); //not mythran for receiver
bitStream.Write<uint8_t>(0); //teams?
PacketUtils::WritePacketWString(message, 512, &bitStream);
SystemAddress sysAddr = otherMember->sysAddr;
SEND_PACKET;
}
}
void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
LWOOBJID senderID = PacketUtils::ReadPacketS64(0x08, packet);
std::string receiverName = PacketUtils::ReadString(0x66, packet, true);
std::string message = PacketUtils::ReadString(0xAA, packet, true);
//Get the bois:
auto goonA = playerContainer.GetPlayerData(senderID);
auto goonB = playerContainer.GetPlayerData(receiverName);
if (!goonA || !goonB) return;
if (playerContainer.GetIsMuted(goonA)) return;
std::string goonAName = goonA->playerName.C_String();
std::string goonBName = goonB->playerName.C_String();
//To the sender:
{
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(goonA->playerID);
PacketUtils::WriteHeader(bitStream, CHAT, MSG_CHAT_PRIVATE_CHAT_MESSAGE);
bitStream.Write(goonA->playerID);
bitStream.Write<uint8_t>(7);
bitStream.Write<unsigned int>(69);
PacketUtils::WritePacketWString(goonAName, 33, &bitStream);
bitStream.Write(goonA->playerID);
bitStream.Write<uint16_t>(0);
bitStream.Write<uint8_t>(0); //not mythran nametag
PacketUtils::WritePacketWString(goonBName, 33, &bitStream);
bitStream.Write<uint8_t>(0); //not mythran for receiver
bitStream.Write<uint8_t>(0); //success
PacketUtils::WritePacketWString(message, 512, &bitStream);
SystemAddress sysAddr = goonA->sysAddr;
SEND_PACKET;
}
//To the receiver:
{
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(goonB->playerID);
PacketUtils::WriteHeader(bitStream, CHAT, MSG_CHAT_PRIVATE_CHAT_MESSAGE);
bitStream.Write(goonA->playerID);
bitStream.Write<uint8_t>(7);
bitStream.Write<unsigned int>(69);
PacketUtils::WritePacketWString(goonAName, 33, &bitStream);
bitStream.Write(goonA->playerID);
bitStream.Write<uint16_t>(0);
bitStream.Write<uint8_t>(0); //not mythran nametag
PacketUtils::WritePacketWString(goonBName, 33, &bitStream);
bitStream.Write<uint8_t>(0); //not mythran for receiver
bitStream.Write<uint8_t>(3); //new whisper
PacketUtils::WritePacketWString(message, 512, &bitStream);
SystemAddress sysAddr = goonB->sysAddr;
SEND_PACKET;
}
}
void ChatPacketHandler::HandleTeamInvite(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID;
inStream.Read(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;
}
SendTeamInvite(other, player);
Game::logger->Log("ChatPacketHandler", "Got team invite: %llu -> %s\n", playerID, invitedPlayer.c_str());
}
void ChatPacketHandler::HandleTeamInviteResponse(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
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)\n", 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)\n", leaderID);
team = playerContainer.GetTeam(playerID);
}
if (team == nullptr)
{
Game::logger->Log("ChatPacketHandler", "Failed to find team for player (%llu)\n", playerID);
return;
}
playerContainer.AddMember(team, playerID);
}
void ChatPacketHandler::HandleTeamLeave(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
inStream.Read(playerID);
uint32_t size = 0;
inStream.Read(size);
auto* team = playerContainer.GetTeam(playerID);
Game::logger->Log("ChatPacketHandler", "(%llu) leaving team\n", playerID);
if (team != nullptr)
{
playerContainer.RemoveMember(team, playerID, false, false, true);
}
}
void ChatPacketHandler::HandleTeamKick(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
inStream.Read(playerID);
std::string kickedPlayer = PacketUtils::ReadString(0x14, packet, true);
Game::logger->Log("ChatPacketHandler", "(%llu) kicking (%s) from team\n", playerID, kickedPlayer.c_str());
auto* kicked = playerContainer.GetPlayerData(kickedPlayer);
LWOOBJID kickedId = LWOOBJID_EMPTY;
if (kicked != nullptr)
{
kickedId = kicked->playerID;
}
else
{
kickedId = playerContainer.GetId(GeneralUtils::ASCIIToUTF16(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);
}
//PacketUtils::SavePacket("kick.bin", reinterpret_cast<char*>(packet->data), packet->length);
}
void ChatPacketHandler::HandleTeamPromote(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
inStream.Read(playerID);
std::string promotedPlayer = PacketUtils::ReadString(0x14, packet, true);
Game::logger->Log("ChatPacketHandler", "(%llu) promiting (%s) to team leader\n", 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);
}
//PacketUtils::SavePacket("promote.bin", reinterpret_cast<char*>(packet->data), packet->length);
}
void ChatPacketHandler::HandleTeamLootOption(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
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);
}
//PacketUtils::SavePacket("option.bin", reinterpret_cast<char*>(packet->data), packet->length);
}
void ChatPacketHandler::HandleTeamStatusRequest(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID = LWOOBJID_EMPTY;
inStream.Read(playerID);
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);
const auto leaderName = GeneralUtils::ASCIIToUTF16(std::string(data->playerName.C_String()));
for (const auto memberId : team->memberIDs)
{
auto* otherMember = playerContainer.GetPlayerData(memberId);
if (memberId == playerID) continue;
const auto memberName = playerContainer.GetName(memberId);
//ChatPacketHandler::SendTeamAddPlayer(otherMember, false, false, false, data->playerID, leaderName, data->zoneID);
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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_TEAM_INVITE);
PacketUtils::WritePacketWString(sender->playerName.C_String(), 33, &bitStream);
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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER
bitStream.Write(receiver->playerID);
bitStream.Write(GAME_MSG::GAME_MSG_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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER
bitStream.Write(receiver->playerID);
bitStream.Write(GAME_MSG::GAME_MSG_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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER
bitStream.Write(receiver->playerID);
bitStream.Write(GAME_MSG::GAME_MSG_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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER
bitStream.Write(receiver->playerID);
bitStream.Write(GAME_MSG::GAME_MSG_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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER
bitStream.Write(receiver->playerID);
bitStream.Write(GAME_MSG::GAME_MSG_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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
CMSGHEADER
bitStream.Write(receiver->playerID);
bitStream.Write(GAME_MSG::GAME_MSG_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;
}
void ChatPacketHandler::SendFriendUpdate(PlayerData* friendData, PlayerData* playerData, uint8_t notifyType) {
/*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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(friendData->playerID);
//portion that will get routed:
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_UPDATE_FRIEND_NOTIFY);
bitStream.Write<uint8_t>(notifyType);
std::string playerName = playerData->playerName.C_String();
PacketUtils::WritePacketWString(playerName, 33, &bitStream);
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());
}
bitStream.Write<uint8_t>(0); //isBFF
bitStream.Write<uint8_t>(0); //isFTP
SystemAddress sysAddr = friendData->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendFriendRequest(PlayerData* receiver, PlayerData* sender, bool isBFFReq) {
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) {
return; //we have this player as a friend, yeet this function so it doesn't send another request.
}
}
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_ADD_FRIEND_REQUEST);
PacketUtils::WritePacketWString(sender->playerName.C_String(), 33, &bitStream);
bitStream.Write<uint8_t>(0);
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendFriendResponse(PlayerData* receiver, PlayerData* sender, uint8_t responseCode) {
if (!receiver || !sender) return;
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_ADD_FRIEND_RESPONSE);
bitStream.Write<uint8_t>(responseCode);
bitStream.Write<uint8_t>(1); //isOnline
PacketUtils::WritePacketWString(sender->playerName.C_String(), 33, &bitStream);
bitStream.Write(sender->playerID);
bitStream.Write(sender->zoneID);
bitStream.Write<uint8_t>(0); //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;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_REMOVE_FRIEND_RESPONSE);
bitStream.Write<uint8_t>(isSuccessful); //isOnline
PacketUtils::WritePacketWString(personToRemove, 33, &bitStream);
SystemAddress sysAddr = receiver->sysAddr;
SEND_PACKET;
}

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#pragma once
#include "dCommonVars.h"
#include "dNetCommon.h"
#include "BitStream.h"
struct PlayerData;
namespace ChatPacketHandler {
void HandleFriendlistRequest(Packet* packet);
void HandleFriendRequest(Packet* packet);
void HandleFriendResponse(Packet* packet);
void HandleRemoveFriend(Packet* packet);
void HandleChatMessage(Packet* packet);
void HandlePrivateChatMessage(Packet* packet);
void HandleTeamInvite(Packet* packet);
void HandleTeamInviteResponse(Packet* packet);
void HandleTeamLeave(Packet* packet);
void HandleTeamKick(Packet* packet);
void HandleTeamPromote(Packet* packet);
void HandleTeamLootOption(Packet* packet);
void HandleTeamStatusRequest(Packet* packet);
void SendTeamInvite(PlayerData* receiver, PlayerData* sender);
void SendTeamInviteConfirm(PlayerData* receiver, bool bLeaderIsFreeTrial, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, uint8_t ucResponseCode, std::u16string wsLeaderName);
void SendTeamStatus(PlayerData* receiver, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, std::u16string wsLeaderName);
void SendTeamSetLeader(PlayerData* receiver, LWOOBJID i64PlayerID);
void SendTeamAddPlayer(PlayerData* receiver, bool bIsFreeTrial, bool bLocal, bool bNoLootOnDeath, LWOOBJID i64PlayerID, std::u16string wsPlayerName, LWOZONEID zoneID);
void SendTeamRemovePlayer(PlayerData* receiver, bool bDisband, bool bIsKicked, bool bIsLeaving, bool bLocal, LWOOBJID i64LeaderID, LWOOBJID i64PlayerID, std::u16string wsPlayerName);
void SendTeamSetOffWorldFlag(PlayerData* receiver, LWOOBJID i64PlayerID, LWOZONEID zoneID);
//FriendData is the player we're SENDING this stuff to. Player is the friend that changed state.
void SendFriendUpdate(PlayerData* friendData, PlayerData* playerData, uint8_t notifyType);
void SendFriendRequest(PlayerData* receiver, PlayerData* sender, bool isBFFReq = false);
void SendFriendResponse(PlayerData* receiver, PlayerData* sender, uint8_t responseCode = 3);
void SendRemoveFriend(PlayerData* receiver, std::string& personToRemove, bool isSuccessful);
};

288
dChatServer/ChatServer.cpp Normal file
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#include <iostream>
#include <string>
#include <chrono>
#include <thread>
//DLU Includes:
#include "dCommonVars.h"
#include "dServer.h"
#include "dLogger.h"
#include "Database.h"
#include "dConfig.h"
#include "dMessageIdentifiers.h"
#include "dChatFilter.h"
#include "Diagnostics.h"
#include "PlayerContainer.h"
#include "ChatPacketHandler.h"
#include "Game.h"
namespace Game {
dLogger* logger;
dServer* server;
dConfig* config;
dChatFilter* chatFilter;
}
//RakNet includes:
#include "RakNetDefines.h"
dLogger* SetupLogger();
void HandlePacket(Packet* packet);
PlayerContainer playerContainer;
int main(int argc, char** argv) {
Diagnostics::SetProcessName("Chat");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return 0;
Game::logger->Log("ChatServer", "Starting Chat server...\n");
Game::logger->Log("ChatServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("ChatServer", "Compiled on: %s\n", __TIMESTAMP__);
//Read our config:
dConfig config("chatconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
//Connect to the MySQL Database
std::string mysql_host = config.GetValue("mysql_host");
std::string mysql_database = config.GetValue("mysql_database");
std::string mysql_username = config.GetValue("mysql_username");
std::string mysql_password = config.GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
}
catch (sql::SQLException& ex) {
Game::logger->Log("ChatServer", "Got an error while connecting to the database: %s\n", ex.what());
Database::Destroy();
delete Game::server;
delete Game::logger;
return 0;
}
//Find out the master's IP:
std::string masterIP;
int masterPort = 1000;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
int maxClients = 50;
int ourPort = 1501;
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat);
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceLastSQLPing = 0;
while (true) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= 30)
break; //Exit our loop, shut down.
}
else framesSinceMasterDisconnect = 0;
//In world we'd update our other systems here.
//Check for packets here:
Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
packet = Game::server->Receive();
if (packet) {
HandlePacket(packet);
Game::server->DeallocatePacket(packet);
packet = nullptr;
}
//Push our log every 30s:
if (framesSinceLastFlush >= 900) {
Game::logger->Flush();
framesSinceLastFlush = 0;
}
else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
framesSinceLastSQLPing = 0;
}
else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(mediumFramerate); //Chat can run at a lower "fps"
std::this_thread::sleep_until(t);
}
//Delete our objects here:
Database::Destroy();
delete Game::server;
delete Game::logger;
return 0;
}
dLogger* SetupLogger() {
std::string logPath = "./logs/ChatServer_" + std::to_string(time(nullptr)) + ".log";
bool logToConsole = false;
#ifdef _DEBUG
logToConsole = true;
#endif
return new dLogger(logPath, logToConsole);
}
void HandlePacket(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
Game::logger->Log("ChatServer", "A server has disconnected, erasing their connected players from the list.\n");
}
if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
Game::logger->Log("ChatServer", "A server is connecting, awaiting user list.\n");
}
if (packet->data[1] == CHAT_INTERNAL) {
switch (packet->data[3]) {
case MSG_CHAT_INTERNAL_PLAYER_ADDED_NOTIFICATION:
playerContainer.InsertPlayer(packet);
break;
case MSG_CHAT_INTERNAL_PLAYER_REMOVED_NOTIFICATION:
playerContainer.RemovePlayer(packet);
break;
case MSG_CHAT_INTERNAL_MUTE_UPDATE:
playerContainer.MuteUpdate(packet);
break;
case MSG_CHAT_INTERNAL_CREATE_TEAM:
playerContainer.CreateTeamServer(packet);
break;
case MSG_CHAT_INTERNAL_ANNOUNCEMENT: {
//we just forward this packet to every connected server
CINSTREAM;
Game::server->Send(&inStream, packet->systemAddress, true); //send to everyone except origin
break;
}
default:
Game::logger->Log("ChatServer", "Unknown CHAT_INTERNAL id: %i\n", int(packet->data[3]));
}
}
if (packet->data[1] == CHAT) {
switch (packet->data[3]) {
case MSG_CHAT_GET_FRIENDS_LIST:
ChatPacketHandler::HandleFriendlistRequest(packet);
break;
case MSG_CHAT_GET_IGNORE_LIST:
Game::logger->Log("ChatServer", "Asked for ignore list, but is unimplemented right now.\n");
break;
case MSG_CHAT_TEAM_GET_STATUS:
ChatPacketHandler::HandleTeamStatusRequest(packet);
break;
case MSG_CHAT_ADD_FRIEND_REQUEST:
//this involves someone sending the initial request, the response is below, response as in from the other player.
//We basically just check to see if this player is online or not and route the packet.
ChatPacketHandler::HandleFriendRequest(packet);
break;
case MSG_CHAT_ADD_FRIEND_RESPONSE:
//This isn't the response a server sent, rather it is a player's response to a received request.
//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
ChatPacketHandler::HandleFriendResponse(packet);
break;
case MSG_CHAT_REMOVE_FRIEND:
ChatPacketHandler::HandleRemoveFriend(packet);
break;
case MSG_CHAT_GENERAL_CHAT_MESSAGE:
ChatPacketHandler::HandleChatMessage(packet);
break;
case MSG_CHAT_PRIVATE_CHAT_MESSAGE:
//This message is supposed to be echo'd to both the sender and the receiver
//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
ChatPacketHandler::HandlePrivateChatMessage(packet);
break;
case MSG_CHAT_TEAM_INVITE:
ChatPacketHandler::HandleTeamInvite(packet);
break;
case MSG_CHAT_TEAM_INVITE_RESPONSE:
ChatPacketHandler::HandleTeamInviteResponse(packet);
break;
case MSG_CHAT_TEAM_LEAVE:
ChatPacketHandler::HandleTeamLeave(packet);
break;
case MSG_CHAT_TEAM_SET_LEADER:
ChatPacketHandler::HandleTeamPromote(packet);
break;
case MSG_CHAT_TEAM_KICK:
ChatPacketHandler::HandleTeamKick(packet);
break;
case MSG_CHAT_TEAM_SET_LOOT:
ChatPacketHandler::HandleTeamLootOption(packet);
break;
default:
Game::logger->Log("ChatServer", "Unknown CHAT id: %i\n", int(packet->data[3]));
}
}
if (packet->data[1] == WORLD) {
switch (packet->data[3]) {
case MSG_WORLD_CLIENT_ROUTE_PACKET: {
printf("routing packet from world\n");
break;
}
default:
Game::logger->Log("ChatServer", "Unknown World id: %i\n", int(packet->data[3]));
}
}
}

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#include "PlayerContainer.h"
#include "dNetCommon.h"
#include <iostream>
#include <algorithm>
#include "Game.h"
#include "dLogger.h"
#include "ChatPacketHandler.h"
#include "GeneralUtils.h"
#include "dMessageIdentifiers.h"
#include "PacketUtils.h"
#include "Database.h"
PlayerContainer::PlayerContainer() {
}
PlayerContainer::~PlayerContainer() {
mPlayers.clear();
}
void PlayerContainer::InsertPlayer(Packet* packet) {
CINSTREAM;
PlayerData* data = new PlayerData();
inStream.Read(data->playerID);
inStream.Read(data->playerID);
inStream.Read(data->playerName);
inStream.Read(data->zoneID);
inStream.Read(data->muteExpire);
data->sysAddr = packet->systemAddress;
mNames[data->playerID] = GeneralUtils::ASCIIToUTF16(std::string(data->playerName.C_String()));
mPlayers.insert(std::make_pair(data->playerID, data));
Game::logger->Log("PlayerContainer", "Added user: %s (%llu), zone: %i\n", data->playerName.C_String(), data->playerID, data->zoneID.GetMapID());
auto* insertLog = Database::CreatePreppedStmt("INSERT INTO activity_log (character_id, activity, time, map_id) VALUES (?, ?, ?, ?);");
insertLog->setInt(1, data->playerID);
insertLog->setInt(2, 0);
insertLog->setUInt64(3, time(nullptr));
insertLog->setInt(4, data->zoneID.GetMapID());
insertLog->executeUpdate();
}
void PlayerContainer::RemovePlayer(Packet* packet) {
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID); //skip header
inStream.Read(playerID);
//Before they get kicked, we need to also send a message to their friends saying that they disconnected.
auto player = this->GetPlayerData(playerID);
if (player == nullptr) {
return;
}
for (auto& fr : player->friends) {
//if (!fr.isOnline) continue;
auto fd = this->GetPlayerData(fr.friendID);
if (fd) ChatPacketHandler::SendFriendUpdate(fd, player, 0);
}
auto* team = GetTeam(playerID);
if (team != nullptr)
{
//TeamStatusUpdate(team);
const auto memberName = GeneralUtils::ASCIIToUTF16(std::string(player->playerName.C_String()));
for (const auto memberId : team->memberIDs)
{
auto* otherMember = GetPlayerData(memberId);
if (otherMember == nullptr) continue;
ChatPacketHandler::SendTeamSetOffWorldFlag(otherMember, playerID, {0, 0, 0});
//ChatPacketHandler::SendTeamRemovePlayer(otherMember, false, false, true, false, team->leaderID, player->playerID, memberName);
}
}
Game::logger->Log("PlayerContainer", "Removed user: %llu\n", playerID);
mPlayers.erase(playerID);
auto* insertLog = Database::CreatePreppedStmt("INSERT INTO activity_log (character_id, activity, time, map_id) VALUES (?, ?, ?, ?);");
insertLog->setInt(1, playerID);
insertLog->setInt(2, 1);
insertLog->setUInt64(3, time(nullptr));
insertLog->setInt(4, player->zoneID.GetMapID());
insertLog->executeUpdate();
}
void PlayerContainer::MuteUpdate(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID); //skip header
inStream.Read(playerID);
time_t expire = 0;
inStream.Read(expire);
auto* player = this->GetPlayerData(playerID);
if (player == nullptr)
{
Game::logger->Log("PlayerContainer", "Failed to find user: %llu\n", playerID);
return;
}
player->muteExpire = expire;
BroadcastMuteUpdate(playerID, expire);
}
void PlayerContainer::CreateTeamServer(Packet* packet)
{
CINSTREAM;
LWOOBJID playerID;
inStream.Read(playerID); //skip header
inStream.Read(playerID);
size_t membersSize = 0;
inStream.Read(membersSize);
std::vector<LWOOBJID> members;
members.reserve(membersSize);
for (size_t i = 0; i < membersSize; i++)
{
LWOOBJID member;
inStream.Read(member);
members.push_back(member);
}
LWOZONEID zoneId;
inStream.Read(zoneId);
auto* team = CreateLocalTeam(members);
if (team != nullptr)
{
team->zoneId = zoneId;
}
UpdateTeamsOnWorld(team, false);
}
void PlayerContainer::BroadcastMuteUpdate(LWOOBJID player, time_t time)
{
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_MUTE_UPDATE);
bitStream.Write(player);
bitStream.Write(time);
Game::server->Send(&bitStream, UNASSIGNED_SYSTEM_ADDRESS, true);
}
TeamData* PlayerContainer::CreateLocalTeam(std::vector<LWOOBJID> members)
{
if (members.empty())
{
return nullptr;
}
TeamData* newTeam = nullptr;
for (const auto member : members)
{
auto* team = GetTeam(member);
if (team != nullptr)
{
RemoveMember(team, member, false, false, true);
}
if (newTeam == nullptr)
{
newTeam = CreateTeam(member, true);
}
else
{
AddMember(newTeam, member);
}
}
newTeam->lootFlag = 1;
TeamStatusUpdate(newTeam);
return newTeam;
}
TeamData* PlayerContainer::CreateTeam(LWOOBJID leader, bool local)
{
auto* team = new TeamData();
team->teamID = ++mTeamIDCounter;
team->leaderID = leader;
team->local = local;
mTeams.push_back(team);
AddMember(team, leader);
return team;
}
TeamData* PlayerContainer::GetTeam(LWOOBJID playerID)
{
for (auto* team : mTeams)
{
if (std::find(team->memberIDs.begin(), team->memberIDs.end(), playerID) == team->memberIDs.end()) continue;
return team;
}
return nullptr;
}
void PlayerContainer::AddMember(TeamData* team, LWOOBJID playerID)
{
const auto index = std::find(team->memberIDs.begin(), team->memberIDs.end(), playerID);
if (index != team->memberIDs.end()) return;
team->memberIDs.push_back(playerID);
auto* leader = GetPlayerData(team->leaderID);
auto* member = GetPlayerData(playerID);
if (leader == nullptr || member == nullptr) return;
const auto leaderName = GeneralUtils::ASCIIToUTF16(std::string(leader->playerName.C_String()));
const auto memberName = GeneralUtils::ASCIIToUTF16(std::string(member->playerName.C_String()));
ChatPacketHandler::SendTeamInviteConfirm(member, false, leader->playerID, leader->zoneID, team->lootFlag, 0, 0, leaderName);
/*
ChatPacketHandler::SendTeamAddPlayer(member, false, false, false, leader->playerID, leaderName, leader->zoneID);
Game::logger->Log("PlayerContainer", "Team invite successfully accepted, leader: %s, member: %s\n", leader->playerName.C_String(), member->playerName.C_String());
*/
if (!team->local)
{
ChatPacketHandler::SendTeamSetLeader(member, leader->playerID);
}
else
{
ChatPacketHandler::SendTeamSetLeader(member, LWOOBJID_EMPTY);
}
UpdateTeamsOnWorld(team, false);
for (const auto memberId : team->memberIDs)
{
auto* otherMember = GetPlayerData(memberId);
if (otherMember == member) continue;
const auto otherMemberName = GetName(memberId);
ChatPacketHandler::SendTeamAddPlayer(member, false, team->local, false, memberId, otherMemberName, otherMember != nullptr ? otherMember->zoneID : LWOZONEID(0, 0, 0));
if (otherMember != nullptr)
{
ChatPacketHandler::SendTeamAddPlayer(otherMember, false, team->local, false, member->playerID, memberName, member->zoneID);
}
}
}
void PlayerContainer::RemoveMember(TeamData* team, LWOOBJID playerID, bool disband, bool kicked, bool leaving, bool silent)
{
const auto index = std::find(team->memberIDs.begin(), team->memberIDs.end(), playerID);
if (index == team->memberIDs.end()) return;
auto* member = GetPlayerData(playerID);
if (member != nullptr && !silent)
{
ChatPacketHandler::SendTeamSetLeader(member, LWOOBJID_EMPTY);
}
const auto memberName = GetName(playerID);
for (const auto memberId : team->memberIDs)
{
if (silent && memberId == playerID)
{
continue;
}
auto* otherMember = GetPlayerData(memberId);
if (otherMember == nullptr) continue;
ChatPacketHandler::SendTeamRemovePlayer(otherMember, disband, kicked, leaving, false, team->leaderID, playerID, memberName);
}
team->memberIDs.erase(index);
UpdateTeamsOnWorld(team, false);
if (team->memberIDs.size() <= 1)
{
DisbandTeam(team);
}
else
{
if (playerID == team->leaderID)
{
PromoteMember(team, team->memberIDs[0]);
}
}
}
void PlayerContainer::PromoteMember(TeamData* team, LWOOBJID newLeader)
{
team->leaderID = newLeader;
for (const auto memberId : team->memberIDs)
{
auto* otherMember = GetPlayerData(memberId);
if (otherMember == nullptr) continue;
ChatPacketHandler::SendTeamSetLeader(otherMember, newLeader);
}
}
void PlayerContainer::DisbandTeam(TeamData* team)
{
const auto index = std::find(mTeams.begin(), mTeams.end(), team);
if (index == mTeams.end()) return;
for (const auto memberId : team->memberIDs)
{
auto* otherMember = GetPlayerData(memberId);
if (otherMember == nullptr) continue;
const auto memberName = GeneralUtils::ASCIIToUTF16(std::string(otherMember->playerName.C_String()));
ChatPacketHandler::SendTeamSetLeader(otherMember, LWOOBJID_EMPTY);
ChatPacketHandler::SendTeamRemovePlayer(otherMember, true, false, false, team->local, team->leaderID, otherMember->playerID, memberName);
}
UpdateTeamsOnWorld(team, true);
mTeams.erase(index);
delete team;
}
void PlayerContainer::TeamStatusUpdate(TeamData* team)
{
const auto index = std::find(mTeams.begin(), mTeams.end(), team);
if (index == mTeams.end()) return;
auto* leader = GetPlayerData(team->leaderID);
if (leader == nullptr) return;
const auto leaderName = GeneralUtils::ASCIIToUTF16(std::string(leader->playerName.C_String()));
for (const auto memberId : team->memberIDs)
{
auto* otherMember = GetPlayerData(memberId);
if (otherMember == nullptr) continue;
if (!team->local)
{
ChatPacketHandler::SendTeamStatus(otherMember, team->leaderID, leader->zoneID, team->lootFlag, 0, leaderName);
}
else
{
//ChatPacketHandler::SendTeamStatus(otherMember, LWOOBJID_EMPTY, LWOZONEID(0, 0, 0), 1, 0, u"");
}
}
UpdateTeamsOnWorld(team, false);
}
void PlayerContainer::UpdateTeamsOnWorld(TeamData* team, bool deleteTeam)
{
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_TEAM_UPDATE);
bitStream.Write(team->teamID);
bitStream.Write(deleteTeam);
if (!deleteTeam)
{
bitStream.Write(team->lootFlag);
bitStream.Write(static_cast<char>(team->memberIDs.size()));
for (const auto memberID : team->memberIDs)
{
bitStream.Write(memberID);
}
}
Game::server->Send(&bitStream, UNASSIGNED_SYSTEM_ADDRESS, true);
}
std::u16string PlayerContainer::GetName(LWOOBJID playerID)
{
const auto& pair = mNames.find(playerID);
if (pair == mNames.end()) return u"";
return pair->second;
}
LWOOBJID PlayerContainer::GetId(const std::u16string& playerName)
{
for (const auto& pair : mNames)
{
if (pair.second == playerName)
{
return pair.first;
}
}
return LWOOBJID_EMPTY;
}
bool PlayerContainer::GetIsMuted(PlayerData* data)
{
return data->muteExpire == 1 || data->muteExpire > time(NULL);
}

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#pragma once
#include <map>
#include "dCommonVars.h"
#include "RakString.h"
#include <vector>
#include "Game.h"
#include "dServer.h"
#include <unordered_map>
struct PlayerData {
LWOOBJID playerID;
RakNet::RakString playerName;
SystemAddress sysAddr;
LWOZONEID zoneID;
std::vector<FriendData> friends;
time_t muteExpire;
};
struct TeamData {
LWOOBJID teamID = LWOOBJID_EMPTY; // Internal use
LWOOBJID leaderID = LWOOBJID_EMPTY;
std::vector<LWOOBJID> memberIDs {};
uint8_t lootFlag = 0;
bool local = false;
LWOZONEID zoneId = {};
};
class PlayerContainer {
public:
PlayerContainer();
~PlayerContainer();
void InsertPlayer(Packet* packet);
void RemovePlayer(Packet* packet);
void MuteUpdate(Packet* packet);
void CreateTeamServer(Packet* packet);
void BroadcastMuteUpdate(LWOOBJID player, time_t time);
PlayerData* GetPlayerData(const LWOOBJID& playerID) {
auto it = mPlayers.find(playerID);
if (it != mPlayers.end()) return it->second;
return nullptr;
}
PlayerData* GetPlayerData(const std::string& playerName) {
for (auto player : mPlayers) {
if (player.second) {
std::string pn = player.second->playerName.C_String();
if (pn == playerName) return player.second;
}
}
return nullptr;
}
TeamData* CreateLocalTeam(std::vector<LWOOBJID> members);
TeamData* CreateTeam(LWOOBJID leader, bool local = false);
TeamData* GetTeam(LWOOBJID playerID);
void AddMember(TeamData* team, LWOOBJID playerID);
void RemoveMember(TeamData* team, LWOOBJID playerID, bool disband, bool kicked, bool leaving, bool silent = false);
void PromoteMember(TeamData* team, LWOOBJID newLeader);
void DisbandTeam(TeamData* team);
void TeamStatusUpdate(TeamData* team);
void UpdateTeamsOnWorld(TeamData* team, bool deleteTeam);
std::u16string GetName(LWOOBJID playerID);
LWOOBJID GetId(const std::u16string& playerName);
bool GetIsMuted(PlayerData* data);
std::map<LWOOBJID, PlayerData*>& GetAllPlayerData() { return mPlayers; }
private:
LWOOBJID mTeamIDCounter = 0;
std::map<LWOOBJID, PlayerData*> mPlayers;
std::vector<TeamData*> mTeams;
std::unordered_map<LWOOBJID, std::u16string> mNames;
};