mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
feat(world): activity lobbies join, ready and leave through the chat server
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -7,7 +7,6 @@
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#include "MissionComponent.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "ZoneInstanceManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "ClientPackets.h"
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@@ -25,7 +24,6 @@
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#include "eMatchUpdate.h"
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#include "ServiceType.h"
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#include "MessageType/Chat.h"
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#include "ObjectIDManager.h"
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#include "CDActivityRewardsTable.h"
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#include "CDActivitiesTable.h"
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@@ -113,196 +111,72 @@ void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::stri
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}
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}
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void ActivityComponent::PlayerJoin(Entity* player) {
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if (PlayerIsInQueue(player)) return;
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void ActivityComponent::PlayerJoin(Entity* player, const std::string& playerChoices) {
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// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
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if (HasLobby()) {
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PlayerJoinLobby(player);
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PlayerJoinLobby(player, playerChoices);
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} else if (!IsPlayedBy(player)) {
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NewInstance().AddParticipant(player);
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}
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}
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void ActivityComponent::PlayerJoinLobby(Entity* player) {
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namespace {
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void SendMatchRequest(const LWOOBJID playerID, const ChatPackets::eMatchRequestType type, const int32_t value) {
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ChatPackets::MatchRequest request;
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request.playerID = playerID;
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request.type = type;
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request.value = value;
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ChatServerLink::Send(request);
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}
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}
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void ActivityComponent::PlayerJoinLobby(Entity* player, const std::string& playerChoices) {
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if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD)) {
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GameMessages::MatchResponse matchResponse;
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matchResponse.target = player->GetObjectID();
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matchResponse.response = 0;
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matchResponse.SendToClient(player->GetSystemAddress()); // tell the client they joined a lobby
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}
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LobbyPlayer newLobbyPlayer{};
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newLobbyPlayer.entityID = player->GetObjectID();
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LWOOBJID playerLobbyID = LWOOBJID_EMPTY;
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auto* character = player->GetCharacter();
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if (character != nullptr)
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character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID());
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for (auto& [lobbyID, lobby] : m_Queue) {
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if (lobby.players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() < m_ActivityInfo.maxTeams) {
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// If an empty slot in an existing lobby is found
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lobby.players.push_back(newLobbyPlayer);
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playerLobbyID = lobbyID;
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// Update the joining player on players already in the lobby, and update players already in the lobby on the joining player
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LDFData<LWOOBJID> playerLDF("player", player->GetObjectID());
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LDFData<std::string> playerName("playerName", player->GetCharacter()->GetName());
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std::string matchUpdateJoined = playerLDF.GetString() + "\n" + playerName.GetString();
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for (const auto& joinedPlayer : lobby.players) {
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auto* const entity = joinedPlayer.GetEntity();
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if (entity == nullptr) {
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continue;
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}
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LDFData<LWOOBJID> entityLDF("player", entity->GetObjectID());
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LDFData<std::string> entityName("playerName", entity->GetCharacter()->GetName());
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std::string matchUpdate = entityLDF.GetString() + "\n" + entityName.GetString();
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GameMessages::MatchUpdate existingPlayerUpdate;
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existingPlayerUpdate.target = player->GetObjectID();
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existingPlayerUpdate.data = matchUpdate;
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existingPlayerUpdate.type = eMatchUpdate::PLAYER_ADDED;
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existingPlayerUpdate.SendToClient(player->GetSystemAddress());
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PlayerReady(entity, joinedPlayer.ready);
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GameMessages::MatchUpdate joinedPlayerUpdate;
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joinedPlayerUpdate.target = entity->GetObjectID();
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joinedPlayerUpdate.data = matchUpdateJoined;
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joinedPlayerUpdate.type = eMatchUpdate::PLAYER_ADDED;
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joinedPlayerUpdate.SendToClient(entity->GetSystemAddress());
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}
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break;
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}
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}
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if (playerLobbyID == LWOOBJID_EMPTY) {
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// If all lobbies are full
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playerLobbyID = ObjectIDManager::GenerateObjectID();
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auto& newLobby = m_Queue[playerLobbyID];
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newLobby.players.push_back(newLobbyPlayer);
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newLobby.timer = m_ActivityInfo.waitTime / 1000;
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}
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const auto& lobby = m_Queue[playerLobbyID];
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if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
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// Update the joining player on the match timer
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LDFData<float> matchTimer("time", lobby.timer);
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GameMessages::MatchUpdate matchUpdate;
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matchUpdate.target = player->GetObjectID();
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matchUpdate.data = matchTimer.GetString();
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matchUpdate.type = eMatchUpdate::PHASE_WAIT_READY;
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matchUpdate.SendToClient(player->GetSystemAddress());
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}
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// The lobbies are the chat server's, so players of every instance of this zone wait together (docs/Matchmaking.md).
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// It gets what this world read from the activity, overrides (solo racing, transfer zone) included.
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ChatPackets::MatchRequest request;
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request.playerID = player->GetObjectID();
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request.type = ChatPackets::eMatchRequestType::JOIN;
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request.activityID = m_ActivityInfo.ActivityID;
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request.playerName = character != nullptr ? character->GetName() : "";
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request.playerChoices = playerChoices;
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request.instanceMapID = m_ActivityInfo.instanceMapID;
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request.minTeams = m_ActivityInfo.minTeams;
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request.maxTeams = m_ActivityInfo.maxTeams;
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request.minTeamSize = m_ActivityInfo.minTeamSize;
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request.maxTeamSize = m_ActivityInfo.maxTeamSize;
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request.waitTime = m_ActivityInfo.waitTime;
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request.startDelay = m_ActivityInfo.startDelay;
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ChatServerLink::Send(request);
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}
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void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
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// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances
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for (auto& lobby : m_Queue | std::views::values) {
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for (int i = 0; i < lobby.players.size(); i++) {
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const auto& player = lobby.players[i];
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if (player.entityID == playerID) {
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LDFData<LWOOBJID> matchUpdateLeft("player", playerID);
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for (const auto& lobbyPlayer : lobby.players) {
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auto* const entity = lobbyPlayer.GetEntity();
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if (entity == nullptr)
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continue;
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GameMessages::MatchUpdate matchUpdate;
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matchUpdate.target = entity->GetObjectID();
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matchUpdate.data = matchUpdateLeft.GetString();
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matchUpdate.type = eMatchUpdate::PLAYER_REMOVED;
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matchUpdate.SendToClient(entity->GetSystemAddress());
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}
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lobby.players.erase(lobby.players.begin() + i);
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return;
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}
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}
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}
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// Not applicable for non-lobby instances
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if (!HasLobby()) return;
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SendMatchRequest(playerID, ChatPackets::eMatchRequestType::LEAVE, 0);
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}
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void ActivityComponent::Update(float deltaTime) {
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std::vector<LWOOBJID> lobbiesToRemove{};
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// Ticks all the lobbies, not applicable for non-instance activities
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for (auto& [lobbyID, lobby] : m_Queue) {
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for (const auto& player : lobby.players) {
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const auto* const entity = player.GetEntity();
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if (entity == nullptr) {
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PlayerLeave(player.entityID);
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return;
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}
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}
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if (lobby.players.empty()) {
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lobbiesToRemove.push_back(lobbyID);
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void ActivityComponent::StartMatch(const ChatPackets::MatchTransfer& transfer) {
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auto& instance = NewInstance();
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for (const auto playerID : transfer.players) {
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auto* const entity = Game::entityManager->GetEntity(playerID);
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if (entity == nullptr || !CheckCost(entity)) {
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continue;
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}
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// Update the match time for all players
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if (m_ActivityInfo.maxTeamSize != 1 && lobby.players.size() >= m_ActivityInfo.minTeamSize
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|| m_ActivityInfo.maxTeamSize == 1 && lobby.players.size() >= m_ActivityInfo.minTeams) {
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if (lobby.timer == m_ActivityInfo.waitTime / 1000) {
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for (const auto& joinedPlayer : lobby.players) {
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auto* const entity = joinedPlayer.GetEntity();
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if (entity == nullptr)
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continue;
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LDFData<float> matchTimerUpdate("time", lobby.timer);
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GameMessages::MatchUpdate matchUpdate;
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matchUpdate.target = entity->GetObjectID();
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matchUpdate.data = matchTimerUpdate.GetString();
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matchUpdate.type = eMatchUpdate::PHASE_WAIT_READY;
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matchUpdate.SendToClient(entity->GetSystemAddress());
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}
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}
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lobby.timer -= deltaTime;
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}
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bool lobbyReady = true;
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for (const auto& player : lobby.players) {
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if (player.ready) continue;
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lobbyReady = false;
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}
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// If everyone's ready, jump the timer
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if (lobbyReady && lobby.timer > m_ActivityInfo.startDelay / 1000) {
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lobby.timer = m_ActivityInfo.startDelay / 1000;
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// Update players in lobby on switch to start delay
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LDFData<float> matchTimerUpdate("time", lobby.timer);
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for (const auto& player : lobby.players) {
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auto* const entity = player.GetEntity();
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if (entity == nullptr)
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continue;
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GameMessages::MatchUpdate matchUpdate;
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matchUpdate.target = entity->GetObjectID();
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matchUpdate.data = matchTimerUpdate.GetString();
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matchUpdate.type = eMatchUpdate::PHASE_WAIT_START;
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matchUpdate.SendToClient(entity->GetSystemAddress());
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}
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}
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// The timer has elapsed, start the instance
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if (lobby.timer <= 0.0f) {
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LOG("Setting up instance.");
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auto& instance = NewInstance();
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LoadPlayersIntoInstance(instance, lobby.players);
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instance.StartZone();
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lobbiesToRemove.push_back(lobbyID);
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}
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instance.AddParticipant(entity);
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}
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for (const auto id : lobbiesToRemove) {
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RemoveLobby(id);
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}
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}
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void ActivityComponent::RemoveLobby(const LWOOBJID lobbyID) {
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if (m_Queue.contains(lobbyID)) m_Queue.erase(lobbyID);
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instance.TransferParticipants(transfer);
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}
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bool ActivityComponent::HasLobby() const {
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@@ -310,16 +184,6 @@ bool ActivityComponent::HasLobby() const {
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return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
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}
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bool ActivityComponent::PlayerIsInQueue(Entity* player) {
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for (const auto& lobby : m_Queue | std::views::values) {
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for (const auto& lobbyPlayer : lobby.players) {
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if (player->GetObjectID() == lobbyPlayer.entityID) return true;
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}
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}
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return false;
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}
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bool ActivityComponent::IsPlayedBy(Entity* player) const {
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for (const auto& instance : m_Instances) {
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for (const auto* instancePlayer : instance.GetParticipants()) {
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@@ -362,30 +226,7 @@ bool ActivityComponent::TakeCost(Entity* player) const {
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}
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void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
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for (auto& lobby : m_Queue | std::views::values) {
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for (auto& lobbyPlayer : lobby.players) {
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if (lobbyPlayer.entityID == player->GetObjectID()) {
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lobbyPlayer.ready = bReady;
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// Update players in lobby on player being ready
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LDFData<LWOOBJID> matchReadyUpdate("player", player->GetObjectID());
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eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY;
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if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY;
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for (const auto& otherPlayer : lobby.players) {
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auto* const entity = otherPlayer.GetEntity();
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if (entity == nullptr)
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continue;
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GameMessages::MatchUpdate matchUpdate;
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matchUpdate.target = entity->GetObjectID();
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matchUpdate.data = matchReadyUpdate.GetString();
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matchUpdate.type = readyStatus;
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matchUpdate.SendToClient(entity->GetSystemAddress());
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}
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}
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}
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}
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SendMatchRequest(player->GetObjectID(), ChatPackets::eMatchRequestType::READY, bReady ? 1 : 0);
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}
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ActivityInstance& ActivityComponent::NewInstance() {
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@@ -393,17 +234,6 @@ ActivityInstance& ActivityComponent::NewInstance() {
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return m_Instances.back();
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}
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void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance& instance, const std::vector<LobbyPlayer>& lobby) const {
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for (const auto& player : lobby) {
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auto* const entity = player.GetEntity();
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if (entity == nullptr || !CheckCost(entity)) {
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continue;
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}
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instance.AddParticipant(entity);
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}
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}
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const ActivityInstance& ActivityComponent::GetInstance(const LWOOBJID playerID) const {
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for (const auto& instance : m_Instances) {
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for (const auto* participant : instance.GetParticipants()) {
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@@ -462,59 +292,28 @@ void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
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}
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}
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void ActivityInstance::StartZone() {
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if (m_Participants.empty())
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return;
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const auto& participants = GetParticipants();
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if (participants.empty())
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return;
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auto* leader = participants[0];
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LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID());
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// only make a team if we have more than one participant
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if (participants.size() > 1) {
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ChatPackets::CreateTeam createTeam;
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createTeam.leaderID = leader->GetObjectID();
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for (const auto& participant : m_Participants) {
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createTeam.members.push_back(participant);
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}
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createTeam.zoneID = zoneId;
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ChatServerLink::Send(createTeam);
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}
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const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX);
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for (Entity* player : participants) {
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const auto objid = player->GetObjectID();
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ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
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auto* player = Game::entityManager->GetEntity(objid);
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if (player == nullptr)
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return;
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LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
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if (player->GetCharacter()) {
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) {
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characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));
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}
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player->GetCharacter()->SetZoneID(zoneID);
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player->GetCharacter()->SetZoneInstance(zoneInstance);
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player->GetCharacter()->SetZoneClone(zoneClone);
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void ActivityInstance::TransferParticipants(const ChatPackets::MatchTransfer& transfer) {
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const auto zoneID = transfer.zoneID.GetMapID();
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const auto zoneInstance = transfer.zoneID.GetInstanceID();
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const auto zoneClone = transfer.zoneID.GetCloneID();
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for (Entity* player : GetParticipants()) {
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LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, transfer.mythranShift == true ? "true" : "false", transfer.serverIP.c_str(), transfer.serverPort);
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if (player->GetCharacter()) {
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) {
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characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));
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}
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ClientPackets::TransferToWorld transfer;
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transfer.serverIP = LUString(serverIP);
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transfer.serverPort = serverPort;
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transfer.mythranShift = mythranShift;
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transfer.Send(player->GetSystemAddress());
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return;
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});
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player->GetCharacter()->SetZoneID(zoneID);
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player->GetCharacter()->SetZoneInstance(zoneInstance);
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player->GetCharacter()->SetZoneClone(zoneClone);
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}
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ClientPackets::TransferToWorld transferToWorld;
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transferToWorld.serverIP = LUString(transfer.serverIP);
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transferToWorld.serverPort = transfer.serverPort;
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transferToWorld.mythranShift = transfer.mythranShift;
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transferToWorld.Send(player->GetSystemAddress());
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}
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m_NextZoneCloneID++;
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@@ -573,10 +372,6 @@ void ActivityInstance::SetScore(uint32_t score) {
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this->score = score;
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}
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Entity* LobbyPlayer::GetEntity() const {
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return Game::entityManager->GetEntity(entityID);
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}
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bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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auto& activityInfo = reportInfo.info->PushDebug("Activity");
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@@ -620,23 +415,6 @@ bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo&
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}
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}
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auto& queue = activityInfo.PushDebug("Queue");
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i = 0;
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for (const auto& lobbyQueue : m_Queue | std::views::values) {
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auto& lobby = queue.PushDebug("Lobby " + std::to_string(i++));
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lobby.PushDebug<AMFDoubleValue>("Timer") = lobbyQueue.timer;
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auto& players = lobby.PushDebug("Players");
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for (const auto& player : lobbyQueue.players) {
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const auto* const playerEntity = player.GetEntity();
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if (!playerEntity) continue;
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auto* character = playerEntity->GetCharacter();
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if (!character) continue;
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players.PushDebug<AMFStringValue>(std::to_string(playerEntity->GetObjectID()) + ": " + character->GetName()) = player.ready ? "Ready" : "Not Ready";
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}
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}
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auto& activityPlayers = activityInfo.PushDebug("Activity Players");
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for (const auto& [playerID, playerScores] : m_ActivityPlayers) {
|
||||
auto* const activityPlayerEntity = Game::entityManager->GetEntity(playerID);
|
||||
|
||||
@@ -14,6 +14,10 @@ namespace GameMessages {
|
||||
class GameMsg;
|
||||
};
|
||||
|
||||
namespace ChatPackets {
|
||||
struct MatchTransfer;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents an instance of an activity, having participants and score
|
||||
*/
|
||||
@@ -34,9 +38,10 @@ public:
|
||||
void ClearParticipants() { m_Participants.clear(); };
|
||||
|
||||
/**
|
||||
* Starts the instance world for this activity and sends all participants there
|
||||
* Sends the participants to the activity's instance that master started (the chat server's matchmaking found it)
|
||||
* @param transfer the instance's zone, address and the players chat sent here
|
||||
*/
|
||||
void StartZone();
|
||||
void TransferParticipants(const ChatPackets::MatchTransfer& transfer);
|
||||
|
||||
/**
|
||||
* Gives the rewards for completing this activity to some participant
|
||||
@@ -97,44 +102,6 @@ private:
|
||||
std::vector<LWOOBJID> m_Participants;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents an entity in a lobby
|
||||
*/
|
||||
struct LobbyPlayer {
|
||||
|
||||
/**
|
||||
* The ID of the entity that is in the lobby
|
||||
*/
|
||||
LWOOBJID entityID = LWOOBJID_EMPTY;
|
||||
|
||||
/**
|
||||
* Whether or not the entity is ready
|
||||
*/
|
||||
bool ready = false;
|
||||
|
||||
/**
|
||||
* Returns the entity that is in the lobby
|
||||
* @return the entity that is in the lobby
|
||||
*/
|
||||
Entity* GetEntity() const;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents a lobby of players with a timer until it should start the activity
|
||||
*/
|
||||
struct Lobby {
|
||||
|
||||
/**
|
||||
* The lobby of players
|
||||
*/
|
||||
std::vector<LobbyPlayer> players;
|
||||
|
||||
/**
|
||||
* The timer that determines when the activity should start
|
||||
*/
|
||||
float timer{};
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents the score for the player in an activity, one index might represent score, another one time, etc.
|
||||
*/
|
||||
@@ -163,23 +130,25 @@ public:
|
||||
|
||||
void LoadActivityData(const int32_t activityId);
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
/**
|
||||
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
|
||||
* @param player the entity to join the game
|
||||
* @param playerChoices the name-value text of the client's MatchRequest (a racing car), shown to the lobby
|
||||
*/
|
||||
void PlayerJoin(Entity* player);
|
||||
void PlayerJoin(Entity* player, const std::string& playerChoices = "");
|
||||
|
||||
/**
|
||||
* Makes an entity join the lobby for this minigame, if it exists
|
||||
* Makes an entity join the lobby for this minigame. The lobbies are the chat server's, across every world
|
||||
* (docs/Matchmaking.md).
|
||||
* @param player the entity to join
|
||||
* @param playerChoices the name-value text of the client's MatchRequest
|
||||
*/
|
||||
void PlayerJoinLobby(Entity* player);
|
||||
void PlayerJoinLobby(Entity* player, const std::string& playerChoices = "");
|
||||
|
||||
/**
|
||||
* Makes the player leave the lobby
|
||||
* Makes the player leave the lobby (the chat server's)
|
||||
* @param playerID the entity to leave the lobby
|
||||
*/
|
||||
void PlayerLeave(LWOOBJID playerID);
|
||||
@@ -191,24 +160,17 @@ public:
|
||||
void PlayerRemove(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Adds all the players to an instance of some activity
|
||||
* @param instance the instance to load the players into
|
||||
* @param lobby the players to load into the instance
|
||||
* A lobby's match for this activity has its instance: the players of it in this world who can pay go there
|
||||
* @param transfer the instance and the players, from the chat server
|
||||
*/
|
||||
void LoadPlayersIntoInstance(ActivityInstance& instance, const std::vector<LobbyPlayer>& lobby) const;
|
||||
void StartMatch(const ChatPackets::MatchTransfer& transfer);
|
||||
|
||||
/**
|
||||
* Removes a lobby from the activity manager
|
||||
* @param lobby the lobby to remove
|
||||
*/
|
||||
void RemoveLobby(const LWOOBJID lobbyID);
|
||||
|
||||
/**
|
||||
* Marks a player as (un)ready in a lobby
|
||||
* Marks a player as (un)ready in the lobby they wait in (the chat server knows which)
|
||||
* @param player the entity to mark
|
||||
* @param bReady true if the entity is ready, false otherwise
|
||||
*/
|
||||
void PlayerReady(Entity* player, bool bReady);
|
||||
static void PlayerReady(Entity* player, bool bReady);
|
||||
|
||||
/**
|
||||
* Returns the ID of this activity
|
||||
@@ -226,13 +188,6 @@ public:
|
||||
*/
|
||||
bool HasLobby() const;
|
||||
|
||||
/**
|
||||
* Checks if a player is currently waiting in a lobby
|
||||
* @param player the entity to check for
|
||||
* @return true if the entity is waiting in a lobby, false otherwise
|
||||
*/
|
||||
bool PlayerIsInQueue(Entity* player);
|
||||
|
||||
/**
|
||||
* Checks if an entity is currently playing this activity
|
||||
* @param player the entity to check
|
||||
@@ -334,11 +289,6 @@ private:
|
||||
*/
|
||||
std::vector<ActivityInstance> m_Instances;
|
||||
|
||||
/**
|
||||
* The current lobbies for this activity
|
||||
*/
|
||||
std::map<LWOOBJID, Lobby> m_Queue;
|
||||
|
||||
/**
|
||||
* All the activity score for the players in this activity
|
||||
*/
|
||||
|
||||
@@ -143,18 +143,17 @@ namespace GameMessages {
|
||||
auto* comp = scriptedAct->GetComponent<ScriptedActivityComponent>();
|
||||
if (!comp) continue;
|
||||
if (comp->GetActivityID() == value) {
|
||||
comp->PlayerJoin(&entity);
|
||||
comp->PlayerJoin(&entity, playerChoices);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (type == 1) { // ready/unready
|
||||
for (Entity* scriptedAct : scriptedActs) {
|
||||
auto* comp = scriptedAct->GetComponent<ScriptedActivityComponent>();
|
||||
if (!comp) continue;
|
||||
if (comp->PlayerIsInQueue(&entity)) {
|
||||
comp->PlayerReady(&entity, value);
|
||||
}
|
||||
}
|
||||
// Answered like a join (live), then the chat server tells the lobby (docs/Matchmaking.md)
|
||||
MatchResponse response;
|
||||
response.target = entity.GetObjectID();
|
||||
response.response = 0;
|
||||
response.SendToClient(sysAddr);
|
||||
ActivityComponent::PlayerReady(&entity, value != 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -69,6 +69,8 @@
|
||||
#include "Entity.h"
|
||||
#include "Character.h"
|
||||
#include "ChatPackets.h"
|
||||
#include "ScriptedActivityComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "WorldRoutePacket.h"
|
||||
#include "ChatServerLink.h"
|
||||
#include "PacketDispatcher.h"
|
||||
@@ -768,6 +770,17 @@ namespace {
|
||||
Game::entityManager->SerializeEntity(player);
|
||||
});
|
||||
|
||||
// An activity lobby's match has its instance (docs/Matchmaking.md): send our players in it there
|
||||
handlers.On<ChatPackets::MatchTransfer>(MessageType::Chat::MATCH_TRANSFER, [](const ChatPackets::MatchTransfer& transfer, const SystemAddress&) {
|
||||
for (auto* entity : Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY)) {
|
||||
auto* activity = entity->GetComponent<ScriptedActivityComponent>();
|
||||
if (!activity || activity->GetActivityID() != transfer.activityID || !activity->HasLobby()) continue;
|
||||
activity->StartMatch(transfer);
|
||||
return;
|
||||
}
|
||||
LOG("Matchmaking: no activity %i in this world for a match of %zu player(s)", transfer.activityID, transfer.players.size());
|
||||
});
|
||||
|
||||
// New mail for a player the chat server says is in this world
|
||||
handlers.On<ChatPackets::MailNotify>(MessageType::Chat::MAIL, [](const ChatPackets::MailNotify& notify, const SystemAddress&) {
|
||||
Mail::NotifyNewMailHere(notify.receiverID);
|
||||
|
||||
Reference in New Issue
Block a user