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Merge pull request #1675 from DarkflameUniverse/invisible-items
the client code for this is a mess and should load everything at once or use non race condition code
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commit
34618607c3
@ -1141,6 +1141,25 @@ void InventoryComponent::AddItemSkills(const LOT lot) {
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SetSkill(slot, skill);
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}
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void InventoryComponent::FixInvisibleItems() {
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const auto numberItemsLoadedPerFrame = 12.0f;
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const auto callbackTime = 0.125f;
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const auto arbitaryInventorySize = 300.0f; // max in live + dlu is less than 300, seems like a good number.
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auto* const items = GetInventory(eInventoryType::ITEMS);
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if (!items) return;
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// Add an extra update to make sure the client can see all the items.
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const auto something = static_cast<int32_t>(std::ceil(items->GetItems().size() / arbitaryInventorySize)) + 1;
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LOG_DEBUG("Fixing invisible items with %i updates", something);
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for (int32_t i = 1; i < something + 1; i++) {
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// client loads 12 items every 1/8 seconds, we're adding a small hack to fix invisible inventory items due to closing the news screen too fast.
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m_Parent->AddCallbackTimer((arbitaryInventorySize / numberItemsLoadedPerFrame) * callbackTime * i, [this]() {
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GameMessages::SendUpdateInventoryUi(m_Parent->GetObjectID(), m_Parent->GetSystemAddress());
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});
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}
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}
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void InventoryComponent::RemoveItemSkills(const LOT lot) {
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const auto info = Inventory::FindItemComponent(lot);
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@ -404,6 +404,8 @@ public:
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void UpdateGroup(const GroupUpdate& groupUpdate);
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void RemoveGroup(const std::string& groupId);
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void FixInvisibleItems();
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~InventoryComponent() override;
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private:
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@ -104,6 +104,18 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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break;
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}
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// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
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case MessageType::Game::SELECT_SKILL: {
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auto var = entity->GetVar<bool>(u"dlu_first_time_load");
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if (var) {
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entity->SetVar<bool>(u"dlu_first_time_load", false);
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InventoryComponent* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent) inventoryComponent->FixInvisibleItems();
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}
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break;
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}
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case MessageType::Game::PLAYER_LOADED: {
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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@ -982,7 +982,7 @@ void GameMessages::SendResurrect(Entity* entity) {
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destroyableComponent->SetImagination(imaginationToRestore);
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}
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}
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});
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});
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CBITSTREAM;
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CMSGHEADER;
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@ -5080,6 +5080,12 @@ void GameMessages::HandleSetFlag(RakNet::BitStream& inStream, Entity* entity) {
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auto character = entity->GetCharacter();
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if (character) character->SetPlayerFlag(iFlagID, bFlag);
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// This is always set the first time a player loads into a world from character select
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// and is used to know when to refresh the players inventory items so they show up.
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if (iFlagID == ePlayerFlag::IS_NEWS_SCREEN_VISIBLE && bFlag) {
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entity->SetVar<bool>(u"dlu_first_time_load", true);
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}
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}
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void GameMessages::HandleRespondToMission(RakNet::BitStream& inStream, Entity* entity) {
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@ -5147,12 +5153,12 @@ void GameMessages::HandleMissionDialogOK(RakNet::BitStream& inStream, Entity* en
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}
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if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
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|| !player->GetCharacter()
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|| !player->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
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|| !player->GetCharacter()
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|| !player->GetCharacter()->GetPlayerFlag(ePlayerFlag::DLU_SKIP_CINEMATICS)) return;
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player->AddCallbackTimer(0.5f, [player]() {
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if (!player) return;
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GameMessages::SendEndCinematic(player->GetObjectID(), u"", player->GetSystemAddress());
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});
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});
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}
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void GameMessages::HandleRequestLinkedMission(RakNet::BitStream& inStream, Entity* entity) {
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@ -6324,3 +6330,14 @@ void GameMessages::SendForceCameraTargetCycle(Entity* entity, bool bForceCycling
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auto sysAddr = entity->GetSystemAddress();
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SEND_PACKET;
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}
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void GameMessages::SendUpdateInventoryUi(LWOOBJID objectId, const SystemAddress& sysAddr) {
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(objectId);
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bitStream.Write(MessageType::Game::UPDATE_INVENTORY_UI);
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SEND_PACKET;
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}
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@ -677,6 +677,9 @@ namespace GameMessages {
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void HandleUpdateInventoryGroup(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void HandleUpdateInventoryGroupContents(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void SendForceCameraTargetCycle(Entity* entity, bool bForceCycling, eCameraTargetCyclingMode cyclingMode, LWOOBJID optionalTargetID);
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// This is a client gm however its default values are exactly what we need to get around the invisible inventory item issues.
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void SendUpdateInventoryUi(LWOOBJID objectId, const SystemAddress& sysAddr);
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};
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#endif // GAMEMESSAGES_H
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