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Add invite initial response msg (#1775)
re-do team leave logic to send more accurate messages Players are still able to leave the team with the same results as before, however now the correct messages are sent to team chats (no fixes for local teams).
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@@ -132,3 +132,19 @@ bool ChatPackets::AchievementNotify::Deserialize(RakNet::BitStream& bitstream) {
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return true;
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}
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void ChatPackets::TeamInviteInitialResponse::Serialize(RakNet::BitStream& bitstream) const {
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bitstream.Write<uint8_t>(inviteFailedToSend);
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bitstream.Write(playerName);
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}
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void ChatPackets::SendRoutedMsg(const LUBitStream& msg, const LWOOBJID targetID, const SystemAddress& sysAddr) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
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bitStream.Write(targetID);
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// Now write the actual packet
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msg.WriteHeader(bitStream);
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msg.Serialize(bitStream);
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Game::server->Send(bitStream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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}
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@@ -46,9 +46,19 @@ namespace ChatPackets {
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bool Deserialize(RakNet::BitStream& bitstream) override;
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};
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struct TeamInviteInitialResponse : public LUBitStream {
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bool inviteFailedToSend{};
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LUWString playerName{};
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TeamInviteInitialResponse() : LUBitStream(eConnectionType::CLIENT, MessageType::Client::TEAM_INVITE_INITIAL_RESPONSE) {}
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void Serialize(RakNet::BitStream& bitstream) const override;
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// No Deserialize needed on our end
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};
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void SendChatMessage(const SystemAddress& sysAddr, char chatChannel, const std::string& senderName, LWOOBJID playerObjectID, bool senderMythran, const std::u16string& message);
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void SendSystemMessage(const SystemAddress& sysAddr, const std::u16string& message, bool broadcast = false);
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void SendMessageFail(const SystemAddress& sysAddr);
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void SendRoutedMsg(const LUBitStream& msg, const LWOOBJID targetID, const SystemAddress& sysAddr);
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};
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#endif // CHATPACKETS_H
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