chore: move team logic to separate container

Makes it easier to follow team logic when you're not bouncing between 3 classes in 3 files.  Consolidates all team logic to 1 namespace in TeamContainer.  No logic changes were done, only renaming and fixing errors from the moving. TeamData should be replaced with unique_ptrs at some point so the Shutdown method can be removed from TeamContainer.
This commit is contained in:
David Markowitz
2025-04-21 01:21:05 -07:00
parent 9a7d9052ba
commit 5b5a3add2a
11 changed files with 787 additions and 728 deletions

View File

@@ -35,13 +35,13 @@ enum class eChatChannel : uint8_t {
enum class eChatMessageResponseCode : uint8_t {
SENT = 0,
NOTONLINE,
GENERALERROR,
RECEIVEDNEWWHISPER,
NOTFRIENDS,
SENDERFREETRIAL,
RECEIVERFREETRIAL,
SENT = 0,
NOTONLINE,
GENERALERROR,
RECEIVEDNEWWHISPER,
NOTFRIENDS,
SENDERFREETRIAL,
RECEIVERFREETRIAL,
};
namespace ChatPacketHandler {
@@ -52,33 +52,14 @@ namespace ChatPacketHandler {
void HandleGMLevelUpdate(Packet* packet);
void HandleWho(Packet* packet);
void HandleShowAll(Packet* packet);
void HandleChatMessage(Packet* packet);
void HandlePrivateChatMessage(Packet* packet);
void SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode);
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 OnAchievementNotify(RakNet::BitStream& bitstream, const SystemAddress& sysAddr);
void SendTeamInvite(const PlayerData& receiver, const PlayerData& sender);
void SendTeamInviteConfirm(const PlayerData& receiver, bool bLeaderIsFreeTrial, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, uint8_t ucResponseCode, std::u16string wsLeaderName);
void SendTeamStatus(const PlayerData& receiver, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, std::u16string wsLeaderName);
void SendTeamSetLeader(const PlayerData& receiver, LWOOBJID i64PlayerID);
void SendTeamAddPlayer(const PlayerData& receiver, bool bIsFreeTrial, bool bLocal, bool bNoLootOnDeath, LWOOBJID i64PlayerID, std::u16string wsPlayerName, LWOZONEID zoneID);
/* Sends a message to the provided `receiver` with information about the updated team. If `i64LeaderID` is not LWOOBJID_EMPTY, the client will update the leader to that new playerID. */
void SendTeamRemovePlayer(const PlayerData& receiver, bool bDisband, bool bIsKicked, bool bIsLeaving, bool bLocal, LWOOBJID i64LeaderID, LWOOBJID i64PlayerID, std::u16string wsPlayerName);
void SendTeamSetOffWorldFlag(const 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(const PlayerData& friendData, const PlayerData& playerData, uint8_t notifyType, uint8_t isBestFriend);
void SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode);
void SendFriendRequest(const PlayerData& receiver, const PlayerData& sender);
void SendFriendResponse(const PlayerData& receiver, const PlayerData& sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready = 0U, uint8_t isBestFriendRequest = 0U);
void SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful);