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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 17:54:01 +00:00
Replace the usage of RakString (#648)
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@@ -123,7 +123,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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requestee.reset(new PlayerData());
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// Setup the needed info since you can add a best friend offline.
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requestee->playerID = friendDataCandidate.friendID;
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requestee->playerName = RakNet::RakString(friendDataCandidate.friendName.c_str());
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requestee->playerName = friendDataCandidate.friendName;
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requestee->zoneID = LWOZONEID();
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FriendData requesteeFriendData{};
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@@ -147,7 +147,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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std::unique_ptr<sql::ResultSet> result(nameQuery->executeQuery());
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requestee.reset(new PlayerData());
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requestee->playerName = RakNet::RakString(playerName.c_str());
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requestee->playerName = playerName;
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SendFriendResponse(requestor, requestee.get(), result->next() ? AddFriendResponseType::NOTONLINE : AddFriendResponseType::INVALIDCHARACTER);
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return;
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@@ -384,7 +384,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet)
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if (playerContainer.GetIsMuted(sender)) return;
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const auto senderName = std::string(sender->playerName.C_String());
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const auto senderName = std::string(sender->playerName.c_str());
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inStream.SetReadOffset(0x14 * 8);
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@@ -407,7 +407,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet)
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if (otherMember == nullptr) return;
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const auto otherName = std::string(otherMember->playerName.C_String());
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const auto otherName = std::string(otherMember->playerName.c_str());
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CBITSTREAM;
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PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_ROUTE_TO_PLAYER);
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@@ -443,8 +443,8 @@ void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
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if (playerContainer.GetIsMuted(goonA)) return;
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std::string goonAName = goonA->playerName.C_String();
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std::string goonBName = goonB->playerName.C_String();
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std::string goonAName = goonA->playerName.c_str();
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std::string goonBName = goonB->playerName.c_str();
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//To the sender:
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{
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@@ -720,7 +720,7 @@ void ChatPacketHandler::HandleTeamStatusRequest(Packet* packet)
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playerContainer.TeamStatusUpdate(team);
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const auto leaderName = GeneralUtils::ASCIIToUTF16(std::string(data->playerName.C_String()));
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const auto leaderName = GeneralUtils::ASCIIToUTF16(std::string(data->playerName.c_str()));
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for (const auto memberId : team->memberIDs)
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{
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@@ -750,7 +750,7 @@ void ChatPacketHandler::SendTeamInvite(PlayerData* receiver, PlayerData* sender)
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//portion that will get routed:
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PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_TEAM_INVITE);
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PacketUtils::WritePacketWString(sender->playerName.C_String(), 33, &bitStream);
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PacketUtils::WritePacketWString(sender->playerName.c_str(), 33, &bitStream);
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bitStream.Write(sender->playerID);
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SystemAddress sysAddr = receiver->sysAddr;
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@@ -936,7 +936,7 @@ void ChatPacketHandler::SendFriendUpdate(PlayerData* friendData, PlayerData* pla
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PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_UPDATE_FRIEND_NOTIFY);
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bitStream.Write<uint8_t>(notifyType);
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std::string playerName = playerData->playerName.C_String();
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std::string playerName = playerData->playerName.c_str();
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PacketUtils::WritePacketWString(playerName, 33, &bitStream);
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@@ -976,7 +976,7 @@ void ChatPacketHandler::SendFriendRequest(PlayerData* receiver, PlayerData* send
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//portion that will get routed:
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PacketUtils::WriteHeader(bitStream, CLIENT, MSG_CLIENT_ADD_FRIEND_REQUEST);
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PacketUtils::WritePacketWString(sender->playerName.C_String(), 33, &bitStream);
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PacketUtils::WritePacketWString(sender->playerName.c_str(), 33, &bitStream);
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bitStream.Write<uint8_t>(0); // This is a BFF flag however this is unused in live and does not have an implementation client side.
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SystemAddress sysAddr = receiver->sysAddr;
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@@ -996,7 +996,7 @@ void ChatPacketHandler::SendFriendResponse(PlayerData* receiver, PlayerData* sen
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// For all requests besides accepted, write a flag that says whether or not we are already best friends with the receiver.
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bitStream.Write<uint8_t>(responseCode != AddFriendResponseType::ACCEPTED ? isBestFriendsAlready : sender->sysAddr != UNASSIGNED_SYSTEM_ADDRESS);
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// Then write the player name
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PacketUtils::WritePacketWString(sender->playerName.C_String(), 33, &bitStream);
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PacketUtils::WritePacketWString(sender->playerName.c_str(), 33, &bitStream);
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// Then if this is an acceptance code, write the following extra info.
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if (responseCode == AddFriendResponseType::ACCEPTED) {
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bitStream.Write(sender->playerID);
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