mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-07 07:41:26 +00:00
Merge branch 'main' into leaderboards-again
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@@ -37,8 +37,19 @@
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#include "ePlayerFlag.h"
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#include "dConfig.h"
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#include "GhostComponent.h"
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#include "eGameMasterLevel.h"
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#include "StringifiedEnum.h"
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namespace {
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using enum MessageType::Game;
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using namespace GameMessages;
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using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>;
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std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
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{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
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{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
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};
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};
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void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
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CBITSTREAM;
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@@ -55,6 +66,24 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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auto handler = g_MessageHandlers.find(messageID);
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if (handler != g_MessageHandlers.end()) {
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auto msg = handler->second();
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// Verify that the system address user is able to use this message.
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if (msg->requiredGmLevel > eGameMasterLevel::CIVILIAN) {
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auto* usingEntity = Game::entityManager->GetEntity(usr->GetLoggedInChar());
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if (!usingEntity || usingEntity->GetGMLevel() < msg->requiredGmLevel) {
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LOG("User %s (%llu) does not have the required GM level to execute this command.", usingEntity->GetCharacter()->GetName().c_str(), usingEntity->GetObjectID());
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return;
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}
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}
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msg->Deserialize(inStream);
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msg->Handle(*entity, sysAddr);
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return;
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}
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switch (messageID) {
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case MessageType::Game::UN_USE_BBB_MODEL: {
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@@ -104,19 +133,20 @@ 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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// 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::SendPlayerReady(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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auto* ghostComponent = entity->GetComponent<GhostComponent>();
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@@ -183,7 +213,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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LOG("Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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// After we've done our thing, tell the client they're ready
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GameMessages::SendPlayerReady(entity, sysAddr);
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GameMessages::SendPlayerReady(Game::zoneManager->GetZoneControlObject(), sysAddr);
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if (Game::config->GetValue("allow_players_to_skip_cinematics") != "1"
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@@ -704,12 +733,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
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GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
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break;
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case MessageType::Game::SHOOTING_GALLERY_FIRE: {
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GameMessages::ShootingGalleryFire fire{};
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fire.Deserialize(inStream);
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fire.Handle(*entity, sysAddr);
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break;
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}
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default:
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LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
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@@ -48,8 +48,6 @@
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#include <chrono>
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#include "RakString.h"
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#include "httplib.h" //sorry not sorry.
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//CDB includes:
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#include "CDClientManager.h"
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#include "CDEmoteTable.h"
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@@ -845,8 +843,10 @@ void GameMessages::SendDieNoImplCode(Entity* entity, const LWOOBJID& killerID, c
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(MessageType::Game::DIE);
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bitStream.Write(bClientDeath);
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bitStream.Write(bSpawnLoot);
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bitStream.Write<uint32_t>(deathType.size());
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bitStream.Write(deathType);
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bitStream.Write(directionRelative_AngleXZ);
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bitStream.Write(directionRelative_AngleY);
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@@ -856,7 +856,10 @@ void GameMessages::SendDieNoImplCode(Entity* entity, const LWOOBJID& killerID, c
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if (killType != eKillType::VIOLENT) bitStream.Write(killType);
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bitStream.Write(killerID);
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bitStream.Write(lootOwnerID);
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bitStream.Write(lootOwnerID != LWOOBJID_EMPTY);
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if (lootOwnerID != LWOOBJID_EMPTY) {
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bitStream.Write(lootOwnerID);
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}
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SEND_PACKET_BROADCAST;
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}
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@@ -968,6 +971,8 @@ void GameMessages::SendResurrect(Entity* entity) {
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// and just make sure the client has time to be ready.
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constexpr float respawnTime = 3.66700005531311f + 0.5f;
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entity->AddCallbackTimer(respawnTime, [=]() {
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GameMessages::PlayerResurrectionFinished msg;
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entity->NotifyPlayerResurrectionFinished(msg);
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && entity->GetLOT() == 1) {
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@@ -6427,4 +6432,16 @@ namespace GameMessages {
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void ShootingGalleryFire::Handle(Entity& entity, const SystemAddress& sysAddr) {
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entity.OnShootingGalleryFire(*this);
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}
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bool RequestServerObjectInfo::Deserialize(RakNet::BitStream& bitStream) {
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if (!bitStream.Read(bVerbose)) return false;
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if (!bitStream.Read(clientId)) return false;
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if (!bitStream.Read(targetForReport)) return false;
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return true;
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}
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void RequestServerObjectInfo::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
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if (handlingEntity) handlingEntity->HandleMsg(*this);
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}
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}
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@@ -12,6 +12,7 @@
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#include "eLootSourceType.h"
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#include "Brick.h"
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#include "MessageType/Game.h"
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#include "eGameMasterLevel.h"
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class AMFBaseValue;
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class Entity;
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@@ -50,7 +51,8 @@ enum class eCameraTargetCyclingMode : int32_t {
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namespace GameMessages {
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struct GameMsg {
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GameMsg(MessageType::Game gmId) : msgId{ gmId } {}
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GameMsg(MessageType::Game gmId, eGameMasterLevel lvl) : msgId{ gmId }, requiredGmLevel{ lvl } {}
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GameMsg(MessageType::Game gmId) : GameMsg(gmId, eGameMasterLevel::CIVILIAN) {}
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virtual ~GameMsg() = default;
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void Send(const SystemAddress& sysAddr) const;
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virtual void Serialize(RakNet::BitStream& bitStream) const {}
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@@ -58,6 +60,7 @@ namespace GameMessages {
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virtual void Handle(Entity& entity, const SystemAddress& sysAddr) {};
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MessageType::Game msgId;
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LWOOBJID target{ LWOOBJID_EMPTY };
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eGameMasterLevel requiredGmLevel;
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};
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class PropertyDataMessage;
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@@ -765,6 +768,20 @@ namespace GameMessages {
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LOT templateID{};
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LWOOBJID childID{};
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};
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struct PlayerResurrectionFinished : public GameMsg {
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PlayerResurrectionFinished() : GameMsg(MessageType::Game::PLAYER_RESURRECTION_FINISHED) {}
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};
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struct RequestServerObjectInfo : public GameMsg {
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bool bVerbose{};
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LWOOBJID clientId{};
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LWOOBJID targetForReport{};
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RequestServerObjectInfo() : GameMsg(MessageType::Game::REQUEST_SERVER_OBJECT_INFO, eGameMasterLevel::DEVELOPER) {}
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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};
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};
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#endif // GAMEMESSAGES_H
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