Remove deps from dNet (#1401)

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David Markowitz 2024-01-06 23:05:57 -08:00 committed by GitHub
parent 14c20fbd62
commit b683413a60
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11 changed files with 411 additions and 496 deletions

50
dCommon/PositionUpdate.h Normal file
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@ -0,0 +1,50 @@
#ifndef __POSITIONUPDATE__H__
#define __POSITIONUPDATE__H__
#include "NiPoint3.h"
#include "NiQuaternion.h"
struct RemoteInputInfo {
RemoteInputInfo() {
m_RemoteInputX = 0;
m_RemoteInputY = 0;
m_IsPowersliding = false;
m_IsModified = false;
}
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
struct LocalSpaceInfo {
LWOOBJID objectId = LWOOBJID_EMPTY;
NiPoint3 position = NiPoint3::ZERO;
NiPoint3 linearVelocity = NiPoint3::ZERO;
};
struct PositionUpdate {
NiPoint3 position = NiPoint3::ZERO;
NiQuaternion rotation = NiQuaternion::IDENTITY;
bool onGround = false;
bool onRail = false;
NiPoint3 velocity = NiPoint3::ZERO;
NiPoint3 angularVelocity = NiPoint3::ZERO;
LocalSpaceInfo localSpaceInfo;
RemoteInputInfo remoteInputInfo;
};
#endif //!__POSITIONUPDATE__H__

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@ -25,6 +25,7 @@
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eObjectBits.h"
#include "PositionUpdate.h"
//Component includes:
#include "Component.h"
@ -2056,3 +2057,75 @@ uint8_t Entity::GetCollectibleID() const {
auto* collectible = GetComponent<CollectibleComponent>();
return collectible ? collectible->GetCollectibleId() : 0;
}
void Entity::ProcessPositionUpdate(PositionUpdate& update) {
if (!IsPlayer()) return;
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
auto* possessorComponent = GetComponent<PossessorComponent>();
bool updateChar = true;
if (possessorComponent) {
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (possassableEntity) {
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
// While possessing something, only update char if we are attached to the thing we are possessing
updateChar = possessableComponent && possessableComponent->GetPossessionType() == ePossessionType::ATTACHED_VISIBLE;
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
havokVehiclePhysicsComponent->SetPosition(update.position);
havokVehiclePhysicsComponent->SetRotation(update.rotation);
havokVehiclePhysicsComponent->SetIsOnGround(update.onGround);
havokVehiclePhysicsComponent->SetIsOnRail(update.onRail);
havokVehiclePhysicsComponent->SetVelocity(update.velocity);
havokVehiclePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity);
havokVehiclePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo);
} else {
// Need to get the mount's controllable physics
auto* possessedControllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
if (!possessedControllablePhysicsComponent) return;
possessedControllablePhysicsComponent->SetPosition(update.position);
possessedControllablePhysicsComponent->SetRotation(update.rotation);
possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
possessedControllablePhysicsComponent->SetVelocity(update.velocity);
possessedControllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
possessedControllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
}
Game::entityManager->SerializeEntity(possassableEntity);
}
}
if (!updateChar) {
update.velocity = NiPoint3::ZERO;
update.angularVelocity = NiPoint3::ZERO;
}
// Handle statistics
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->TrackPositionUpdate(update.position);
}
controllablePhysicsComponent->SetPosition(update.position);
controllablePhysicsComponent->SetRotation(update.rotation);
controllablePhysicsComponent->SetIsOnGround(update.onGround);
controllablePhysicsComponent->SetIsOnRail(update.onRail);
controllablePhysicsComponent->SetVelocity(update.velocity);
controllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3::ZERO);
controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
controllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3::ZERO);
auto* player = static_cast<Player*>(this);
player->SetGhostReferencePoint(update.position);
Game::entityManager->QueueGhostUpdate(player->GetObjectID());
if (updateChar) Game::entityManager->SerializeEntity(this);
}

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@ -31,6 +31,7 @@ class Component;
class Item;
class Character;
class EntityCallbackTimer;
class PositionUpdate;
enum class eTriggerEventType;
enum class eGameMasterLevel : uint8_t;
enum class eReplicaComponentType : uint32_t;
@ -296,6 +297,8 @@ public:
Entity* GetScheduledKiller() { return m_ScheduleKiller; }
void ProcessPositionUpdate(PositionUpdate& update);
protected:
LWOOBJID m_ObjectID;

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@ -216,7 +216,52 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
chars.push_back(character);
}
WorldPackets::SendCharacterList(sysAddr, u);
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_LIST_RESPONSE);
std::vector<Character*> characters = u->GetCharacters();
bitStream.Write<uint8_t>(characters.size());
bitStream.Write<uint8_t>(0); //TODO: Pick the most recent played index. character index in front, just picking 0
for (uint32_t i = 0; i < characters.size(); ++i) {
bitStream.Write(characters[i]->GetObjectID());
bitStream.Write<uint32_t>(0);
bitStream.Write(LUWString(characters[i]->GetName()));
bitStream.Write(LUWString(characters[i]->GetUnapprovedName()));
bitStream.Write<uint8_t>(characters[i]->GetNameRejected());
bitStream.Write<uint8_t>(false);
bitStream.Write(LUString("", 10));
bitStream.Write(characters[i]->GetShirtColor());
bitStream.Write(characters[i]->GetShirtStyle());
bitStream.Write(characters[i]->GetPantsColor());
bitStream.Write(characters[i]->GetHairStyle());
bitStream.Write(characters[i]->GetHairColor());
bitStream.Write(characters[i]->GetLeftHand());
bitStream.Write(characters[i]->GetRightHand());
bitStream.Write(characters[i]->GetEyebrows());
bitStream.Write(characters[i]->GetEyes());
bitStream.Write(characters[i]->GetMouth());
bitStream.Write<uint32_t>(0);
bitStream.Write<uint16_t>(characters[i]->GetZoneID());
bitStream.Write<uint16_t>(characters[i]->GetZoneInstance());
bitStream.Write(characters[i]->GetZoneClone());
bitStream.Write(characters[i]->GetLastLogin());
const auto& equippedItems = characters[i]->GetEquippedItems();
bitStream.Write<uint16_t>(equippedItems.size());
for (uint32_t j = 0; j < equippedItems.size(); ++j) {
bitStream.Write(equippedItems[j]);
}
}
SEND_PACKET;
}
void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet) {

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@ -4,31 +4,7 @@
#include "Entity.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
struct RemoteInputInfo {
RemoteInputInfo() {
m_RemoteInputX = 0;
m_RemoteInputY = 0;
m_IsPowersliding = false;
m_IsModified = false;
}
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
#include "PositionUpdate.h"
/**
* Physics component for vehicles.

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@ -8,10 +8,5 @@ set(DNET_SOURCES "AuthPackets.cpp"
"ZoneInstanceManager.cpp")
add_library(dNet STATIC ${DNET_SOURCES})
target_include_directories(dNet PRIVATE
${PROJECT_SOURCE_DIR}/dGame/dComponents
${PROJECT_SOURCE_DIR}/dScripts # transitive through components
)
target_link_libraries(dNet
PUBLIC dCommon dDatabase
INTERFACE dZoneManager)
target_link_libraries(dNet PUBLIC dCommon)

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@ -4,422 +4,120 @@
*/
#include "ClientPackets.h"
#include "UserManager.h"
#include "User.h"
#include "Character.h"
#include "EntityManager.h"
#include "Entity.h"
#include "ControllablePhysicsComponent.h"
#include "Game.h"
#include "Logger.h"
#include "WorldPackets.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "dCommonVars.h"
#include "BitStream.h"
#include "dChatFilter.h"
#include "WorldPackets.h"
#include "ChatPackets.h"
#include "dServer.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "Player.h"
#include "Zone.h"
#include "PossessorComponent.h"
#include "PossessableComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "dConfig.h"
#include "CharacterComponent.h"
#include "Database.h"
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "CheatDetection.h"
#include "Amf3.h"
void ClientPackets::HandleChatMessage(const SystemAddress& sysAddr, Packet* packet) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) {
LOG("Unable to get user to parse chat message");
return;
}
if (user->GetIsMuted()) {
user->GetLastUsedChar()->SendMuteNotice();
return;
}
#include "PositionUpdate.h"
ChatMessage ClientPackets::HandleChatMessage(Packet* packet) {
CINSTREAM_SKIP_HEADER;
char chatChannel;
uint16_t unknown;
ChatMessage message;
uint32_t messageLength;
std::u16string message;
inStream.Read(chatChannel);
inStream.Read(unknown);
inStream.Read(message.chatChannel);
inStream.Read(message.unknown);
inStream.Read(messageLength);
for (uint32_t i = 0; i < (messageLength - 1); ++i) {
uint16_t character;
inStream.Read(character);
message.push_back(character);
message.message.push_back(character);
}
std::string playerName = user->GetLastUsedChar()->GetName();
bool isMythran = user->GetLastUsedChar()->GetGMLevel() > eGameMasterLevel::CIVILIAN;
bool isOk = Game::chatFilter->IsSentenceOkay(GeneralUtils::UTF16ToWTF8(message), user->GetLastUsedChar()->GetGMLevel()).empty();
LOG_DEBUG("Msg: %s was approved previously? %i", GeneralUtils::UTF16ToWTF8(message).c_str(), user->GetLastChatMessageApproved());
if (!isOk) {
// Add a limit to the string converted by general utils because it is a user received string and may be a bad actor.
CheatDetection::ReportCheat(
user,
sysAddr,
"Player %s attempted to bypass chat filter with message: %s",
playerName.c_str(),
GeneralUtils::UTF16ToWTF8(message, 512).c_str());
}
if (!isOk && !isMythran) return;
std::string sMessage = GeneralUtils::UTF16ToWTF8(message);
LOG("%s: %s", playerName.c_str(), sMessage.c_str());
ChatPackets::SendChatMessage(sysAddr, chatChannel, playerName, user->GetLoggedInChar(), isMythran, message);
return message;
}
void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Packet* packet) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) {
LOG("Unable to get user to parse position update");
return;
}
PositionUpdate ClientPackets::HandleClientPositionUpdate(Packet* packet) {
PositionUpdate update;
CINSTREAM_SKIP_HEADER;
Entity* entity = Game::entityManager->GetEntity(user->GetLastUsedChar()->GetObjectID());
if (!entity) return;
inStream.Read(update.position.x);
inStream.Read(update.position.y);
inStream.Read(update.position.z);
ControllablePhysicsComponent* comp = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
if (!comp) return;
inStream.Read(update.rotation.x);
inStream.Read(update.rotation.y);
inStream.Read(update.rotation.z);
inStream.Read(update.rotation.w);
/*
//If we didn't move, this will match and stop our velocity
if (packet->length == 37) {
NiPoint3 zeroVel(0.0f, 0.0f, 0.0f);
comp->SetVelocity(zeroVel);
comp->SetAngularVelocity(zeroVel);
comp->SetIsOnGround(true); //probably8
Game::entityManager->SerializeEntity(entity);
return;
}
*/
auto* possessorComponent = entity->GetComponent<PossessorComponent>();
NiPoint3 position;
inStream.Read(position.x);
inStream.Read(position.y);
inStream.Read(position.z);
NiQuaternion rotation;
inStream.Read(rotation.x);
inStream.Read(rotation.y);
inStream.Read(rotation.z);
inStream.Read(rotation.w);
bool onGround = false;
bool onRail = false;
inStream.Read(onGround);
inStream.Read(onRail);
inStream.Read(update.onGround);
inStream.Read(update.onRail);
bool velocityFlag = false;
inStream.Read(velocityFlag);
NiPoint3 velocity{};
if (velocityFlag) {
inStream.Read(velocity.x);
inStream.Read(velocity.y);
inStream.Read(velocity.z);
inStream.Read(update.velocity.x);
inStream.Read(update.velocity.y);
inStream.Read(update.velocity.z);
}
bool angVelocityFlag = false;
inStream.Read(angVelocityFlag);
NiPoint3 angVelocity{};
if (angVelocityFlag) {
inStream.Read(angVelocity.x);
inStream.Read(angVelocity.y);
inStream.Read(angVelocity.z);
inStream.Read(update.angularVelocity.x);
inStream.Read(update.angularVelocity.y);
inStream.Read(update.angularVelocity.z);
}
// TODO figure out how to use these. Ignoring for now, but reading in if they exist.
bool hasLocalSpaceInfo{};
LWOOBJID objectId{};
NiPoint3 localSpacePosition{};
bool hasLinearVelocity{};
NiPoint3 linearVelocity{};
if (inStream.Read(hasLocalSpaceInfo) && hasLocalSpaceInfo) {
inStream.Read(objectId);
inStream.Read(localSpacePosition.x);
inStream.Read(localSpacePosition.y);
inStream.Read(localSpacePosition.z);
inStream.Read(update.localSpaceInfo.objectId);
inStream.Read(update.localSpaceInfo.position.x);
inStream.Read(update.localSpaceInfo.position.y);
inStream.Read(update.localSpaceInfo.position.z);
bool hasLinearVelocity = false;
if (inStream.Read(hasLinearVelocity) && hasLinearVelocity) {
inStream.Read(linearVelocity.x);
inStream.Read(linearVelocity.y);
inStream.Read(linearVelocity.z);
inStream.Read(update.localSpaceInfo.linearVelocity.x);
inStream.Read(update.localSpaceInfo.linearVelocity.y);
inStream.Read(update.localSpaceInfo.linearVelocity.z);
}
}
bool hasRemoteInputInfo{};
RemoteInputInfo remoteInput{};
if (inStream.Read(hasRemoteInputInfo) && hasRemoteInputInfo) {
inStream.Read(remoteInput.m_RemoteInputX);
inStream.Read(remoteInput.m_RemoteInputY);
inStream.Read(remoteInput.m_IsPowersliding);
inStream.Read(remoteInput.m_IsModified);
inStream.Read(update.remoteInputInfo.m_RemoteInputX);
inStream.Read(update.remoteInputInfo.m_RemoteInputY);
inStream.Read(update.remoteInputInfo.m_IsPowersliding);
inStream.Read(update.remoteInputInfo.m_IsModified);
}
bool updateChar = true;
if (possessorComponent != nullptr) {
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (possassableEntity != nullptr) {
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
if (possessableComponent) {
// While possessing something, only update char if we are attached to the thing we are possessing
if (possessableComponent->GetPossessionType() != ePossessionType::ATTACHED_VISIBLE) updateChar = false;
}
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent != nullptr) {
havokVehiclePhysicsComponent->SetPosition(position);
havokVehiclePhysicsComponent->SetRotation(rotation);
havokVehiclePhysicsComponent->SetIsOnGround(onGround);
havokVehiclePhysicsComponent->SetIsOnRail(onRail);
havokVehiclePhysicsComponent->SetVelocity(velocity);
havokVehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
havokVehiclePhysicsComponent->SetAngularVelocity(angVelocity);
havokVehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
havokVehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
} else {
// Need to get the mount's controllable physics
auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetPosition(position);
controllablePhysicsComponent->SetRotation(rotation);
controllablePhysicsComponent->SetIsOnGround(onGround);
controllablePhysicsComponent->SetIsOnRail(onRail);
controllablePhysicsComponent->SetVelocity(velocity);
controllablePhysicsComponent->SetDirtyVelocity(velocityFlag);
controllablePhysicsComponent->SetAngularVelocity(angVelocity);
controllablePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
}
Game::entityManager->SerializeEntity(possassableEntity);
}
}
if (!updateChar) {
velocity = NiPoint3::ZERO;
angVelocity = NiPoint3::ZERO;
}
// Handle statistics
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackPositionUpdate(position);
}
comp->SetPosition(position);
comp->SetRotation(rotation);
comp->SetIsOnGround(onGround);
comp->SetIsOnRail(onRail);
comp->SetVelocity(velocity);
comp->SetDirtyVelocity(velocityFlag);
comp->SetAngularVelocity(angVelocity);
comp->SetDirtyAngularVelocity(angVelocityFlag);
auto* player = static_cast<Player*>(entity);
player->SetGhostReferencePoint(position);
Game::entityManager->QueueGhostUpdate(player->GetObjectID());
if (updateChar) Game::entityManager->SerializeEntity(entity);
//TODO: add moving platform stuffs
/*bool movingPlatformFlag;
inStream.Read(movingPlatformFlag);
if (movingPlatformFlag) {
LWOOBJID objectID;
NiPoint3 niData2;
inStream.Read(objectID);
inStream.Read(niData2.x);
inStream.Read(niData2.y);
inStream.Read(niData2.z);
bool niData3Flag;
inStream.Read(niData3Flag);
if (niData3Flag) {
NiPoint3 niData3;
inStream.Read(niData3.x);
inStream.Read(niData3.y);
inStream.Read(niData3.z);
controllablePhysics->GetLocationData()->GetMovingPlatformData()->SetData3(niData3);
}
}*/
/*
for (int i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i)
{
const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
if (entity->GetSystemAddress() == player)
{
continue;
}
Game::entityManager->SerializeEntity(entity, player);
}
*/
return update;
}
void ClientPackets::HandleChatModerationRequest(const SystemAddress& sysAddr, Packet* packet) {
User* user = UserManager::Instance()->GetUser(sysAddr);
if (!user) {
LOG("Unable to get user to parse chat moderation request");
return;
}
ChatModerationRequest ClientPackets::HandleChatModerationRequest(Packet* packet) {
CINSTREAM_SKIP_HEADER;
auto* entity = Player::GetPlayer(sysAddr);
ChatModerationRequest request;
if (entity == nullptr) {
LOG("Unable to get player to parse chat moderation request");
return;
}
// Check if the player has restricted chat access
auto* character = entity->GetCharacter();
if (character->HasPermission(ePermissionMap::RestrictedChatAccess)) {
// Send a message to the player
ChatPackets::SendSystemMessage(
sysAddr,
u"This character has restricted chat access."
);
return;
}
RakNet::BitStream stream(packet->data, packet->length, false);
uint64_t header;
stream.Read(header);
// Data
uint8_t chatLevel;
uint8_t requestID;
uint16_t messageLength;
std::string receiver = "";
std::string message = "";
stream.Read(chatLevel);
stream.Read(requestID);
inStream.Read(request.chatLevel);
inStream.Read(request.requestID);
for (uint32_t i = 0; i < 42; ++i) {
uint16_t character;
stream.Read(character);
receiver.push_back(static_cast<uint8_t>(character));
inStream.Read(character);
request.receiver.push_back(static_cast<uint8_t>(character));
}
if (!receiver.empty()) {
if (std::string(receiver.c_str(), 4) == "[GM]") { // Shift the string forward if we are speaking to a GM as the client appends "[GM]" if they are
receiver = std::string(receiver.c_str() + 4, receiver.size() - 4);
if (!request.receiver.empty()) {
if (std::string(request.receiver.c_str(), 4) == "[GM]") { // Shift the string forward if we are speaking to a GM as the client appends "[GM]" if they are
request.receiver = std::string(request.receiver.c_str() + 4, request.receiver.size() - 4);
}
}
stream.Read(messageLength);
uint16_t messageLength;
inStream.Read(messageLength);
for (uint32_t i = 0; i < messageLength; ++i) {
uint16_t character;
stream.Read(character);
message.push_back(static_cast<uint8_t>(character));
inStream.Read(character);
request.message.push_back(static_cast<uint8_t>(character));
}
bool isBestFriend = false;
if (chatLevel == 1) {
// Private chat
LWOOBJID idOfReceiver = LWOOBJID_EMPTY;
{
auto characterIdFetch = Database::Get()->GetCharacterInfo(receiver);
if (characterIdFetch) {
idOfReceiver = characterIdFetch->id;
}
}
const auto& bffMap = user->GetIsBestFriendMap();
if (bffMap.find(receiver) == bffMap.end() && idOfReceiver != LWOOBJID_EMPTY) {
auto bffInfo = Database::Get()->GetBestFriendStatus(entity->GetObjectID(), idOfReceiver);
if (bffInfo) {
isBestFriend = bffInfo->bestFriendStatus == 3;
}
if (isBestFriend) {
user->UpdateBestFriendValue(receiver, true);
}
} else if (bffMap.find(receiver) != bffMap.end()) {
isBestFriend = true;
}
}
std::vector<std::pair<uint8_t, uint8_t>> segments = Game::chatFilter->IsSentenceOkay(message, entity->GetGMLevel(), !(isBestFriend && chatLevel == 1));
bool bAllClean = segments.empty();
if (user->GetIsMuted()) {
bAllClean = false;
}
user->SetLastChatMessageApproved(bAllClean);
WorldPackets::SendChatModerationResponse(sysAddr, bAllClean, requestID, receiver, segments);
return request;
}
void ClientPackets::SendTop5HelpIssues(Packet* packet) {
auto* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
auto* character = user->GetLastUsedChar();
if (!character) return;
auto * entity = character->GetEntity();
if (!entity) return;
int32_t ClientPackets::SendTop5HelpIssues(Packet* packet) {
CINSTREAM_SKIP_HEADER;
int32_t language = 0;
inStream.Read(language);
// TODO: Handle different languages in a nice way
// 0: en_US
// 1: pl_US
// 2: de_DE
// 3: en_GB
AMFArrayValue data;
// Summaries
data.Insert("Summary0", Game::config->GetValue("help_0_summary"));
data.Insert("Summary1", Game::config->GetValue("help_1_summary"));
data.Insert("Summary2", Game::config->GetValue("help_2_summary"));
data.Insert("Summary3", Game::config->GetValue("help_3_summary"));
data.Insert("Summary4", Game::config->GetValue("help_4_summary"));
// Descriptions
data.Insert("Description0", Game::config->GetValue("help_0_description"));
data.Insert("Description1", Game::config->GetValue("help_1_description"));
data.Insert("Description2", Game::config->GetValue("help_2_description"));
data.Insert("Description3", Game::config->GetValue("help_3_description"));
data.Insert("Description4", Game::config->GetValue("help_4_description"));
GameMessages::SendUIMessageServerToSingleClient(entity, packet->systemAddress, "UIHelpTop5", data);
return language;
}

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@ -6,13 +6,31 @@
#ifndef CLIENTPACKETS_H
#define CLIENTPACKETS_H
#include "RakNetTypes.h"
#include <cstdint>
#include <string>
class PositionUpdate;
struct Packet;
struct ChatMessage {
uint8_t chatChannel = 0;
uint16_t unknown = 0;
std::u16string message;
};
struct ChatModerationRequest {
uint8_t chatLevel = 0;
uint8_t requestID = 0;
std::string receiver;
std::string message;
};
namespace ClientPackets {
void HandleChatMessage(const SystemAddress& sysAddr, Packet* packet);
void HandleClientPositionUpdate(const SystemAddress& sysAddr, Packet* packet);
void HandleChatModerationRequest(const SystemAddress& sysAddr, Packet* packet);
void SendTop5HelpIssues(Packet* packet);
ChatMessage HandleChatMessage(Packet* packet);
PositionUpdate HandleClientPositionUpdate(Packet* packet);
ChatModerationRequest HandleChatModerationRequest(Packet* packet);
int32_t SendTop5HelpIssues(Packet* packet);
};
#endif // CLIENTPACKETS_H

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@ -1,26 +1,22 @@
#include "dCommonVars.h"
#include "WorldPackets.h"
#include "dCommonVars.h"
#include "BitStream.h"
#include "PacketUtils.h"
#include "GeneralUtils.h"
#include "User.h"
#include "Character.h"
#include "Logger.h"
#include <iostream>
#include "Game.h"
#include "LDFFormat.h"
#include "dServer.h"
#include "dZoneManager.h"
#include "CharacterComponent.h"
#include "ZCompression.h"
#include "eConnectionType.h"
#include "BitStreamUtils.h"
void WorldPackets::SendLoadStaticZone(const SystemAddress& sysAddr, float x, float y, float z, uint32_t checksum) {
#include <iostream>
void WorldPackets::SendLoadStaticZone(const SystemAddress& sysAddr, float x, float y, float z, uint32_t checksum, LWOZONEID zone) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::LOAD_STATIC_ZONE);
auto zone = Game::zoneManager->GetZone()->GetZoneID();
bitStream.Write<uint16_t>(zone.GetMapID());
bitStream.Write<uint16_t>(zone.GetInstanceID());
//bitStream.Write<uint32_t>(zone.GetCloneID());
@ -38,57 +34,6 @@ void WorldPackets::SendLoadStaticZone(const SystemAddress& sysAddr, float x, flo
SEND_PACKET;
}
void WorldPackets::SendCharacterList(const SystemAddress& sysAddr, User* user) {
if (!user) return;
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_LIST_RESPONSE);
std::vector<Character*> characters = user->GetCharacters();
bitStream.Write<uint8_t>(characters.size());
bitStream.Write<uint8_t>(0); //character index in front, just picking 0
for (uint32_t i = 0; i < characters.size(); ++i) {
bitStream.Write(characters[i]->GetObjectID());
bitStream.Write<uint32_t>(0);
bitStream.Write(LUWString(characters[i]->GetName()));
bitStream.Write(LUWString(characters[i]->GetUnapprovedName()));
bitStream.Write<uint8_t>(characters[i]->GetNameRejected());
bitStream.Write<uint8_t>(false);
bitStream.Write(LUString("", 10));
bitStream.Write(characters[i]->GetShirtColor());
bitStream.Write(characters[i]->GetShirtStyle());
bitStream.Write(characters[i]->GetPantsColor());
bitStream.Write(characters[i]->GetHairStyle());
bitStream.Write(characters[i]->GetHairColor());
bitStream.Write(characters[i]->GetLeftHand());
bitStream.Write(characters[i]->GetRightHand());
bitStream.Write(characters[i]->GetEyebrows());
bitStream.Write(characters[i]->GetEyes());
bitStream.Write(characters[i]->GetMouth());
bitStream.Write<uint32_t>(0);
bitStream.Write<uint16_t>(characters[i]->GetZoneID());
bitStream.Write<uint16_t>(characters[i]->GetZoneInstance());
bitStream.Write(characters[i]->GetZoneClone());
bitStream.Write(characters[i]->GetLastLogin());
const auto& equippedItems = characters[i]->GetEquippedItems();
bitStream.Write<uint16_t>(equippedItems.size());
for (uint32_t j = 0; j < equippedItems.size(); ++j) {
bitStream.Write(equippedItems[j]);
}
}
SEND_PACKET;
}
void WorldPackets::SendCharacterCreationResponse(const SystemAddress& sysAddr, eCharacterCreationResponse response) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_CREATE_RESPONSE);
@ -128,26 +73,20 @@ void WorldPackets::SendServerState(const SystemAddress& sysAddr) {
SEND_PACKET;
}
void WorldPackets::SendCreateCharacter(const SystemAddress& sysAddr, Entity* entity, const std::string& xmlData, const std::u16string& username, eGameMasterLevel gm) {
void WorldPackets::SendCreateCharacter(const SystemAddress& sysAddr, int64_t reputation, LWOOBJID player, const std::string& xmlData, const std::u16string& username, eGameMasterLevel gm) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CREATE_CHARACTER);
RakNet::BitStream data;
data.Write<uint32_t>(7); //LDF key count
auto character = entity->GetComponent<CharacterComponent>();
if (!character) {
LOG("Entity is not a character?? what??");
return;
}
LDFData<LWOOBJID>* objid = new LDFData<LWOOBJID>(u"objid", entity->GetObjectID());
LDFData<LOT>* lot = new LDFData<LOT>(u"template", 1);
LDFData<std::string>* xmlConfigData = new LDFData<std::string>(u"xmlData", xmlData);
LDFData<std::u16string>* name = new LDFData<std::u16string>(u"name", username);
LDFData<int32_t>* gmlevel = new LDFData<int32_t>(u"gmlevel", static_cast<int32_t>(gm));
LDFData<int32_t>* chatmode = new LDFData<int32_t>(u"chatmode", static_cast<int32_t>(gm));
LDFData<int64_t>* reputation = new LDFData<int64_t>(u"reputation", character->GetReputation());
std::unique_ptr<LDFData<LWOOBJID>> objid(new LDFData<LWOOBJID>(u"objid", player));
std::unique_ptr<LDFData<LOT>> lot(new LDFData<LOT>(u"template", 1));
std::unique_ptr<LDFData<std::string>> xmlConfigData(new LDFData<std::string>(u"xmlData", xmlData));
std::unique_ptr<LDFData<std::u16string>> name(new LDFData<std::u16string>(u"name", username));
std::unique_ptr<LDFData<int32_t>> gmlevel(new LDFData<int32_t>(u"gmlevel", static_cast<int32_t>(gm)));
std::unique_ptr<LDFData<int32_t>> chatmode(new LDFData<int32_t>(u"chatmode", static_cast<int32_t>(gm)));
std::unique_ptr<LDFData<int64_t>> reputationLdf(new LDFData<int64_t>(u"reputation", reputation));
objid->WriteToPacket(&data);
lot->WriteToPacket(&data);
@ -155,15 +94,7 @@ void WorldPackets::SendCreateCharacter(const SystemAddress& sysAddr, Entity* ent
gmlevel->WriteToPacket(&data);
chatmode->WriteToPacket(&data);
xmlConfigData->WriteToPacket(&data);
reputation->WriteToPacket(&data);
delete objid;
delete lot;
delete xmlConfigData;
delete gmlevel;
delete chatmode;
delete name;
delete reputation;
reputationLdf->WriteToPacket(&data);
//Compress the data before sending:
const uint32_t reservedSize = ZCompression::GetMaxCompressedLength(data.GetNumberOfBytesUsed());
@ -187,14 +118,12 @@ void WorldPackets::SendCreateCharacter(const SystemAddress& sysAddr, Entity* ent
* an assertion is done to prevent bad data from being saved or sent.
*/
#pragma warning(disable:6385) // C6385 Reading invalid data from 'compressedData'.
for (size_t i = 0; i < size; i++)
bitStream.Write(compressedData[i]);
bitStream.WriteAlignedBytes(compressedData, size);
#pragma warning(default:6385)
// PacketUtils::SavePacket("chardata.bin", (const char*)bitStream.GetData(), static_cast<uint32_t>(bitStream.GetNumberOfBytesUsed()));
SEND_PACKET;
delete[] compressedData;
LOG("Sent CreateCharacter for ID: %llu", entity->GetObjectID());
LOG("Sent CreateCharacter for ID: %llu", player);
}
void WorldPackets::SendChatModerationResponse(const SystemAddress& sysAddr, bool requestAccepted, uint32_t requestID, const std::string& receiver, std::vector<std::pair<uint8_t, uint8_t>> unacceptedItems) {

View File

@ -2,9 +2,8 @@
#define WORLDPACKETS_H
#include "dCommonVars.h"
#include <vector>
#include <string>
#include <unordered_map>
#include "Entity.h"
class User;
struct SystemAddress;
@ -13,14 +12,13 @@ enum class eCharacterCreationResponse : uint8_t;
enum class eRenameResponse : uint8_t;
namespace WorldPackets {
void SendLoadStaticZone(const SystemAddress& sysAddr, float x, float y, float z, uint32_t checksum);
void SendCharacterList(const SystemAddress& sysAddr, User* user);
void SendLoadStaticZone(const SystemAddress& sysAddr, float x, float y, float z, uint32_t checksum, LWOZONEID zone);
void SendCharacterCreationResponse(const SystemAddress& sysAddr, eCharacterCreationResponse response);
void SendCharacterRenameResponse(const SystemAddress& sysAddr, eRenameResponse response);
void SendCharacterDeleteResponse(const SystemAddress& sysAddr, bool response);
void SendTransferToWorld(const SystemAddress& sysAddr, const std::string& serverIP, uint32_t serverPort, bool mythranShift);
void SendServerState(const SystemAddress& sysAddr);
void SendCreateCharacter(const SystemAddress& sysAddr, Entity* entity, const std::string& xmlData, const std::u16string& username, eGameMasterLevel gm);
void SendCreateCharacter(const SystemAddress& sysAddr, int64_t reputation, LWOOBJID player, const std::string& xmlData, const std::u16string& username, eGameMasterLevel gm);
void SendChatModerationResponse(const SystemAddress& sysAddr, bool requestAccepted, uint32_t requestID, const std::string& receiver, std::vector<std::pair<uint8_t, uint8_t>> unacceptedItems);
void SendGMLevelChange(const SystemAddress& sysAddr, bool success, eGameMasterLevel highestLevel, eGameMasterLevel prevLevel, eGameMasterLevel newLevel);
}

View File

@ -78,6 +78,7 @@
#include "eGameMasterLevel.h"
#include "StringifiedEnum.h"
#include "Server.h"
#include "PositionUpdate.h"
namespace Game {
Logger* logger = nullptr;
@ -713,7 +714,7 @@ void HandleMasterPacket(Packet* packet) {
z = pos.z;
}
WorldPackets::SendLoadStaticZone(it->second.sysAddr, x, y, z, zone->GetChecksum());
WorldPackets::SendLoadStaticZone(it->second.sysAddr, x, y, z, zone->GetChecksum(), Game::zoneManager->GetZoneID());
}
if (Game::server->GetZoneID() == 0) {
@ -1005,7 +1006,10 @@ void HandlePacket(Packet* packet) {
info.lot = 1;
Entity* player = Game::entityManager->CreateEntity(info, UserManager::Instance()->GetUser(packet->systemAddress));
WorldPackets::SendCreateCharacter(packet->systemAddress, player, c->GetXMLData(), username, c->GetGMLevel());
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (!characterComponent) return;
WorldPackets::SendCreateCharacter(packet->systemAddress, player->GetComponent<CharacterComponent>()->GetReputation(), player->GetObjectID(), c->GetXMLData(), username, c->GetGMLevel());
WorldPackets::SendServerState(packet->systemAddress);
const auto respawnPoint = player->GetCharacter()->GetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID());
@ -1018,8 +1022,6 @@ void HandlePacket(Packet* packet) {
Game::entityManager->ConstructAllEntities(packet->systemAddress);
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (!characterComponent) return;
characterComponent->RocketUnEquip(player);
// Do charxml fixes here
@ -1142,7 +1144,16 @@ void HandlePacket(Packet* packet) {
}
case eWorldMessageType::POSITION_UPDATE: {
ClientPackets::HandleClientPositionUpdate(packet->systemAddress, packet);
auto positionUpdate = ClientPackets::HandleClientPositionUpdate(packet);
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) {
LOG("Unable to get user to parse position update");
return;
}
Entity* entity = Game::entityManager->GetEntity(user->GetLastUsedChar()->GetObjectID());
if (entity) entity->ProcessPositionUpdate(positionUpdate);
break;
}
@ -1190,7 +1201,74 @@ void HandlePacket(Packet* packet) {
}
case eWorldMessageType::STRING_CHECK: {
ClientPackets::HandleChatModerationRequest(packet->systemAddress, packet);
auto request = ClientPackets::HandleChatModerationRequest(packet);
// TODO: Find a good home for the logic in this case.
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) {
LOG("Unable to get user to parse chat moderation request");
return;
}
auto* entity = Player::GetPlayer(packet->systemAddress);
if (entity == nullptr) {
LOG("Unable to get player to parse chat moderation request");
return;
}
// Check if the player has restricted chat access
auto* character = entity->GetCharacter();
if (character->HasPermission(ePermissionMap::RestrictedChatAccess)) {
// Send a message to the player
ChatPackets::SendSystemMessage(
packet->systemAddress,
u"This character has restricted chat access."
);
return;
}
bool isBestFriend = false;
if (request.chatLevel == 1) {
// Private chat
LWOOBJID idOfReceiver = LWOOBJID_EMPTY;
{
auto characterIdFetch = Database::Get()->GetCharacterInfo(request.receiver);
if (characterIdFetch) {
idOfReceiver = characterIdFetch->id;
}
}
const auto& bffMap = user->GetIsBestFriendMap();
if (bffMap.find(request.receiver) == bffMap.end() && idOfReceiver != LWOOBJID_EMPTY) {
auto bffInfo = Database::Get()->GetBestFriendStatus(entity->GetObjectID(), idOfReceiver);
if (bffInfo) {
isBestFriend = bffInfo->bestFriendStatus == 3;
}
if (isBestFriend) {
user->UpdateBestFriendValue(request.receiver, true);
}
} else if (bffMap.find(request.receiver) != bffMap.end()) {
isBestFriend = true;
}
}
std::vector<std::pair<uint8_t, uint8_t>> segments = Game::chatFilter->IsSentenceOkay(request.message, entity->GetGMLevel(), !(isBestFriend && request.chatLevel == 1));
bool bAllClean = segments.empty();
if (user->GetIsMuted()) {
bAllClean = false;
}
user->SetLastChatMessageApproved(bAllClean);
WorldPackets::SendChatModerationResponse(packet->systemAddress, bAllClean, request.requestID, request.receiver, segments);
break;
}
@ -1198,7 +1276,29 @@ void HandlePacket(Packet* packet) {
if (chatDisabled) {
ChatPackets::SendMessageFail(packet->systemAddress);
} else {
ClientPackets::HandleChatMessage(packet->systemAddress, packet);
auto chatMessage = ClientPackets::HandleChatMessage(packet);
// TODO: Find a good home for the logic in this case.
User* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) {
LOG("Unable to get user to parse chat message");
return;
}
if (user->GetIsMuted()) {
user->GetLastUsedChar()->SendMuteNotice();
return;
}
std::string playerName = user->GetLastUsedChar()->GetName();
bool isMythran = user->GetLastUsedChar()->GetGMLevel() > eGameMasterLevel::CIVILIAN;
bool isOk = Game::chatFilter->IsSentenceOkay(GeneralUtils::UTF16ToWTF8(chatMessage.message), user->GetLastUsedChar()->GetGMLevel()).empty();
LOG_DEBUG("Msg: %s was approved previously? %i", GeneralUtils::UTF16ToWTF8(chatMessage.message).c_str(), user->GetLastChatMessageApproved());
if (!isOk) return;
if (!isOk && !isMythran) return;
std::string sMessage = GeneralUtils::UTF16ToWTF8(chatMessage.message);
LOG("%s: %s", playerName.c_str(), sMessage.c_str());
ChatPackets::SendChatMessage(packet->systemAddress, chatMessage.chatChannel, playerName, user->GetLoggedInChar(), isMythran, chatMessage.message);
}
break;
@ -1224,7 +1324,37 @@ void HandlePacket(Packet* packet) {
case eWorldMessageType::UI_HELP_TOP_5: {
ClientPackets::SendTop5HelpIssues(packet);
auto language = ClientPackets::SendTop5HelpIssues(packet);
// TODO: Handle different languages in a nice way
// 0: en_US
// 1: pl_US
// 2: de_DE
// 3: en_GB
// TODO: Find a good home for the logic in this case.
auto* user = UserManager::Instance()->GetUser(packet->systemAddress);
if (!user) return;
auto* character = user->GetLastUsedChar();
if (!character) return;
auto* entity = character->GetEntity();
if (!entity) return;
AMFArrayValue data;
// Summaries
data.Insert("Summary0", Game::config->GetValue("help_0_summary"));
data.Insert("Summary1", Game::config->GetValue("help_1_summary"));
data.Insert("Summary2", Game::config->GetValue("help_2_summary"));
data.Insert("Summary3", Game::config->GetValue("help_3_summary"));
data.Insert("Summary4", Game::config->GetValue("help_4_summary"));
// Descriptions
data.Insert("Description0", Game::config->GetValue("help_0_description"));
data.Insert("Description1", Game::config->GetValue("help_1_description"));
data.Insert("Description2", Game::config->GetValue("help_2_description"));
data.Insert("Description3", Game::config->GetValue("help_3_description"));
data.Insert("Description4", Game::config->GetValue("help_4_description"));
GameMessages::SendUIMessageServerToSingleClient(entity, packet->systemAddress, "UIHelpTop5", data);
break;
}