add msg handling (#1737)

This commit is contained in:
David Markowitz
2025-01-19 22:42:15 -08:00
committed by GitHub
parent 1b3cdc6d9c
commit e4c2eecbc7
10 changed files with 163 additions and 13 deletions

View File

@@ -37,8 +37,19 @@
#include "ePlayerFlag.h"
#include "dConfig.h"
#include "GhostComponent.h"
#include "eGameMasterLevel.h"
#include "StringifiedEnum.h"
namespace {
using enum MessageType::Game;
using namespace GameMessages;
using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>;
std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
};
};
void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID) {
CBITSTREAM;
@@ -55,6 +66,24 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
if (messageID != MessageType::Game::READY_FOR_UPDATES) LOG_DEBUG("Received GM with ID and name: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());
auto handler = g_MessageHandlers.find(messageID);
if (handler != g_MessageHandlers.end()) {
auto msg = handler->second();
// Verify that the system address user is able to use this message.
if (msg->requiredGmLevel > eGameMasterLevel::CIVILIAN) {
auto* usingEntity = Game::entityManager->GetEntity(usr->GetLoggedInChar());
if (!usingEntity || usingEntity->GetGMLevel() < msg->requiredGmLevel) {
LOG("User %s (%llu) does not have the required GM level to execute this command.", usingEntity->GetCharacter()->GetName().c_str(), usingEntity->GetObjectID());
return;
}
}
msg->Deserialize(inStream);
msg->Handle(*entity, sysAddr);
return;
}
switch (messageID) {
case MessageType::Game::UN_USE_BBB_MODEL: {
@@ -104,13 +133,13 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break;
}
// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
// Currently not actually used for our implementation, however its used right now to get around invisible inventory items in the client.
case MessageType::Game::SELECT_SKILL: {
auto var = entity->GetVar<bool>(u"dlu_first_time_load");
if (var) {
entity->SetVar<bool>(u"dlu_first_time_load", false);
InventoryComponent* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent) inventoryComponent->FixInvisibleItems();
}
break;
@@ -704,12 +733,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
case MessageType::Game::UPDATE_INVENTORY_GROUP_CONTENTS:
GameMessages::HandleUpdateInventoryGroupContents(inStream, entity, sysAddr);
break;
case MessageType::Game::SHOOTING_GALLERY_FIRE: {
GameMessages::ShootingGalleryFire fire{};
fire.Deserialize(inStream);
fire.Handle(*entity, sysAddr);
break;
}
default:
LOG_DEBUG("Received Unknown GM with ID: %4i, %s", messageID, StringifiedEnum::ToString(messageID).data());