chore: Player class removal (#1445)

* SystemAddress and destructor

* move respawn logic to character comp

Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.

* Move loot cheat checking

* Remove GetParentUser overload

Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)

* Move player constructor logic

Its now at the bottom of Entity constructor.  Time to remove Player

* Remove Player class

Removes the Player class.  Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies

* store ptr

* Update SlashCommandHandler.cpp
This commit is contained in:
David Markowitz 2024-02-04 06:29:05 -08:00 committed by GitHub
parent 050184c558
commit f0b6ad89d9
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
28 changed files with 215 additions and 260 deletions

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@ -2,7 +2,6 @@ set(DGAME_SOURCES "Character.cpp"
"Entity.cpp"
"EntityManager.cpp"
"LeaderboardManager.cpp"
"Player.cpp"
"PlayerManager.cpp"
"TeamManager.cpp"
"TradingManager.cpp"

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@ -457,6 +457,8 @@ public:
void SetBillboardVisible(bool visible);
User* GetParentUser() const { return m_ParentUser; }
private:
void UpdateInfoFromDatabase();
/**

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@ -15,7 +15,6 @@
#include "Spawner.h"
#include "UserManager.h"
#include "dpWorld.h"
#include "Player.h"
#include "LUTriggers.h"
#include "User.h"
#include "EntityTimer.h"
@ -26,6 +25,7 @@
#include "eObjectBits.h"
#include "PositionUpdate.h"
#include "eChatMessageType.h"
#include "PlayerManager.h"
//Component includes:
#include "Component.h"
@ -95,7 +95,7 @@
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity) {
Entity::Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser, Entity* parentEntity) {
m_ObjectID = objectID;
m_TemplateID = info.lot;
m_ParentEntity = parentEntity;
@ -124,9 +124,42 @@ Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity)
m_SpawnerNodeID = info.spawnerNodeID;
if (info.lot != 1) m_PlayerIsReadyForUpdates = true;
if (parentUser) {
m_Character = parentUser->GetLastUsedChar();
parentUser->SetLoggedInChar(objectID);
m_GMLevel = m_Character->GetGMLevel();
m_Character->SetEntity(this);
PlayerManager::AddPlayer(this);
}
}
Entity::~Entity() {
if (IsPlayer()) {
LOG("Deleted player");
// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
if (!PlayerManager::RemovePlayer(this)) {
LOG("Unable to find player to remove from manager.");
return;
}
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerExit(scriptEntity, this);
}
}
}
}
if (m_Character) {
m_Character->SaveXMLToDatabase();
}
@ -212,7 +245,7 @@ void Entity::Initialize() {
* Not all components are implemented. Some are represented by a nullptr, as they hold no data.
*/
if (GetParentUser()) {
if (m_Character && m_Character->GetParentUser()) {
AddComponent<MissionComponent>()->LoadFromXml(m_Character->GetXMLDoc());
}
@ -437,7 +470,8 @@ void Entity::Initialize() {
AddComponent<PlayerForcedMovementComponent>();
AddComponent<CharacterComponent>(m_Character)->LoadFromXml(m_Character->GetXMLDoc());
auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
AddComponent<CharacterComponent>(m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc());
AddComponent<GhostComponent>();
}
@ -788,14 +822,6 @@ bool Entity::operator!=(const Entity& other) const {
return other.m_ObjectID != m_ObjectID;
}
User* Entity::GetParentUser() const {
if (!IsPlayer()) {
return nullptr;
}
return static_cast<const Player*>(this)->GetParentUser();
}
Component* Entity::GetComponent(eReplicaComponentType componentID) const {
const auto& index = m_Components.find(componentID);
@ -850,17 +876,12 @@ void Entity::SetProximityRadius(dpEntity* entity, std::string name) {
void Entity::SetGMLevel(eGameMasterLevel value) {
m_GMLevel = value;
if (GetParentUser()) {
Character* character = GetParentUser()->GetLastUsedChar();
if (m_Character) m_Character->SetGMLevel(value);
if (character) {
character->SetGMLevel(value);
}
}
auto* characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
CharacterComponent* character = GetComponent<CharacterComponent>();
if (!character) return;
character->SetGMLevel(value);
characterComponent->SetGMLevel(value);
GameMessages::SendGMLevelBroadcast(m_ObjectID, value);
@ -1630,18 +1651,23 @@ bool Entity::GetIsDead() const {
void Entity::AddLootItem(const Loot::Info& info) {
if (!IsPlayer()) return;
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
auto* characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto& droppedLoot = characterComponent->GetDroppedLoot();
droppedLoot.insert(std::make_pair(info.id, info));
}
void Entity::PickupItem(const LWOOBJID& objectID) {
if (!IsPlayer()) return;
InventoryComponent* inv = GetComponent<InventoryComponent>();
if (!inv) return;
auto* characterComponent = GetComponent<CharacterComponent>();
if (!inv || !characterComponent) return;
CDObjectsTable* objectsTable = CDClientManager::Instance().GetTable<CDObjectsTable>();
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
auto& droppedLoot = characterComponent->GetDroppedLoot();
for (const auto& p : droppedLoot) {
if (p.first == objectID) {
@ -1677,22 +1703,28 @@ void Entity::PickupItem(const LWOOBJID& objectID) {
bool Entity::CanPickupCoins(uint64_t count) {
if (!IsPlayer()) return false;
auto* player = static_cast<Player*>(this);
auto droppedCoins = player->GetDroppedCoins();
auto* characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return false;
auto droppedCoins = characterComponent->GetDroppedCoins();
if (count > droppedCoins) {
return false;
} else {
player->SetDroppedCoins(droppedCoins - count);
characterComponent->SetDroppedCoins(droppedCoins - count);
return true;
}
}
void Entity::RegisterCoinDrop(uint64_t count) {
if (!IsPlayer()) return;
auto* player = static_cast<Player*>(this);
auto droppedCoins = player->GetDroppedCoins();
auto* characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto droppedCoins = characterComponent->GetDroppedCoins();
droppedCoins += count;
player->SetDroppedCoins(droppedCoins);
characterComponent->SetDroppedCoins(droppedCoins);
}
void Entity::AddChild(Entity* child) {
@ -1990,7 +2022,7 @@ std::vector<LWOOBJID> Entity::GetTargetsInPhantom() {
// Clean up invalid targets, like disconnected players
m_TargetsInPhantom.erase(std::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [](const LWOOBJID id) {
return !Game::entityManager->GetEntity(id);
}), m_TargetsInPhantom.end());
}), m_TargetsInPhantom.end());
std::vector<LWOOBJID> enemies;
for (const auto id : m_TargetsInPhantom) {
@ -2133,3 +2165,27 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
if (updateChar) Game::entityManager->SerializeEntity(this);
}
const SystemAddress& Entity::GetSystemAddress() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
}
const NiPoint3& Entity::GetRespawnPosition() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetRespawnPosition() : NiPoint3Constant::ZERO;
}
const NiQuaternion& Entity::GetRespawnRotation() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetRespawnRotation() : NiQuaternionConstant::IDENTITY;
}
void Entity::SetRespawnPos(const NiPoint3& position) {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetRespawnPos(position);
}
void Entity::SetRespawnRot(const NiQuaternion& rotation) {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetRespawnRot(rotation);
}

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@ -47,10 +47,10 @@ namespace CppScripts {
*/
class Entity {
public:
explicit Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity = nullptr);
virtual ~Entity();
explicit Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser = nullptr, Entity* parentEntity = nullptr);
~Entity();
virtual void Initialize();
void Initialize();
bool operator==(const Entity& other) const;
bool operator!=(const Entity& other) const;
@ -104,9 +104,7 @@ public:
const NiQuaternion& GetRotation() const;
virtual User* GetParentUser() const;
virtual const SystemAddress& GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
const SystemAddress& GetSystemAddress() const;
/**
* Setters
@ -128,11 +126,9 @@ public:
void SetRotation(const NiQuaternion& rotation);
virtual void SetRespawnPos(const NiPoint3& position) {}
void SetRespawnPos(const NiPoint3& position);
virtual void SetRespawnRot(const NiQuaternion& rotation) {}
virtual void SetSystemAddress(const SystemAddress& value) {};
void SetRespawnRot(const NiQuaternion& rotation);
/**
* Component management
@ -229,8 +225,8 @@ public:
void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
virtual const NiPoint3& GetRespawnPosition() const { return NiPoint3Constant::ZERO; }
virtual const NiQuaternion& GetRespawnRotation() const { return NiQuaternionConstant::IDENTITY; }
const NiPoint3& GetRespawnPosition() const;
const NiQuaternion& GetRespawnRotation() const;
void Sleep();
void Wake();

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@ -7,7 +7,6 @@
#include "GeneralUtils.h"
#include "dServer.h"
#include "Spawner.h"
#include "Player.h"
#include "SkillComponent.h"
#include "SwitchComponent.h"
#include "UserManager.h"
@ -118,14 +117,7 @@ Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentE
info.id = id;
Entity* entity;
// Check if the entitty if a player, in case use the extended player entity class
if (user != nullptr) {
entity = new Player(id, info, user, parentEntity);
} else {
entity = new Entity(id, info, parentEntity);
}
Entity* entity = new Entity(id, info, user, parentEntity);
// Initialize the entity
entity->Initialize();
@ -482,7 +474,7 @@ void EntityManager::UpdateGhosting() {
m_PlayersToUpdateGhosting.clear();
}
void EntityManager::UpdateGhosting(Player* player) {
void EntityManager::UpdateGhosting(Entity* player) {
if (player == nullptr) {
return;
}

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@ -55,7 +55,7 @@ public:
float GetGhostDistanceMin() const;
void QueueGhostUpdate(LWOOBJID playerID);
void UpdateGhosting();
void UpdateGhosting(Player* player);
void UpdateGhosting(Entity* player);
void CheckGhosting(Entity* entity);
Entity* GetGhostCandidate(int32_t id);
bool GetGhostingEnabled() const;

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@ -1,71 +0,0 @@
#include "Player.h"
#include <ctime>
#include "Character.h"
#include "UserManager.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "dZoneManager.h"
#include "User.h"
#include "CppScripts.h"
#include "Loot.h"
#include "eReplicaComponentType.h"
#include "PlayerManager.h"
void Player::SetRespawnPos(const NiPoint3& position) {
if (!m_Character) return;
m_respawnPos = position;
m_Character->SetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID(), position);
}
void Player::SetRespawnRot(const NiQuaternion& rotation) {
m_respawnRot = rotation;
}
void Player::SetSystemAddress(const SystemAddress& value) {
m_SystemAddress = value;
}
Player::Player(const LWOOBJID& objectID, const EntityInfo info, User* user, Entity* parentEntity) : Entity(objectID, info, parentEntity) {
m_ParentUser = user;
m_Character = m_ParentUser->GetLastUsedChar();
m_ParentUser->SetLoggedInChar(objectID);
m_GMLevel = m_Character->GetGMLevel();
m_SystemAddress = m_ParentUser->GetSystemAddress();
m_DroppedCoins = 0;
m_Character->SetEntity(this);
PlayerManager::AddPlayer(this);
}
Player::~Player() {
LOG("Deleted player");
// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
if (!PlayerManager::RemovePlayer(this)) {
LOG("Unable to find player to remove from manager.");
return;
}
if (IsPlayer()) {
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerExit(scriptEntity, this);
}
}
}
}
}

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@ -1,62 +0,0 @@
#pragma once
#include "Entity.h"
/**
* Extended Entity for player data and behavior.
*
* Contains properties only a player entity would require, like associated SystemAddress and User.
*
* Keeps track of which entities are observed by this user for ghosting.
*/
class Player final : public Entity
{
public:
explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
/**
* Getters
*/
User* GetParentUser() const override { return m_ParentUser; };
const SystemAddress& GetSystemAddress() const override { return m_SystemAddress; };
const NiPoint3& GetRespawnPosition() const override { return m_respawnPos; };
const NiQuaternion& GetRespawnRotation() const override { return m_respawnRot; };
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
/**
* Setters
*/
void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
void SetSystemAddress(const SystemAddress& value) override;
void SetRespawnPos(const NiPoint3& position) override;
void SetRespawnRot(const NiQuaternion& rotation) override;
/**
* Ghosting
*/
~Player() override;
private:
SystemAddress m_SystemAddress;
NiPoint3 m_respawnPos;
NiQuaternion m_respawnRot;
User* m_ParentUser;
std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
uint64_t m_DroppedCoins;
};

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@ -1,20 +1,19 @@
#include "PlayerManager.h"
#include "Character.h"
#include "Player.h"
#include "User.h"
#include "UserManager.h"
#include "eReplicaComponentType.h"
namespace {
std::vector<Player*> m_Players;
std::vector<Entity*> m_Players;
};
const std::vector<Player*>& PlayerManager::GetAllPlayers() {
const std::vector<Entity*>& PlayerManager::GetAllPlayers() {
return m_Players;
}
void PlayerManager::AddPlayer(Player* player) {
void PlayerManager::AddPlayer(Entity* player) {
const auto& iter = std::find(m_Players.begin(), m_Players.end(), player);
if (iter == m_Players.end()) {
@ -22,7 +21,7 @@ void PlayerManager::AddPlayer(Player* player) {
}
}
bool PlayerManager::RemovePlayer(Player* player) {
bool PlayerManager::RemovePlayer(Entity* player) {
const auto iter = std::find(m_Players.begin(), m_Players.end(), player);
const bool toReturn = iter != m_Players.end();
@ -33,21 +32,21 @@ bool PlayerManager::RemovePlayer(Player* player) {
return toReturn;
}
Player* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
Entity* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
return static_cast<Player*>(entity);
return entity;
}
Player* PlayerManager::GetPlayer(const std::string& name) {
Entity* PlayerManager::GetPlayer(const std::string& name) {
const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
Player* player = nullptr;
Entity* player = nullptr;
for (auto* character : characters) {
if (!character->IsPlayer()) continue;
if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
player = dynamic_cast<Player*>(character);
player = character;
break;
}
}
@ -55,8 +54,8 @@ Player* PlayerManager::GetPlayer(const std::string& name) {
return player;
}
Player* PlayerManager::GetPlayer(LWOOBJID playerID) {
Player* playerToReturn = nullptr;
Entity* PlayerManager::GetPlayer(LWOOBJID playerID) {
Entity* playerToReturn = nullptr;
for (auto* player : m_Players) {
if (player->GetObjectID() == playerID) {
playerToReturn = player;

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@ -5,21 +5,21 @@
#include <string>
class Player;
class Entity;
struct SystemAddress;
namespace PlayerManager {
void AddPlayer(Player* player);
void AddPlayer(Entity* player);
bool RemovePlayer(Player* player);
bool RemovePlayer(Entity* player);
Player* GetPlayer(const SystemAddress& sysAddr);
Entity* GetPlayer(const SystemAddress& sysAddr);
Player* GetPlayer(const std::string& name);
Entity* GetPlayer(const std::string& name);
Player* GetPlayer(LWOOBJID playerID);
Entity* GetPlayer(LWOOBJID playerID);
const std::vector<Player*>& GetAllPlayers();
const std::vector<Entity*>& GetAllPlayers();
};
#endif //!__PLAYERMANAGER__H__

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@ -10,7 +10,6 @@
#include "WorldPackets.h"
#include "EntityManager.h"
#include "ChatPackets.h"
#include "Player.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "GeneralUtils.h"

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@ -24,7 +24,7 @@
#include "WorldPackets.h"
#include <ctime>
CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
CharacterComponent::CharacterComponent(Entity* parent, Character* character, const SystemAddress& systemAddress) : Component(parent) {
m_Character = character;
m_IsRacing = false;
@ -46,6 +46,7 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
m_CurrentActivity = eGameActivity::NONE;
m_CountryCode = 0;
m_LastUpdateTimestamp = std::time(nullptr);
m_SystemAddress = systemAddress;
}
bool CharacterComponent::LandingAnimDisabled(int zoneID) {
@ -762,8 +763,8 @@ void CharacterComponent::UpdateClientMinimap(bool showFaction, std::string ventu
}
void CharacterComponent::AwardClaimCodes() {
if (!m_Parent) return;
auto* user = m_Parent->GetParentUser();
if (!m_Parent || !m_Parent->GetCharacter()) return;
auto* user = m_Parent->GetCharacter()->GetParentUser();
if (!user) return;
auto rewardCodes = Database::Get()->GetRewardCodesByAccountID(user->GetAccountID());
@ -817,3 +818,20 @@ void CharacterComponent::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) const {
Game::entityManager->DestructEntity(entity);
});
}
const SystemAddress& CharacterComponent::GetSystemAddress() const {
return m_SystemAddress;
}
void CharacterComponent::SetRespawnPos(const NiPoint3& position) {
if (!m_Character) return;
m_respawnPos = position;
m_Character->SetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID(), position);
}
void CharacterComponent::SetRespawnRot(const NiQuaternion& rotation) {
m_respawnRot = rotation;
}

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@ -11,6 +11,7 @@
#include "tinyxml2.h"
#include "eReplicaComponentType.h"
#include <array>
#include "Loot.h"
enum class eGameActivity : uint32_t;
@ -65,7 +66,7 @@ class CharacterComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
CharacterComponent(Entity* parent, Character* character);
CharacterComponent(Entity* parent, Character* character, const SystemAddress& systemAddress);
~CharacterComponent() override;
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
@ -289,6 +290,22 @@ public:
*/
void SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId = 0) const;
const SystemAddress& GetSystemAddress() const;
const NiPoint3& GetRespawnPosition() const { return m_respawnPos; };
void SetRespawnPos(const NiPoint3& position);
const NiQuaternion& GetRespawnRotation() const { return m_respawnRot; };
void SetRespawnRot(const NiQuaternion& rotation);
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
/**
* Character info regarding this character, including clothing styles, etc.
*/
@ -579,6 +596,16 @@ private:
std::array<uint64_t, 4> m_ClaimCodes{};
void AwardClaimCodes();
SystemAddress m_SystemAddress;
NiPoint3 m_respawnPos;
NiQuaternion m_respawnRot;
std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
uint64_t m_DroppedCoins = 0;
};
#endif // CHARACTERCOMPONENT_H

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@ -251,13 +251,14 @@ void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "health");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
@ -292,13 +293,14 @@ void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(value));
args.Insert("type", "armor");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
@ -332,13 +334,14 @@ void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "imagination");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
}

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@ -14,7 +14,6 @@
#include "Character.h"
#include "EntityManager.h"
#include "ItemSet.h"
#include "Player.h"
#include "PetComponent.h"
#include "PossessorComponent.h"
#include "PossessableComponent.h"

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@ -14,7 +14,6 @@
#include "Item.h"
#include "Database.h"
#include "ObjectIDManager.h"
#include "Player.h"
#include "RocketLaunchpadControlComponent.h"
#include "PropertyEntranceComponent.h"
#include "InventoryComponent.h"
@ -177,8 +176,6 @@ bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
auto* entity = Game::entityManager->GetEntity(playerId);
auto* user = entity->GetParentUser();
auto character = entity->GetCharacter();
if (!character) return false;

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@ -12,7 +12,6 @@
#include "Item.h"
#include "MissionComponent.h"
#include "ModuleAssemblyComponent.h"
#include "Player.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "eRacingTaskParam.h"

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@ -9,7 +9,6 @@
#include "ControllablePhysicsComponent.h"
#include "MissionComponent.h"
#include "PhantomPhysicsComponent.h"
#include "Player.h"
#include "QuickBuildComponent.h"
#include "SkillComponent.h"
#include "eEndBehavior.h"

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@ -18,7 +18,6 @@
#include "Character.h"
#include "ControllablePhysicsComponent.h"
#include "dZoneManager.h"
#include "Player.h"
#include "CppScripts.h"
#include "CDClientDatabase.h"

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@ -20,7 +20,6 @@
#include "WorldPackets.h"
#include "Item.h"
#include "ZCompression.h"
#include "Player.h"
#include "dConfig.h"
#include "TeamManager.h"
#include "ChatPackets.h"
@ -2584,6 +2583,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
//We need to get a new ID for our model first:
ObjectIDManager::RequestPersistentID([=](uint32_t newID) {
if (!entity || !entity->GetCharacter() || !entity->GetCharacter()->GetParentUser()) return;
LWOOBJID newIDL = newID;
GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER);
GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT);
@ -2606,7 +2606,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
//Insert into ugc:
std::string str(sd0Data.get(), sd0Size);
std::istringstream sd0DataStream(str);
Database::Get()->InsertNewUgcModel(sd0DataStream, blueprintIDSmall, entity->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
Database::Get()->InsertNewUgcModel(sd0DataStream, blueprintIDSmall, entity->GetCharacter()->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
//Insert into the db as a BBB model:
IPropertyContents::Model model;
@ -5110,13 +5110,8 @@ void GameMessages::HandleSetFlag(RakNet::BitStream* inStream, Entity* entity) {
inStream->Read(bFlag);
inStream->Read(iFlagID);
auto user = entity->GetParentUser();
if (user) {
auto character = user->GetLastUsedChar();
if (!character) return;
character->SetPlayerFlag(iFlagID, bFlag);
}
auto character = entity->GetCharacter();
if (character) character->SetPlayerFlag(iFlagID, bFlag);
}
void GameMessages::HandleRespondToMission(RakNet::BitStream* inStream, Entity* entity) {

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@ -24,6 +24,7 @@
#include "eMissionTaskType.h"
#include "eMissionLockState.h"
#include "eReplicaComponentType.h"
#include "Character.h"
#include "CDMissionEmailTable.h"
@ -208,8 +209,8 @@ Entity* Mission::GetAssociate() const {
return m_MissionComponent->GetParent();
}
User* Mission::GetUser() const {
return GetAssociate()->GetParentUser();
Character* Mission::GetCharacter() const {
return GetAssociate()->GetCharacter();
}
uint32_t Mission::GetMissionId() const {
@ -390,7 +391,7 @@ void Mission::Catchup() {
if (type == eMissionTaskType::PLAYER_FLAG) {
for (int32_t target : task->GetAllTargets()) {
const auto flag = GetUser()->GetLastUsedChar()->GetPlayerFlag(target);
const auto flag = GetCharacter()->GetPlayerFlag(target);
if (!flag) {
continue;
@ -413,7 +414,7 @@ void Mission::YieldRewards() {
return;
}
auto* character = GetUser()->GetLastUsedChar();
auto* character = GetCharacter();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
@ -599,8 +600,10 @@ void Mission::SetMissionState(const eMissionState state, const bool sendingRewar
if (entity == nullptr) {
return;
}
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent) return;
GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info.id, static_cast<int>(state), sendingRewards);
GameMessages::SendNotifyMission(entity, characterComponent->GetSystemAddress(), info.id, static_cast<int>(state), sendingRewards);
}
void Mission::SetMissionTypeState(eMissionLockState state, const std::string& type, const std::string& subType) {

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@ -17,6 +17,7 @@ namespace tinyxml2 {
enum class eMissionState : int;
enum class eMissionLockState : int;
class MissionComponent;
class Character;
/**
* A mission (or achievement) that a player may unlock, progress and complete.
@ -46,7 +47,7 @@ public:
* Returns the account owns the entity that is currently progressing this mission
* @return the account owns the entity that is currently progressing this mission
*/
User* GetUser() const;
Character* GetCharacter() const;
/**
* Returns the current state of this mission

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@ -13,6 +13,7 @@
#include "User.h"
#include "tinyxml2.h"
#include "CDClientDatabase.h"
#include "CharacterComponent.h"
// Message includes
#include "Action.h"
@ -145,10 +146,12 @@ void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress&
} else if (command == "moveToInventory") {
MoveToInventoryMessage msg(arguments);
context.modelComponent->MoveToInventory(msg);
auto* characterComponent = modelOwner->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("BehaviorID", std::to_string(msg.GetBehaviorId()));
GameMessages::SendUIMessageServerToSingleClient(modelOwner, modelOwner->GetParentUser()->GetSystemAddress(), "BehaviorRemoved", args);
GameMessages::SendUIMessageServerToSingleClient(modelOwner, characterComponent->GetSystemAddress(), "BehaviorRemoved", args);
SendBehaviorListToClient(context);
} else if (command == "updateAction") {

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@ -2,7 +2,6 @@
#include "Database.h"
#include "Entity.h"
#include "PossessableComponent.h"
#include "Player.h"
#include "Game.h"
#include "EntityManager.h"
#include "Character.h"
@ -59,13 +58,13 @@ void LogAndSaveFailedAntiCheatCheck(const LWOOBJID& id, const SystemAddress& sys
player->GetCharacter()->GetName().c_str(), player->GetObjectID(),
sysAddr.ToString(),
entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
toReport = player->GetParentUser();
if (player->GetCharacter()) toReport = player->GetCharacter()->GetParentUser();
// In the case that the target entity id did not exist, just log the player info.
} else if (player) {
LOG("Player (%s) (%llu) at system address (%s) with sending player (%llu) does not match their own.",
player->GetCharacter()->GetName().c_str(), player->GetObjectID(),
sysAddr.ToString(), id);
toReport = player->GetParentUser();
if (player->GetCharacter()) toReport = player->GetCharacter()->GetParentUser();
// In the rare case that the player does not exist, just log the system address and who the target id was.
} else {
LOG("Player at system address (%s) with sending player (%llu) does not match their own.",

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@ -53,7 +53,6 @@
#include "Loot.h"
#include "EntityInfo.h"
#include "LUTriggers.h"
#include "Player.h"
#include "PhantomPhysicsComponent.h"
#include "ProximityMonitorComponent.h"
#include "dpShapeSphere.h"
@ -1017,7 +1016,9 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
return;
}
} else {
accountId = player->GetParentUser()->GetAccountID();
auto* character = player->GetCharacter();
auto* user = character != nullptr ? character->GetParentUser() : nullptr;
if (user) accountId = user->GetAccountID();
characterId = player->GetObjectID();
}
@ -1045,7 +1046,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
expire += 60 * 60 * hours;
}
Database::Get()->UpdateAccountUnmuteTime(accountId, expire);
if (accountId != 0) Database::Get()->UpdateAccountUnmuteTime(accountId, expire);
char buffer[32] = "brought up for review.\0";
@ -1109,10 +1110,12 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
return;
}
} else {
accountId = player->GetParentUser()->GetAccountID();
auto* character = player->GetCharacter();
auto* user = character != nullptr ? character->GetParentUser() : nullptr;
if (user) accountId = user->GetAccountID();
}
Database::Get()->UpdateAccountBan(accountId, true);
if (accountId != 0) Database::Get()->UpdateAccountBan(accountId, true);
if (player != nullptr) {
Game::server->Disconnect(player->GetSystemAddress(), eServerDisconnectIdentifiers::FREE_TRIAL_EXPIRED);
@ -1423,7 +1426,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
}
// Allow for this on even while not a GM, as it sometimes toggles incorrrectly.
if (chatCommand == "gminvis" && entity->GetParentUser()->GetMaxGMLevel() >= eGameMasterLevel::DEVELOPER) {
if (chatCommand == "gminvis" && entity->GetCharacter()->GetParentUser()->GetMaxGMLevel() >= eGameMasterLevel::DEVELOPER) {
GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
return;

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@ -107,7 +107,7 @@ void PetDigServer::HandleXBuildDig(const Entity* self, Entity* owner, Entity* pe
return;
auto* playerEntity = Game::entityManager->GetEntity(playerID);
if (!playerEntity || !playerEntity->GetParentUser() || !playerEntity->GetParentUser()->GetLastUsedChar())
if (!playerEntity || !playerEntity->GetCharacter())
return;
auto* player = playerEntity->GetCharacter();

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@ -2,7 +2,6 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "Player.h"
#include "Character.h"
#include "ShootingGalleryComponent.h"
#include "PossessorComponent.h"

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@ -56,7 +56,6 @@
#include "DestroyableComponent.h"
#include "Game.h"
#include "MasterPackets.h"
#include "Player.h"
#include "PropertyManagementComponent.h"
#include "AssetManager.h"
#include "LevelProgressionComponent.h"
@ -607,9 +606,10 @@ void HandlePacketChat(Packet* packet) {
inStream.Read(expire);
auto* entity = Game::entityManager->GetEntity(playerId);
if (entity != nullptr) {
entity->GetParentUser()->SetMuteExpire(expire);
auto* character = entity != nullptr ? entity->GetCharacter() : nullptr;
auto* user = character != nullptr ? character->GetParentUser() : nullptr;
if (user) {
user->SetMuteExpire(expire);
entity->GetCharacter()->SendMuteNotice();
}
@ -1127,9 +1127,10 @@ void HandlePacket(Packet* packet) {
//Mail::HandleNotificationRequest(packet->systemAddress, player->GetObjectID());
//Notify chat that a player has loaded:
{
const auto& playerName = player->GetCharacter()->GetName();
//RakNet::RakString playerName(player->GetCharacter()->GetName().c_str());
auto* character = player->GetCharacter();
auto* user = character != nullptr ? character->GetParentUser() : nullptr;
if (user) {
const auto& playerName = character->GetName();
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_ADDED_NOTIFICATION);
@ -1143,7 +1144,7 @@ void HandlePacket(Packet* packet) {
bitStream.Write(zone.GetMapID());
bitStream.Write(zone.GetInstanceID());
bitStream.Write(zone.GetCloneID());
bitStream.Write(player->GetParentUser()->GetMuteExpire());
bitStream.Write(user->GetMuteExpire());
bitStream.Write(player->GetGMLevel());
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);