#include "ChatPacketHandler.h" #include "PlayerContainer.h" #include "Database.h" #include #include "BitStreamUtils.h" #include "Game.h" #include "dServer.h" #include "GeneralUtils.h" #include "Logger.h" #include "eAddFriendResponseCode.h" #include "eAddFriendResponseType.h" #include "RakString.h" #include "dConfig.h" #include "eObjectBits.h" #include "eConnectionType.h" #include "eChatMessageType.h" #include "eChatInternalMessageType.h" #include "eClientMessageType.h" #include "eGameMessageType.h" #include "StringifiedEnum.h" #include "eGameMasterLevel.h" void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) { //Get from the packet which player we want to do something with: CINSTREAM_SKIP_HEADER; LWOOBJID playerID = 0; inStream.Read(playerID); auto& player = Game::playerContainer.GetPlayerDataMutable(playerID); if (!player) return; auto friendsList = Database::Get()->GetFriendsList(playerID); for (const auto& friendData : friendsList) { FriendData fd; fd.isFTP = false; // not a thing in DLU fd.friendID = friendData.friendID; GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT); GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER); fd.isBestFriend = friendData.isBestFriend; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs if (fd.isBestFriend) player.countOfBestFriends += 1; fd.friendName = friendData.friendName; //Now check if they're online: const auto& fr = Game::playerContainer.GetPlayerData(fd.friendID); if (fr) { fd.isOnline = true; fd.zoneID = fr.zoneID; //Since this friend is online, we need to update them on the fact that we've just logged in: SendFriendUpdate(fr, player, 1, fd.isBestFriend); } else { fd.isOnline = false; fd.zoneID = LWOZONEID(); } player.friends.push_back(fd); } //Now, we need to send the friendlist to the server they came from: CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(playerID); //portion that will get routed: BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::GET_FRIENDS_LIST_RESPONSE); bitStream.Write(0); bitStream.Write(1); //Length of packet -- just writing one as it doesn't matter, client skips it. bitStream.Write(player.friends.size()); for (const auto& data : player.friends) { data.Serialize(bitStream); } SystemAddress sysAddr = player.sysAddr; SEND_PACKET; } void ChatPacketHandler::HandleFriendRequest(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID requestorPlayerID; LUWString LUplayerName; char isBestFriendRequest{}; inStream.Read(requestorPlayerID); inStream.IgnoreBytes(4); inStream.Read(LUplayerName); inStream.Read(isBestFriendRequest); auto playerName = LUplayerName.GetAsString(); auto& requestor = Game::playerContainer.GetPlayerDataMutable(requestorPlayerID); if (!requestor) { Log::Info("No requestor player {:d} sent to {:s} found.", requestorPlayerID, playerName); return; } // you cannot friend yourself if (requestor.playerName == playerName) { SendFriendResponse(requestor, requestor, eAddFriendResponseType::GENERALERROR); return; }; auto& requestee = Game::playerContainer.GetPlayerDataMutable(playerName); // Check if player is online first if (isBestFriendRequest && !requestee) { for (auto& friendDataCandidate : requestor.friends) { if (friendDataCandidate.friendName != playerName) continue; // Setup the needed info since you can add a best friend offline. requestee.playerID = friendDataCandidate.friendID; requestee.playerName = friendDataCandidate.friendName; requestee.zoneID = LWOZONEID(); FriendData requesteeFriendData{}; requesteeFriendData.friendID = requestor.playerID; requesteeFriendData.friendName = requestor.playerName; requesteeFriendData.isFTP = false; requesteeFriendData.isOnline = false; requesteeFriendData.zoneID = requestor.zoneID; requestee.friends.push_back(requesteeFriendData); requestee.sysAddr = UNASSIGNED_SYSTEM_ADDRESS; break; } } // If at this point we dont have a target, then they arent online and we cant send the request. // Send the response code that corresponds to what the error is. if (!requestee) { requestee.playerName = playerName; auto responseType = Database::Get()->GetCharacterInfo(playerName) ? eAddFriendResponseType::NOTONLINE : eAddFriendResponseType::INVALIDCHARACTER; SendFriendResponse(requestor, requestee, responseType); return; } // Prevent GM friend spam // If the player we are trying to be friends with is not a civilian and we are a civilian, abort the process if (requestee.gmLevel > eGameMasterLevel::CIVILIAN && requestor.gmLevel == eGameMasterLevel::CIVILIAN ) { SendFriendResponse(requestor, requestee, eAddFriendResponseType::MYTHRAN); return; } if (isBestFriendRequest) { uint8_t oldBestFriendStatus{}; uint8_t bestFriendStatus{}; auto bestFriendInfo = Database::Get()->GetBestFriendStatus(requestorPlayerID, requestee.playerID); if (bestFriendInfo) { // Get the IDs LWOOBJID queryPlayerID = bestFriendInfo->playerCharacterId; LWOOBJID queryFriendID = bestFriendInfo->friendCharacterId; oldBestFriendStatus = bestFriendInfo->bestFriendStatus; bestFriendStatus = oldBestFriendStatus; // Set the bits GeneralUtils::SetBit(queryPlayerID, eObjectBits::CHARACTER); GeneralUtils::SetBit(queryPlayerID, eObjectBits::PERSISTENT); GeneralUtils::SetBit(queryFriendID, eObjectBits::CHARACTER); GeneralUtils::SetBit(queryFriendID, eObjectBits::PERSISTENT); // Since this player can either be the friend of someone else or be friends with someone else // their column in the database determines what bit gets set. When the value hits 3, they // are now best friends with the other player. if (queryPlayerID == requestorPlayerID) { bestFriendStatus |= 1ULL << 0; } else { bestFriendStatus |= 1ULL << 1; } } // Only do updates if there was a change in the bff status. if (oldBestFriendStatus != bestFriendStatus) { auto maxBestFriends = Game::playerContainer.GetMaxNumberOfBestFriends(); if (requestee.countOfBestFriends >= maxBestFriends || requestor.countOfBestFriends >= maxBestFriends) { if (requestee.countOfBestFriends >= maxBestFriends) { SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false); } if (requestor.countOfBestFriends >= maxBestFriends) { SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false); } } else { // Then update the database with this new info. Database::Get()->SetBestFriendStatus(requestorPlayerID, requestee.playerID, bestFriendStatus); // Sent the best friend update here if the value is 3 if (bestFriendStatus == 3U) { requestee.countOfBestFriends += 1; requestor.countOfBestFriends += 1; if (requestee.sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee, requestor, eAddFriendResponseType::ACCEPTED, false, true); if (requestor.sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::ACCEPTED, false, true); for (auto& friendData : requestor.friends) { if (friendData.friendID == requestee.playerID) { friendData.isBestFriend = true; } } for (auto& friendData : requestee.friends) { if (friendData.friendID == requestor.playerID) { friendData.isBestFriend = true; } } } } } else { if (requestor.sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::WAITINGAPPROVAL, true, true); } } else { auto maxFriends = Game::playerContainer.GetMaxNumberOfFriends(); if (requestee.friends.size() >= maxFriends) { SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false); } else if (requestor.friends.size() >= maxFriends) { SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false); } else { // Do not send this if we are requesting to be a best friend. SendFriendRequest(requestee, requestor); } } } void ChatPacketHandler::HandleFriendResponse(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; eAddFriendResponseCode clientResponseCode; LUWString friendName; inStream.Read(playerID); inStream.IgnoreBytes(4); inStream.Read(clientResponseCode); inStream.Read(friendName); //Now to try and find both of these: auto& requestor = Game::playerContainer.GetPlayerDataMutable(playerID); auto& requestee = Game::playerContainer.GetPlayerDataMutable(friendName.GetAsString()); if (!requestor || !requestee) return; eAddFriendResponseType serverResponseCode{}; uint8_t isAlreadyBestFriends = 0U; // We need to convert this response code to one we can actually send back to the client. switch (clientResponseCode) { case eAddFriendResponseCode::ACCEPTED: serverResponseCode = eAddFriendResponseType::ACCEPTED; break; case eAddFriendResponseCode::BUSY: serverResponseCode = eAddFriendResponseType::BUSY; break; case eAddFriendResponseCode::CANCELLED: serverResponseCode = eAddFriendResponseType::CANCELLED; break; case eAddFriendResponseCode::REJECTED: serverResponseCode = eAddFriendResponseType::DECLINED; break; } // Now that we have handled the base cases, we need to check the other cases. if (serverResponseCode == eAddFriendResponseType::ACCEPTED) { for (const auto& friendData : requestor.friends) { if (friendData.friendID == requestee.playerID) { serverResponseCode = eAddFriendResponseType::ALREADYFRIEND; if (friendData.isBestFriend) { isAlreadyBestFriends = 1U; } } } } // This message is NOT sent for best friends and is handled differently for those requests. if (serverResponseCode == eAddFriendResponseType::ACCEPTED) { // Add the each player to the others friend list. auto& requestorData = requestee.friends.emplace_back(); requestorData.zoneID = requestor.zoneID; requestorData.friendID = requestor.playerID; requestorData.friendName = requestor.playerName; requestorData.isBestFriend = false; requestorData.isFTP = false; requestorData.isOnline = true; auto& requesteeData = requestor.friends.emplace_back(); requesteeData.zoneID = requestee.zoneID; requesteeData.friendID = requestee.playerID; requesteeData.friendName = requestee.playerName; requesteeData.isBestFriend = false; requesteeData.isFTP = false; requesteeData.isOnline = true; Database::Get()->AddFriend(requestor.playerID, requestee.playerID); } if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends); if (serverResponseCode != eAddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends); } void ChatPacketHandler::HandleRemoveFriend(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; LUWString LUFriendName; inStream.Read(playerID); inStream.IgnoreBytes(4); inStream.Read(LUFriendName); auto friendName = LUFriendName.GetAsString(); //we'll have to query the db here to find the user, since you can delete them while they're offline. //First, we need to find their ID: LWOOBJID friendID = 0; auto friendIdResult = Database::Get()->GetCharacterInfo(friendName); if (friendIdResult) { friendID = friendIdResult->id; } // Convert friendID to LWOOBJID GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT); GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER); Database::Get()->RemoveFriend(playerID, friendID); //Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended: auto& goonA = Game::playerContainer.GetPlayerDataMutable(playerID); if (goonA) { // Remove the friend from our list of friends for (auto friendData = goonA.friends.cbegin(); friendData != goonA.friends.cend(); friendData++) { if (friendData->friendID == friendID) { if (friendData->isBestFriend) --goonA.countOfBestFriends; goonA.friends.erase(friendData); break; } } SendRemoveFriend(goonA, friendName, true); } auto& goonB = Game::playerContainer.GetPlayerDataMutable(friendID); if (!goonB) return; // Do it again for other person for (auto friendData = goonB.friends.cbegin(); friendData != goonB.friends.cend(); friendData++) { if (friendData->friendID == playerID) { if (friendData->isBestFriend) --goonB.countOfBestFriends; goonB.friends.erase(friendData); break; } } std::string goonAName = GeneralUtils::UTF16ToWTF8(Game::playerContainer.GetName(playerID)); SendRemoveFriend(goonB, goonAName, true); } void ChatPacketHandler::HandleGMLevelUpdate(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; inStream.Read(playerID); auto& player = Game::playerContainer.GetPlayerData(playerID); if (!player) return; inStream.Read(player.gmLevel); } // the structure the client uses to send this packet is shared in many chat messages // that are sent to the server. Because of this, there are large gaps of unused data in chat messages void ChatPacketHandler::HandleChatMessage(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; inStream.Read(playerID); const auto& sender = Game::playerContainer.GetPlayerData(playerID); if (!sender || sender.GetIsMuted()) return; eChatChannel channel; uint32_t size; inStream.IgnoreBytes(4); inStream.Read(channel); inStream.Read(size); inStream.IgnoreBytes(77); LUWString message(size); inStream.Read(message); Log::Info("Got a message from ({:s}) via [{:s}]: {:s}", sender.playerName, StringifiedEnum::ToString(channel), message.GetAsString()); switch (channel) { case eChatChannel::TEAM: { auto* team = Game::playerContainer.GetTeam(playerID); if (team == nullptr) return; for (const auto memberId : team->memberIDs) { const auto& otherMember = Game::playerContainer.GetPlayerData(memberId); if (!otherMember) return; SendPrivateChatMessage(sender, otherMember, otherMember, message, eChatChannel::TEAM, eChatMessageResponseCode::SENT); } break; } default: Log::Info("Unhandled Chat channel [{:s}]", StringifiedEnum::ToString(channel)); break; } } // the structure the client uses to send this packet is shared in many chat messages // that are sent to the server. Because of this, there are large gaps of unused data in chat messages void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; inStream.Read(playerID); const auto& sender = Game::playerContainer.GetPlayerData(playerID); if (!sender || sender.GetIsMuted()) return; eChatChannel channel; uint32_t size; LUWString LUReceiverName; inStream.IgnoreBytes(4); inStream.Read(channel); if (channel != eChatChannel::PRIVATE_CHAT) Log::Info("WARNING: Received Private chat with the wrong channel!"); inStream.Read(size); inStream.IgnoreBytes(77); inStream.Read(LUReceiverName); auto receiverName = LUReceiverName.GetAsString(); inStream.IgnoreBytes(2); LUWString message(size); inStream.Read(message); Log::Info("Got a message from ({:s}) via [{:s}]: {:s} to {:s}", sender.playerName, StringifiedEnum::ToString(channel), message.GetAsString(), receiverName); const auto& receiver = Game::playerContainer.GetPlayerData(receiverName); if (!receiver) { PlayerData otherPlayer; otherPlayer.playerName = receiverName; auto responseType = Database::Get()->GetCharacterInfo(receiverName) ? eChatMessageResponseCode::NOTONLINE : eChatMessageResponseCode::GENERALERROR; SendPrivateChatMessage(sender, otherPlayer, sender, message, eChatChannel::GENERAL, responseType); return; } // Check to see if they are friends // only freinds can whispr each other for (const auto& fr : receiver.friends) { if (fr.friendID == sender.playerID) { //To the sender: SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::SENT); //To the receiver: SendPrivateChatMessage(sender, receiver, receiver, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::RECEIVEDNEWWHISPER); return; } } SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::GENERAL, eChatMessageResponseCode::NOTFRIENDS); } void ChatPacketHandler::SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(routeTo.playerID); BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE); bitStream.Write(sender.playerID); bitStream.Write(channel); bitStream.Write(0); // not used bitStream.Write(LUWString(sender.playerName)); bitStream.Write(sender.playerID); bitStream.Write(0); // sourceID bitStream.Write(sender.gmLevel); bitStream.Write(LUWString(receiver.playerName)); bitStream.Write(receiver.gmLevel); bitStream.Write(responseCode); bitStream.Write(message); SystemAddress sysAddr = routeTo.sysAddr; SEND_PACKET; } void ChatPacketHandler::HandleTeamInvite(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; LUWString invitedPlayer; inStream.Read(playerID); inStream.IgnoreBytes(4); inStream.Read(invitedPlayer); const auto& player = Game::playerContainer.GetPlayerData(playerID); if (!player) return; auto* team = Game::playerContainer.GetTeam(playerID); if (team == nullptr) { team = Game::playerContainer.CreateTeam(playerID); } const auto& other = Game::playerContainer.GetPlayerData(invitedPlayer.GetAsString()); if (!other) return; if (Game::playerContainer.GetTeam(other.playerID) != nullptr) { return; } if (team->memberIDs.size() > 3) { // no more teams greater than 4 Log::Info("Someone tried to invite a 5th player to a team"); return; } SendTeamInvite(other, player); Log::Info("Got team invite: {:d} -> {:s}", playerID, invitedPlayer.GetAsString()); } void ChatPacketHandler::HandleTeamInviteResponse(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; inStream.Read(playerID); uint32_t size = 0; inStream.Read(size); char declined = 0; inStream.Read(declined); LWOOBJID leaderID = LWOOBJID_EMPTY; inStream.Read(leaderID); Log::Info("Accepted invite: {:d} -> {:d} ({:d})", playerID, leaderID, declined); if (declined) { return; } auto* team = Game::playerContainer.GetTeam(leaderID); if (team == nullptr) { Log::Info("Failed to find team for leader ({:d})", leaderID); team = Game::playerContainer.GetTeam(playerID); } if (team == nullptr) { Log::Info("Failed to find team for player ({:d})", playerID); return; } Game::playerContainer.AddMember(team, playerID); } void ChatPacketHandler::HandleTeamLeave(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; inStream.Read(playerID); uint32_t size = 0; inStream.Read(size); auto* team = Game::playerContainer.GetTeam(playerID); Log::Info("({:d}) leaving team", playerID); if (team != nullptr) { Game::playerContainer.RemoveMember(team, playerID, false, false, true); } } void ChatPacketHandler::HandleTeamKick(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; LUWString kickedPlayer; inStream.Read(playerID); inStream.IgnoreBytes(4); inStream.Read(kickedPlayer); Log::Info("({:d}) kicking ({:s}) from team", playerID, kickedPlayer.GetAsString()); const auto& kicked = Game::playerContainer.GetPlayerData(kickedPlayer.GetAsString()); LWOOBJID kickedId = LWOOBJID_EMPTY; if (kicked) { kickedId = kicked.playerID; } else { kickedId = Game::playerContainer.GetId(kickedPlayer.string); } if (kickedId == LWOOBJID_EMPTY) return; auto* team = Game::playerContainer.GetTeam(playerID); if (team != nullptr) { if (team->leaderID != playerID || team->leaderID == kickedId) return; Game::playerContainer.RemoveMember(team, kickedId, false, true, false); } } void ChatPacketHandler::HandleTeamPromote(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; LUWString promotedPlayer; inStream.Read(playerID); inStream.IgnoreBytes(4); inStream.Read(promotedPlayer); Log::Info("({:d}) promoting ({:s}) to team leader", playerID, promotedPlayer.GetAsString()); const auto& promoted = Game::playerContainer.GetPlayerData(promotedPlayer.GetAsString()); if (!promoted) return; auto* team = Game::playerContainer.GetTeam(playerID); if (team != nullptr) { if (team->leaderID != playerID) return; Game::playerContainer.PromoteMember(team, promoted.playerID); } } void ChatPacketHandler::HandleTeamLootOption(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; inStream.Read(playerID); uint32_t size = 0; inStream.Read(size); char option; inStream.Read(option); auto* team = Game::playerContainer.GetTeam(playerID); if (team != nullptr) { if (team->leaderID != playerID) return; team->lootFlag = option; Game::playerContainer.TeamStatusUpdate(team); Game::playerContainer.UpdateTeamsOnWorld(team, false); } } void ChatPacketHandler::HandleTeamStatusRequest(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; inStream.Read(playerID); auto* team = Game::playerContainer.GetTeam(playerID); const auto& data = Game::playerContainer.GetPlayerData(playerID); if (team != nullptr && data) { if (team->local && data.zoneID.GetMapID() != team->zoneId.GetMapID() && data.zoneID.GetCloneID() != team->zoneId.GetCloneID()) { Game::playerContainer.RemoveMember(team, playerID, false, false, true, true); return; } if (team->memberIDs.size() <= 1 && !team->local) { Game::playerContainer.DisbandTeam(team); return; } if (!team->local) { ChatPacketHandler::SendTeamSetLeader(data, team->leaderID); } else { ChatPacketHandler::SendTeamSetLeader(data, LWOOBJID_EMPTY); } Game::playerContainer.TeamStatusUpdate(team); const auto leaderName = GeneralUtils::UTF8ToUTF16(data.playerName); for (const auto memberId : team->memberIDs) { const auto& otherMember = Game::playerContainer.GetPlayerData(memberId); if (memberId == playerID) continue; const auto memberName = Game::playerContainer.GetName(memberId); if (otherMember) { ChatPacketHandler::SendTeamSetOffWorldFlag(otherMember, data.playerID, data.zoneID); } ChatPacketHandler::SendTeamAddPlayer(data, false, team->local, false, memberId, memberName, otherMember ? otherMember.zoneID : LWOZONEID(0, 0, 0)); } Game::playerContainer.UpdateTeamsOnWorld(team, false); } } void ChatPacketHandler::SendTeamInvite(const PlayerData& receiver, const PlayerData& sender) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::TEAM_INVITE); bitStream.Write(LUWString(sender.playerName.c_str())); bitStream.Write(sender.playerID); SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendTeamInviteConfirm(const PlayerData& receiver, bool bLeaderIsFreeTrial, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, uint8_t ucResponseCode, std::u16string wsLeaderName) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: CMSGHEADER; bitStream.Write(receiver.playerID); bitStream.Write(eGameMessageType::TEAM_INVITE_CONFIRM); bitStream.Write(bLeaderIsFreeTrial); bitStream.Write(i64LeaderID); bitStream.Write(i64LeaderZoneID); bitStream.Write(0); // BinaryBuffe, no clue what's in here bitStream.Write(ucLootFlag); bitStream.Write(ucNumOfOtherPlayers); bitStream.Write(ucResponseCode); bitStream.Write(wsLeaderName.size()); for (const auto character : wsLeaderName) { bitStream.Write(character); } SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendTeamStatus(const PlayerData& receiver, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, std::u16string wsLeaderName) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: CMSGHEADER; bitStream.Write(receiver.playerID); bitStream.Write(eGameMessageType::TEAM_GET_STATUS_RESPONSE); bitStream.Write(i64LeaderID); bitStream.Write(i64LeaderZoneID); bitStream.Write(0); // BinaryBuffe, no clue what's in here bitStream.Write(ucLootFlag); bitStream.Write(ucNumOfOtherPlayers); bitStream.Write(wsLeaderName.size()); for (const auto character : wsLeaderName) { bitStream.Write(character); } SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendTeamSetLeader(const PlayerData& receiver, LWOOBJID i64PlayerID) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: CMSGHEADER; bitStream.Write(receiver.playerID); bitStream.Write(eGameMessageType::TEAM_SET_LEADER); bitStream.Write(i64PlayerID); SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendTeamAddPlayer(const PlayerData& receiver, bool bIsFreeTrial, bool bLocal, bool bNoLootOnDeath, LWOOBJID i64PlayerID, std::u16string wsPlayerName, LWOZONEID zoneID) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: CMSGHEADER; bitStream.Write(receiver.playerID); bitStream.Write(eGameMessageType::TEAM_ADD_PLAYER); bitStream.Write(bIsFreeTrial); bitStream.Write(bLocal); bitStream.Write(bNoLootOnDeath); bitStream.Write(i64PlayerID); bitStream.Write(wsPlayerName.size()); for (const auto character : wsPlayerName) { bitStream.Write(character); } bitStream.Write1(); if (receiver.zoneID.GetCloneID() == zoneID.GetCloneID()) { zoneID = LWOZONEID(zoneID.GetMapID(), zoneID.GetInstanceID(), 0); } bitStream.Write(zoneID); SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendTeamRemovePlayer(const PlayerData& receiver, bool bDisband, bool bIsKicked, bool bIsLeaving, bool bLocal, LWOOBJID i64LeaderID, LWOOBJID i64PlayerID, std::u16string wsPlayerName) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: CMSGHEADER; bitStream.Write(receiver.playerID); bitStream.Write(eGameMessageType::TEAM_REMOVE_PLAYER); bitStream.Write(bDisband); bitStream.Write(bIsKicked); bitStream.Write(bIsLeaving); bitStream.Write(bLocal); bitStream.Write(i64LeaderID); bitStream.Write(i64PlayerID); bitStream.Write(wsPlayerName.size()); for (const auto character : wsPlayerName) { bitStream.Write(character); } SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendTeamSetOffWorldFlag(const PlayerData& receiver, LWOOBJID i64PlayerID, LWOZONEID zoneID) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: CMSGHEADER; bitStream.Write(receiver.playerID); bitStream.Write(eGameMessageType::TEAM_SET_OFF_WORLD_FLAG); bitStream.Write(i64PlayerID); if (receiver.zoneID.GetCloneID() == zoneID.GetCloneID()) { zoneID = LWOZONEID(zoneID.GetMapID(), zoneID.GetInstanceID(), 0); } bitStream.Write(zoneID); SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendFriendUpdate(const PlayerData& friendData, const PlayerData& playerData, uint8_t notifyType, uint8_t isBestFriend) { /*chat notification is displayed if log in / out and friend is updated in friends list [u8] - update type Update types 0 - friend logged out 1 - friend logged in 2 - friend changed world / updated [wstring] - Name of friend [u16] - World ID [u16] - World Instance [u32] - World Clone [bool] - is best friend [bool] - is FTP*/ CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(friendData.playerID); //portion that will get routed: BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::UPDATE_FRIEND_NOTIFY); bitStream.Write(notifyType); std::string playerName = playerData.playerName.c_str(); bitStream.Write(LUWString(playerName)); bitStream.Write(playerData.zoneID.GetMapID()); bitStream.Write(playerData.zoneID.GetInstanceID()); if (playerData.zoneID.GetCloneID() == friendData.zoneID.GetCloneID()) { bitStream.Write(0); } else { bitStream.Write(playerData.zoneID.GetCloneID()); } bitStream.Write(isBestFriend); //isBFF bitStream.Write(0); //isFTP SystemAddress sysAddr = friendData.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendFriendRequest(const PlayerData& receiver, const PlayerData& sender) { //Make sure people aren't requesting people that they're already friends with: for (const auto& fr : receiver.friends) { if (fr.friendID == sender.playerID) { SendFriendResponse(sender, receiver, eAddFriendResponseType::ALREADYFRIEND, fr.isBestFriend); return; //we have this player as a friend, yeet this function so it doesn't send another request. } } CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::ADD_FRIEND_REQUEST); bitStream.Write(LUWString(sender.playerName)); bitStream.Write(0); // This is a BFF flag however this is unused in live and does not have an implementation client side. SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendFriendResponse(const PlayerData& receiver, const PlayerData& sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready, uint8_t isBestFriendRequest) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); // Portion that will get routed: BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::ADD_FRIEND_RESPONSE); bitStream.Write(responseCode); // For all requests besides accepted, write a flag that says whether or not we are already best friends with the receiver. bitStream.Write(responseCode != eAddFriendResponseType::ACCEPTED ? isBestFriendsAlready : sender.sysAddr != UNASSIGNED_SYSTEM_ADDRESS); // Then write the player name bitStream.Write(LUWString(sender.playerName)); // Then if this is an acceptance code, write the following extra info. if (responseCode == eAddFriendResponseType::ACCEPTED) { bitStream.Write(sender.playerID); bitStream.Write(sender.zoneID); bitStream.Write(isBestFriendRequest); //isBFF bitStream.Write(0); //isFTP } SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; } void ChatPacketHandler::SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(receiver.playerID); //portion that will get routed: BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::REMOVE_FRIEND_RESPONSE); bitStream.Write(isSuccessful); //isOnline bitStream.Write(LUWString(personToRemove)); SystemAddress sysAddr = receiver.sysAddr; SEND_PACKET; }