#include "WorldPackets.h" #include "dCommonVars.h" #include "BitStream.h" #include "GeneralUtils.h" #include "Logger.h" #include "Game.h" #include "LDFFormat.h" #include "dServer.h" #include "ZCompression.h" #include "eConnectionType.h" #include "BitStreamUtils.h" #include 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); bitStream.Write(zone.GetMapID()); bitStream.Write(zone.GetInstanceID()); //bitStream.Write(zone.GetCloneID()); bitStream.Write(0); bitStream.Write(checksum); bitStream.Write(0); // ?? bitStream.Write(x); bitStream.Write(y); bitStream.Write(z); bitStream.Write(0); // Change this to eventually use 4 on activity worlds SEND_PACKET; } void WorldPackets::SendCharacterCreationResponse(const SystemAddress& sysAddr, eCharacterCreationResponse response) { RakNet::BitStream bitStream; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_CREATE_RESPONSE); bitStream.Write(response); SEND_PACKET; } void WorldPackets::SendCharacterRenameResponse(const SystemAddress& sysAddr, eRenameResponse response) { RakNet::BitStream bitStream; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_RENAME_RESPONSE); bitStream.Write(response); SEND_PACKET; } void WorldPackets::SendCharacterDeleteResponse(const SystemAddress& sysAddr, bool response) { RakNet::BitStream bitStream; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::DELETE_CHARACTER_RESPONSE); bitStream.Write(response); SEND_PACKET; } void WorldPackets::SendTransferToWorld(const SystemAddress& sysAddr, const std::string& serverIP, uint32_t serverPort, bool mythranShift) { RakNet::BitStream bitStream; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::TRANSFER_TO_WORLD); bitStream.Write(LUString(serverIP)); bitStream.Write(serverPort); bitStream.Write(mythranShift); SEND_PACKET; } void WorldPackets::SendServerState(const SystemAddress& sysAddr) { RakNet::BitStream bitStream; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::SERVER_STATES); bitStream.Write(1); //If the server is receiving this request, it probably is ready anyway. SEND_PACKET; } 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(7); //LDF key count std::unique_ptr> objid(new LDFData(u"objid", player)); std::unique_ptr> lot(new LDFData(u"template", 1)); std::unique_ptr> xmlConfigData(new LDFData(u"xmlData", xmlData)); std::unique_ptr> name(new LDFData(u"name", username)); std::unique_ptr> gmlevel(new LDFData(u"gmlevel", static_cast(gm))); std::unique_ptr> chatmode(new LDFData(u"chatmode", static_cast(gm))); std::unique_ptr> reputationLdf(new LDFData(u"reputation", reputation)); objid->WriteToPacket(&data); lot->WriteToPacket(&data); name->WriteToPacket(&data); gmlevel->WriteToPacket(&data); chatmode->WriteToPacket(&data); xmlConfigData->WriteToPacket(&data); reputationLdf->WriteToPacket(&data); //Compress the data before sending: const uint32_t reservedSize = ZCompression::GetMaxCompressedLength(data.GetNumberOfBytesUsed()); uint8_t* compressedData = new uint8_t[reservedSize]; // TODO There should be better handling here for not enough memory... if (!compressedData) return; size_t size = ZCompression::Compress(data.GetData(), data.GetNumberOfBytesUsed(), compressedData, reservedSize); assert(size <= reservedSize); bitStream.Write(size + 9); //size of data + header bytes (8) bitStream.Write(1); //compressed boolean, true bitStream.Write(data.GetNumberOfBytesUsed()); bitStream.Write(size); /** * In practice, this warning serves no purpose for us. We allocate the max memory needed on the heap * and then compress the data. In the off chance that the compression actually increases the size, * an assertion is done to prevent bad data from being saved or sent. */ #pragma warning(disable:6385) // C6385 Reading invalid data from 'compressedData'. bitStream.WriteAlignedBytes(compressedData, size); #pragma warning(default:6385) SEND_PACKET; delete[] compressedData; LOG("Sent CreateCharacter for ID: %llu", player); } void WorldPackets::SendChatModerationResponse(const SystemAddress& sysAddr, bool requestAccepted, uint32_t requestID, const std::string& receiver, std::vector> unacceptedItems) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHAT_MODERATION_STRING); bitStream.Write(unacceptedItems.empty()); // Is sentence ok? bitStream.Write(0x16); // Source ID, unknown bitStream.Write(requestID); // request ID bitStream.Write(0); // chat mode bitStream.Write(LUWString(receiver, 42)); // receiver name for (auto it : unacceptedItems) { bitStream.Write(it.first); // start index bitStream.Write(it.second); // length } for (int i = unacceptedItems.size(); 64 > i; i++) { bitStream.Write(0); } SEND_PACKET; } void WorldPackets::SendGMLevelChange(const SystemAddress& sysAddr, bool success, eGameMasterLevel highestLevel, eGameMasterLevel prevLevel, eGameMasterLevel newLevel) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::MAKE_GM_RESPONSE); bitStream.Write(success); bitStream.Write(static_cast(highestLevel)); bitStream.Write(static_cast(prevLevel)); bitStream.Write(static_cast(newLevel)); SEND_PACKET; }