/* * Darkflame Universe * Copyright 2018 */ #include "GameMessageHandler.h" #include "MissionComponent.h" #include "PacketUtils.h" #include "dServer.h" #include "../thirdparty/raknet/Source/RakNetworkFactory.h" #include #include "User.h" #include "UserManager.h" #include "BitStream.h" #include "RakPeer.h" #include "DestroyableComponent.h" #include "InventoryComponent.h" #include "Character.h" #include "ControllablePhysicsComponent.h" #include "dZoneManager.h" #include "Player.h" #include "CppScripts.h" #include "CDClientDatabase.h" #include "CDClientManager.h" #include "CDSkillBehaviorTable.h" #include "SkillComponent.h" #include "RacingControlComponent.h" using namespace std; void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, GAME_MSG messageID) { CBITSTREAM // Get the entity Entity* entity = EntityManager::Instance()->GetEntity(objectID); User * usr = UserManager::Instance()->GetUser(sysAddr); if (!entity) { Game::logger->Log("GameMessageHandler", "Failed to find associated entity (%llu), aborting GM (%X)!", objectID, messageID); return; } switch (messageID) { case GAME_MSG_PLAY_EMOTE: { GameMessages::HandlePlayEmote(inStream, entity); break; } case GAME_MSG_MOVE_ITEM_IN_INVENTORY: { GameMessages::HandleMoveItemInInventory(inStream, entity); break; } case GAME_MSG_REMOVE_ITEM_FROM_INVENTORY: { GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr); break; } case GAME_MSG_EQUIP_ITEM: GameMessages::HandleEquipItem(inStream, entity); break; case GAME_MSG_UN_EQUIP_ITEM: GameMessages::HandleUnequipItem(inStream, entity); break; case GAME_MSG_RESPOND_TO_MISSION: { GameMessages::HandleRespondToMission(inStream, entity); break; } case GAME_MSG_REQUEST_USE: { GameMessages::HandleRequestUse(inStream, entity, sysAddr); break; } case GAME_MSG_SET_FLAG: { GameMessages::HandleSetFlag(inStream, entity); break; } case GAME_MSG_HAS_BEEN_COLLECTED: { GameMessages::HandleHasBeenCollected(inStream, entity); break; } case GAME_MSG_PLAYER_LOADED: { GameMessages::SendRestoreToPostLoadStats(entity, sysAddr); entity->SetPlayerReadyForUpdates(); auto* player = dynamic_cast(entity); if (player != nullptr) { player->ConstructLimboEntities(); } InventoryComponent* inv = entity->GetComponent(); if (inv) { auto items = inv->GetEquippedItems(); for (auto pair : items) { const auto item = pair.second; inv->AddItemSkills(item.lot); } } auto* destroyable = entity->GetComponent(); destroyable->SetImagination(destroyable->GetImagination()); EntityManager::Instance()->SerializeEntity(entity); std::vector racingControllers = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_RACING_CONTROL); for (Entity* racingController : racingControllers) { auto* racingComponent = racingController->GetComponent(); if (racingComponent != nullptr) { racingComponent->OnPlayerLoaded(entity); } } Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity(); for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) { script->OnPlayerLoaded(zoneControl, player); } std::vector scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPT); 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->OnPlayerLoaded(scriptEntity, player); } } } //Kill player if health == 0 if (entity->GetIsDead()) { entity->Smash(entity->GetObjectID()); } //if the player has moved significantly, move them back: if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) { // Disabled until fixed //GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true); } /** * Invoke the OnZoneLoad event on the player character */ auto* character = entity->GetCharacter(); if (character != nullptr) { character->OnZoneLoad(); } Game::logger->Log("GameMessageHandler", "Player %s (%llu) loaded.", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID()); // After we've done our thing, tell the client they're ready GameMessages::SendPlayerReady(dZoneManager::Instance()->GetZoneControlObject(), sysAddr); GameMessages::SendPlayerReady(entity, sysAddr); break; } case GAME_MSG_REQUEST_LINKED_MISSION: { GameMessages::HandleRequestLinkedMission(inStream, entity); break; } case GAME_MSG_MISSION_DIALOGUE_OK: { GameMessages::HandleMissionDialogOK(inStream, entity); break; } case GAME_MSG_MISSION_DIALOGUE_CANCELLED: { //This message is pointless for our implementation, as the client just carries on after //rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :) break; } case GAME_MSG_REQUEST_PLATFORM_RESYNC: { GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr); break; } case GAME_MSG_FIRE_EVENT_SERVER_SIDE: { GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr); break; } case GAME_MSG_SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: { GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr); break; } case GAME_MSG_REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: { GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr); break; } case GAME_MSG_ACTIVITY_STATE_CHANGE_REQUEST: { GameMessages::HandleActivityStateChangeRequest(inStream, entity); break; } case GAME_MSG_PARSE_CHAT_MESSAGE: { GameMessages::HandleParseChatMessage(inStream, entity, sysAddr); break; } case GAME_MSG_NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: { GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity); break; } case GAME_MSG_PICKUP_CURRENCY: { GameMessages::HandlePickupCurrency(inStream, entity); break; } case GAME_MSG_PICKUP_ITEM: { GameMessages::HandlePickupItem(inStream, entity); break; } case GAME_MSG_RESURRECT: { GameMessages::HandleResurrect(inStream, entity); break; } case GAME_MSG_REQUEST_RESURRECT: { GameMessages::SendResurrect(entity); /*auto* dest = static_cast(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE)); if (dest) { dest->SetHealth(4); dest->SetArmor(0); dest->SetImagination(6); EntityManager::Instance()->SerializeEntity(entity); }*/ break; } case GAME_MSG_HANDLE_HOT_PROPERTY_DATA: { GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr); break; } case GAME_MSG_REQUEST_SERVER_PROJECTILE_IMPACT: { auto message = GameMessages::RequestServerProjectileImpact(); message.Deserialize(inStream); auto* skill_component = entity->GetComponent(); if (skill_component != nullptr) { auto* bs = new RakNet::BitStream((unsigned char*) message.sBitStream.c_str(), message.sBitStream.size(), false); skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID); delete bs; } break; } case GAME_MSG_START_SKILL: { GameMessages::StartSkill startSkill = GameMessages::StartSkill(); startSkill.Deserialize(inStream); // inStream replaces &bitStream if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return; MissionComponent* comp = entity->GetComponent(); if (comp) { comp->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, startSkill.skillID); } CDSkillBehaviorTable* skillTable = CDClientManager::Instance()->GetTable("SkillBehavior"); unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID; bool success = false; if (behaviorId > 0) { RakNet::BitStream * bs = new RakNet::BitStream((unsigned char *)startSkill.sBitStream.c_str(), startSkill.sBitStream.size(), false); auto* skillComponent = entity->GetComponent(); success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID, startSkill.skillID); if (success && entity->GetCharacter()) { DestroyableComponent* destComp = entity->GetComponent(); destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost); } delete bs; } if (Game::server->GetZoneID() == 1302) { break; } if (success) { //Broadcast our startSkill: RakNet::BitStream bitStreamLocal; PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG); bitStreamLocal.Write(entity->GetObjectID()); GameMessages::EchoStartSkill echoStartSkill; echoStartSkill.bUsedMouse = startSkill.bUsedMouse; echoStartSkill.fCasterLatency = startSkill.fCasterLatency; echoStartSkill.iCastType = startSkill.iCastType; echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit; echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID; echoStartSkill.optionalTargetID = startSkill.optionalTargetID; echoStartSkill.originatorRot = startSkill.originatorRot; echoStartSkill.sBitStream = startSkill.sBitStream; echoStartSkill.skillID = startSkill.skillID; echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle; echoStartSkill.Serialize(&bitStreamLocal); Game::server->Send(&bitStreamLocal, entity->GetSystemAddress(), true); } } break; case GAME_MSG_SYNC_SKILL: { RakNet::BitStream bitStreamLocal; PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG); bitStreamLocal.Write(entity->GetObjectID()); //bitStreamLocal.Write((unsigned short)GAME_MSG_ECHO_SYNC_SKILL); //bitStreamLocal.Write(inStream); GameMessages::SyncSkill sync = GameMessages::SyncSkill(inStream); // inStream replaced &bitStream //sync.Serialize(&bitStreamLocal); ostringstream buffer; for (unsigned int k = 0; k < sync.sBitStream.size(); k++){ char s; s = sync.sBitStream.at(k); buffer << setw(2) << hex << setfill('0') << (int) s << " "; } //cout << buffer.str() << endl; if(usr != nullptr) { RakNet::BitStream * bs = new RakNet::BitStream((unsigned char *)sync.sBitStream.c_str(), sync.sBitStream.size(), false); auto* skillComponent = entity->GetComponent(); skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs); delete bs; } GameMessages::EchoSyncSkill echo = GameMessages::EchoSyncSkill(); echo.bDone = sync.bDone; echo.sBitStream = sync.sBitStream; echo.uiBehaviorHandle = sync.uiBehaviorHandle; echo.uiSkillHandle = sync.uiSkillHandle; echo.Serialize(&bitStreamLocal); Game::server->Send(&bitStreamLocal, sysAddr, true); } break; case GAME_MSG_REQUEST_SMASH_PLAYER: entity->Smash(entity->GetObjectID()); break; case GAME_MSG_MOVE_ITEM_BETWEEN_INVENTORY_TYPES: GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr); break; case GAME_MSG_MODULAR_BUILD_FINISH: GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr); break; case GAME_MSG_PUSH_EQUIPPED_ITEMS_STATE: GameMessages::HandlePushEquippedItemsState(inStream, entity); break; case GAME_MSG_POP_EQUIPPED_ITEMS_STATE: GameMessages::HandlePopEquippedItemsState(inStream, entity); break; case GAME_MSG_BUY_FROM_VENDOR: GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr); break; case GAME_MSG_SELL_TO_VENDOR: GameMessages::HandleSellToVendor(inStream, entity, sysAddr); break; case GAME_MSG_BUYBACK_FROM_VENDOR: GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr); break; case GAME_MSG_MODULAR_BUILD_MOVE_AND_EQUIP: GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr); break; case GAME_MSG_DONE_ARRANGING_WITH_ITEM: GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr); break; case GAME_MSG_MODULAR_BUILD_CONVERT_MODEL: GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr); break; case GAME_MSG_BUILD_MODE_SET: GameMessages::HandleBuildModeSet(inStream, entity); break; case GAME_MSG_REBUILD_CANCEL: GameMessages::HandleRebuildCancel(inStream, entity); break; case GAME_MSG_MATCH_REQUEST: GameMessages::HandleMatchRequest(inStream, entity); break; case GAME_MSG_USE_NON_EQUIPMENT_ITEM: GameMessages::HandleUseNonEquipmentItem(inStream, entity); break; case GAME_MSG_CLIENT_ITEM_CONSUMED: GameMessages::HandleClientItemConsumed(inStream, entity); break; case GAME_MSG_SET_CONSUMABLE_ITEM: GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr); break; case GAME_MSG_VERIFY_ACK: GameMessages::HandleVerifyAck(inStream, entity, sysAddr); break; // Trading case GAME_MSG_CLIENT_TRADE_REQUEST: GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr); break; case GAME_MSG_CLIENT_TRADE_CANCEL: GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr); break; case GAME_MSG_CLIENT_TRADE_ACCEPT: GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr); break; case GAME_MSG_CLIENT_TRADE_UPDATE: GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr); break; // Pets case GAME_MSG_PET_TAMING_TRY_BUILD: GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr); break; case GAME_MSG_NOTIFY_TAMING_BUILD_SUCCESS: GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr); break; case GAME_MSG_REQUEST_SET_PET_NAME: GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr); break; case GAME_MSG_START_SERVER_PET_MINIGAME_TIMER: GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr); break; case GAME_MSG_CLIENT_EXIT_TAMING_MINIGAME: GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr); break; case GAME_MSG_COMMAND_PET: GameMessages::HandleCommandPet(inStream, entity, sysAddr); break; case GAME_MSG_DESPAWN_PET: GameMessages::HandleDespawnPet(inStream, entity, sysAddr); break; case GAME_MSG_MESSAGE_BOX_RESPOND: GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr); break; case GAME_MSG_CHOICE_BOX_RESPOND: GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr); break; // Property case GAME_MSG_QUERY_PROPERTY_DATA: GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr); break; case GAME_MSG_START_BUILDING_WITH_ITEM: GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr); break; case GAME_MSG_SET_BUILD_MODE: GameMessages::HandleSetBuildMode(inStream, entity, sysAddr); break; case GAME_MSG_PROPERTY_EDITOR_BEGIN: GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr); break; case GAME_MSG_PROPERTY_EDITOR_END: GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr); break; case GAME_MSG_PROPERTY_CONTENTS_FROM_CLIENT: GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr); break; case GAME_MSG_ZONE_PROPERTY_MODEL_EQUIPPED: GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr); break; case GAME_MSG_PLACE_PROPERTY_MODEL: GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr); break; case GAME_MSG_UPDATE_MODEL_FROM_CLIENT: GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr); break; case GAME_MSG_DELETE_MODEL_FROM_CLIENT: GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr); break; case GAME_MSG_BBB_LOAD_ITEM_REQUEST: GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr); break; case GAME_MSG_BBB_SAVE_REQUEST: GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr); break; case GAME_MSG_CONTROL_BEHAVIOR: GameMessages::HandleControlBehaviors(inStream, entity, sysAddr); break; case GAME_MSG_PROPERTY_ENTRANCE_SYNC: GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr); break; case GAME_MSG_ENTER_PROPERTY1: GameMessages::HandleEnterProperty(inStream, entity, sysAddr); break; case GAME_MSG_ZONE_PROPERTY_MODEL_ROTATED: EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity()); break; case GAME_MSG_UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK: GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr); break; case GAME_MSG_SET_PROPERTY_ACCESS: GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr); break; // Racing case GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA: GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr); break; case GAME_MSG_ACKNOWLEDGE_POSSESSION: GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr); break; case GAME_MSG_VEHICLE_SET_WHEEL_LOCK_STATE: GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr); break; case GAME_MSG_MODULAR_ASSEMBLY_NIF_COMPLETED: GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr); break; case GAME_MSG_RACING_CLIENT_READY: GameMessages::HandleRacingClientReady(inStream, entity, sysAddr); break; case GAME_MSG_REQUEST_DIE: GameMessages::HandleRequestDie(inStream, entity, sysAddr); break; case GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION: GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr); break; case GAME_MSG_VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION: GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr); break; case GAME_MSG_RACING_PLAYER_INFO_RESET_FINISHED: GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr); break; case GAME_MSG_VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER: GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr); break; case GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST: GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr); break; // SG case GAME_MSG_UPDATE_SHOOTING_GALLERY_ROTATION: GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr); break; // NT case GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES: GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr); break; case GAME_MSG_TOGGLE_GHOST_REFERENCE_OVERRIDE: GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr); break; case GAME_MSG_SET_GHOST_REFERENCE_POSITION: GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr); break; case GAME_MSG_READY_FOR_UPDATES: //We don't really care about this message, as it's simply here to inform us that the client is done loading an object. //In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway. break; case GAME_MSG_REPORT_BUG: GameMessages::HandleReportBug(inStream, entity); break; case GAME_MSG_CLIENT_RAIL_MOVEMENT_READY: GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr); break; case GAME_MSG_CANCEL_RAIL_MOVEMENT: GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr); break; case GAME_MSG_PLAYER_RAIL_ARRIVED_NOTIFICATION: GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr); break; case GAME_MSG_CINEMATIC_UPDATE: GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr); break; case GAME_MSG_MODIFY_PLAYER_ZONE_STATISTIC: GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity); break; case GAME_MSG_UPDATE_PLAYER_STATISTIC: GameMessages::HandleUpdatePlayerStatistic(inStream, entity); break; default: //Game::logger->Log("GameMessageHandler", "Unknown game message ID: %X", messageID); break; } }