#include "ChatPacketHandler.h" #include "PlayerContainer.h" #include "Database.h" #include #include "PacketUtils.h" #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" 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.GetPlayerData(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: 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 (auto& data : player->friends) { data.Serialize(bitStream); } SystemAddress sysAddr = player->sysAddr; SEND_PACKET; } void ChatPacketHandler::HandleFriendRequest(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID requestorPlayerID; inStream.Read(requestorPlayerID); uint32_t spacing{}; inStream.Read(spacing); std::string playerName = ""; uint16_t character; bool noMoreLettersInName = false; for (uint32_t j = 0; j < 33; j++) { inStream.Read(character); if (character == '\0') noMoreLettersInName = true; if (!noMoreLettersInName) playerName.push_back(static_cast(character)); } char isBestFriendRequest{}; inStream.Read(isBestFriendRequest); auto requestor = Game::playerContainer.GetPlayerData(requestorPlayerID); if (!requestor) { LOG("No requestor player %llu sent to %s found.", requestorPlayerID, playerName.c_str()); return; } if (requestor->playerName == playerName) { SendFriendResponse(requestor, requestor, eAddFriendResponseType::MYTHRAN); return; }; std::unique_ptr requestee(Game::playerContainer.GetPlayerData(playerName)); // Check if player is online first if (isBestFriendRequest && !requestee) { for (auto friendDataCandidate : requestor->friends) { if (friendDataCandidate.friendName == playerName) { requestee.reset(new PlayerData()); // 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.reset(new PlayerData()); requestee->playerName = playerName; auto responseType = Database::Get()->GetCharacterInfo(playerName) ? eAddFriendResponseType::NOTONLINE : eAddFriendResponseType::INVALIDCHARACTER; SendFriendResponse(requestor, requestee.get(), responseType); 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.get(), eAddFriendResponseType::THEIRFRIENDLISTFULL, false); } if (requestor->countOfBestFriends >= maxBestFriends) { SendFriendResponse(requestor, requestee.get(), 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.get(), requestor, eAddFriendResponseType::ACCEPTED, false, true); if (requestor->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee.get(), 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.get(), eAddFriendResponseType::WAITINGAPPROVAL, true, true); } } else { auto maxFriends = Game::playerContainer.GetMaxNumberOfFriends(); if (requestee->friends.size() >= maxFriends) { SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::THEIRFRIENDLISTFULL, false); } else if (requestor->friends.size() >= maxFriends) { SendFriendResponse(requestor, requestee.get(), eAddFriendResponseType::YOURFRIENDSLISTFULL, false); } else { // Do not send this if we are requesting to be a best friend. SendFriendRequest(requestee.get(), requestor); } } // If the player is actually a player and not a ghost one defined above, release it from being deleted. if (requestee->sysAddr != UNASSIGNED_SYSTEM_ADDRESS) requestee.release(); } void ChatPacketHandler::HandleFriendResponse(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; inStream.Read(playerID); eAddFriendResponseCode clientResponseCode = static_cast(packet->data[0x14]); std::string friendName = PacketUtils::ReadString(0x15, packet, true); //Now to try and find both of these: auto requestor = Game::playerContainer.GetPlayerData(playerID); auto requestee = Game::playerContainer.GetPlayerData(friendName); 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 (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. FriendData requestorData; requestorData.zoneID = requestor->zoneID; requestorData.friendID = requestor->playerID; requestorData.friendName = requestor->playerName; requestorData.isBestFriend = false; requestorData.isFTP = false; requestorData.isOnline = true; requestee->friends.push_back(requestorData); FriendData requesteeData; requesteeData.zoneID = requestee->zoneID; requesteeData.friendID = requestee->playerID; requesteeData.friendName = requestee->playerName; requesteeData.isBestFriend = false; requesteeData.isFTP = false; requesteeData.isOnline = true; requestor->friends.push_back(requesteeData); 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; inStream.Read(playerID); std::string friendName = PacketUtils::ReadString(0x14, packet, true); //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.GetPlayerData(playerID); if (goonA) { // Remove the friend from our list of friends for (auto friendData = goonA->friends.begin(); friendData != goonA->friends.end(); friendData++) { if ((*friendData).friendID == friendID) { if ((*friendData).isBestFriend) --goonA->countOfBestFriends; goonA->friends.erase(friendData); break; } } SendRemoveFriend(goonA, friendName, true); } auto goonB = Game::playerContainer.GetPlayerData(friendID); if (!goonB) return; // Do it again for other person for (auto friendData = goonB->friends.begin(); friendData != goonB->friends.end(); 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::HandleChatMessage(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID = LWOOBJID_EMPTY; inStream.Read(playerID); auto* sender = Game::playerContainer.GetPlayerData(playerID); if (sender == nullptr) return; if (Game::playerContainer.GetIsMuted(sender)) return; const auto senderName = std::string(sender->playerName.c_str()); inStream.SetReadOffset(0x14 * 8); uint8_t channel = 0; inStream.Read(channel); std::string message = PacketUtils::ReadString(0x66, packet, true, 512); LOG("Got a message from (%s) [%d]: %s", senderName.c_str(), channel, message.c_str()); if (channel != 8) return; auto* team = Game::playerContainer.GetTeam(playerID); if (team == nullptr) return; for (const auto memberId : team->memberIDs) { auto* otherMember = Game::playerContainer.GetPlayerData(memberId); if (otherMember == nullptr) return; const auto otherName = std::string(otherMember->playerName.c_str()); CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(otherMember->playerID); BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE); bitStream.Write(otherMember->playerID); bitStream.Write(8); bitStream.Write(69); bitStream.Write(LUWString(senderName)); bitStream.Write(sender->playerID); bitStream.Write(0); bitStream.Write(0); //not mythran nametag bitStream.Write(LUWString(otherName)); bitStream.Write(0); //not mythran for receiver bitStream.Write(0); //teams? bitStream.Write(LUWString(message, 512)); SystemAddress sysAddr = otherMember->sysAddr; SEND_PACKET; } } void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) { LWOOBJID senderID = PacketUtils::ReadS64(0x08, packet); std::string receiverName = PacketUtils::ReadString(0x66, packet, true); std::string message = PacketUtils::ReadString(0xAA, packet, true, 512); //Get the bois: auto goonA = Game::playerContainer.GetPlayerData(senderID); auto goonB = Game::playerContainer.GetPlayerData(receiverName); if (!goonA || !goonB) return; if (Game::playerContainer.GetIsMuted(goonA)) return; std::string goonAName = goonA->playerName.c_str(); std::string goonBName = goonB->playerName.c_str(); //To the sender: { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(goonA->playerID); BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE); bitStream.Write(goonA->playerID); bitStream.Write(7); bitStream.Write(69); bitStream.Write(LUWString(goonAName)); bitStream.Write(goonA->playerID); bitStream.Write(0); bitStream.Write(0); //not mythran nametag bitStream.Write(LUWString(goonBName)); bitStream.Write(0); //not mythran for receiver bitStream.Write(0); //success bitStream.Write(LUWString(message, 512)); SystemAddress sysAddr = goonA->sysAddr; SEND_PACKET; } //To the receiver: { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER); bitStream.Write(goonB->playerID); BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::PRIVATE_CHAT_MESSAGE); bitStream.Write(goonA->playerID); bitStream.Write(7); bitStream.Write(69); bitStream.Write(LUWString(goonAName)); bitStream.Write(goonA->playerID); bitStream.Write(0); bitStream.Write(0); //not mythran nametag bitStream.Write(LUWString(goonBName)); bitStream.Write(0); //not mythran for receiver bitStream.Write(3); //new whisper bitStream.Write(LUWString(message, 512)); SystemAddress sysAddr = goonB->sysAddr; SEND_PACKET; } } void ChatPacketHandler::HandleTeamInvite(Packet* packet) { CINSTREAM_SKIP_HEADER; LWOOBJID playerID; inStream.Read(playerID); std::string invitedPlayer = PacketUtils::ReadString(0x14, packet, true); auto* player = Game::playerContainer.GetPlayerData(playerID); if (player == nullptr) { return; } auto* team = Game::playerContainer.GetTeam(playerID); if (team == nullptr) { team = Game::playerContainer.CreateTeam(playerID); } auto* other = Game::playerContainer.GetPlayerData(invitedPlayer); if (other == nullptr) { return; } if (Game::playerContainer.GetTeam(other->playerID) != nullptr) { return; } if (team->memberIDs.size() > 3) { // no more teams greater than 4 LOG("Someone tried to invite a 5th player to a team"); return; } SendTeamInvite(other, player); LOG("Got team invite: %llu -> %s", playerID, invitedPlayer.c_str()); } 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("Accepted invite: %llu -> %llu (%d)", playerID, leaderID, declined); if (declined) { return; } auto* team = Game::playerContainer.GetTeam(leaderID); if (team == nullptr) { LOG("Failed to find team for leader (%llu)", leaderID); team = Game::playerContainer.GetTeam(playerID); } if (team == nullptr) { LOG("Failed to find team for player (%llu)", 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("(%llu) 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; inStream.Read(playerID); std::string kickedPlayer = PacketUtils::ReadString(0x14, packet, true); LOG("(%llu) kicking (%s) from team", playerID, kickedPlayer.c_str()); auto* kicked = Game::playerContainer.GetPlayerData(kickedPlayer); LWOOBJID kickedId = LWOOBJID_EMPTY; if (kicked != nullptr) { kickedId = kicked->playerID; } else { kickedId = Game::playerContainer.GetId(GeneralUtils::UTF8ToUTF16(kickedPlayer)); } 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; inStream.Read(playerID); std::string promotedPlayer = PacketUtils::ReadString(0x14, packet, true); LOG("(%llu) promoting (%s) to team leader", playerID, promotedPlayer.c_str()); auto* promoted = Game::playerContainer.GetPlayerData(promotedPlayer); if (promoted == nullptr) 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); auto* data = Game::playerContainer.GetPlayerData(playerID); if (team != nullptr && data != nullptr) { 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) { auto* otherMember = Game::playerContainer.GetPlayerData(memberId); if (memberId == playerID) continue; const auto memberName = Game::playerContainer.GetName(memberId); if (otherMember != nullptr) { ChatPacketHandler::SendTeamSetOffWorldFlag(otherMember, data->playerID, data->zoneID); } ChatPacketHandler::SendTeamAddPlayer(data, false, team->local, false, memberId, memberName, otherMember != nullptr ? otherMember->zoneID : LWOZONEID(0, 0, 0)); } Game::playerContainer.UpdateTeamsOnWorld(team, false); } } void ChatPacketHandler::SendTeamInvite(PlayerData* receiver, 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(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(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(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(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(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(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(PlayerData* friendData, 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(PlayerData* receiver, PlayerData* sender) { if (!receiver || !sender) return; //Make sure people aren't requesting people that they're already friends with: for (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.c_str())); 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(PlayerData* receiver, PlayerData* sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready, uint8_t isBestFriendRequest) { if (!receiver || !sender) return; 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.c_str())); // 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(PlayerData* receiver, std::string& personToRemove, bool isSuccessful) { if (!receiver) return; 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; }