mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
110 lines
4.6 KiB
C++
110 lines
4.6 KiB
C++
#include "NtFactionSpyServer.h"
|
|
#include "Character.h"
|
|
#include "ProximityMonitorComponent.h"
|
|
#include "InventoryComponent.h"
|
|
#include "GameMessages.h"
|
|
#include "EffectsMessages.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionState.h"
|
|
#include "eReplicaComponentType.h"
|
|
#include "eCinematicEvent.h"
|
|
#include "ePlayerFlag.h"
|
|
|
|
void NtFactionSpyServer::OnStartup(Entity* self) {
|
|
SetVariables(self);
|
|
|
|
// Set the proximity to sense later
|
|
auto* proximityMonitor = self->GetComponent<ProximityMonitorComponent>();
|
|
if (proximityMonitor == nullptr) {
|
|
proximityMonitor = self->AddComponent<ProximityMonitorComponent>(-1, -1, -1);
|
|
}
|
|
|
|
proximityMonitor->SetProximityRadius(self->GetVar<float_t>(m_SpyProximityVariable), m_ProximityName);
|
|
}
|
|
|
|
void NtFactionSpyServer::SetVariables(Entity* self) {
|
|
self->SetVar<float_t>(m_SpyProximityVariable, 0.0f);
|
|
self->SetVar<SpyData>(m_SpyDataVariable, {});
|
|
self->SetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable, {});
|
|
|
|
// If there's an alternating conversation, indices should be provided using the conversationID variables
|
|
self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
|
|
}
|
|
|
|
void NtFactionSpyServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
|
|
if (name == m_ProximityName && status == "ENTER" && IsSpy(self, entering)) {
|
|
auto cinematic = self->GetVar<std::u16string>(m_SpyCinematicVariable);
|
|
if (!cinematic.empty()) {
|
|
|
|
// Save the root of this cinematic so we can identify updates later
|
|
auto cinematicSplit = GeneralUtils::SplitString(cinematic, u'_');
|
|
if (!cinematicSplit.empty()) {
|
|
self->SetVar<std::u16string>(m_CinematicRootVariable, cinematicSplit.at(0));
|
|
}
|
|
|
|
GameMessages::PlayCinematic playCinematic;
|
|
playCinematic.target = entering->GetObjectID();
|
|
playCinematic.pathName = cinematic;
|
|
playCinematic.allowGhostUpdates = true;
|
|
playCinematic.bCloseMultiInteract = true;
|
|
playCinematic.bSendServerNotify = true;
|
|
playCinematic.Send(entering->GetSystemAddress());
|
|
}
|
|
}
|
|
}
|
|
|
|
bool NtFactionSpyServer::IsSpy(Entity* self, Entity* possibleSpy) {
|
|
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
|
|
if (!spyData.missionID || !spyData.flagID || !spyData.itemID)
|
|
return false;
|
|
|
|
auto* missionComponent = possibleSpy->GetComponent<MissionComponent>();
|
|
auto* inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
|
|
auto* character = possibleSpy->GetCharacter();
|
|
|
|
// A player is a spy if they have the spy mission, have the spy equipment equipped and don't have the spy flag set yet
|
|
return missionComponent != nullptr && missionComponent->GetMissionState(spyData.missionID) == eMissionState::ACTIVE
|
|
&& inventoryComponent != nullptr && inventoryComponent->IsEquipped(spyData.itemID)
|
|
&& character != nullptr && !character->GetPlayerFlag(spyData.flagID);
|
|
}
|
|
|
|
void NtFactionSpyServer::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event,
|
|
const std::u16string& pathName, float_t pathTime, float_t totalTime,
|
|
int32_t waypoint) {
|
|
|
|
const auto& cinematicRoot = self->GetVar<std::u16string>(m_CinematicRootVariable);
|
|
auto pathNameCopy = std::u16string(pathName); // Mutable copy
|
|
auto pathSplit = GeneralUtils::SplitString(pathNameCopy, u'_');
|
|
|
|
// Make sure we have a path of type <root>_<index>
|
|
if (pathSplit.size() >= 2) {
|
|
auto pathRoot = pathSplit.at(0);
|
|
auto pathIndex = GeneralUtils::TryParse(GeneralUtils::UTF16ToWTF8(pathSplit.at(1)), -1) - 1;
|
|
const auto& dialogueTable = self->GetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable);
|
|
|
|
// Make sure we're listening to the root we're interested in
|
|
if (pathRoot == cinematicRoot) {
|
|
if (event == eCinematicEvent::STARTED && pathIndex >= 0 && pathIndex < dialogueTable.size()) {
|
|
|
|
// If the cinematic started, show part of the conversation
|
|
GameMessages::SendNotifyClientObject(self->GetObjectID(), m_SpyDialogueNotification, 0,
|
|
0, ParamObjectForConversationID(self, dialogueTable.at(pathIndex).conversationID),
|
|
dialogueTable.at(pathIndex).token, sender->GetSystemAddress());
|
|
|
|
} else if (event == eCinematicEvent::ENDED && pathIndex >= dialogueTable.size() - 1) {
|
|
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
|
|
auto* character = sender->GetCharacter();
|
|
if (character != nullptr) {
|
|
character->SetPlayerFlag(spyData.flagID, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
LWOOBJID NtFactionSpyServer::ParamObjectForConversationID(Entity* self, uint32_t conversationID) {
|
|
auto paramObjects = self->GetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable);
|
|
auto index = conversationID >= paramObjects.size() ? paramObjects.size() - 1 : conversationID;
|
|
return paramObjects.at(index);
|
|
}
|