mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 17:58:20 +00:00
6592bbea46
* chore: default size to 33 on LU(W)Strings since that's the most common lenght Was doing this on other places, but not the main one * chore: remove all raw packet reading from chat packet handler and general chat packet cleanup * fix team invite/promote/kick * Address feedback * fix friends check * update comments * Address feedback Add GM level handeling * Address feedback
957 lines
32 KiB
C++
957 lines
32 KiB
C++
#include "ChatPacketHandler.h"
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#include "PlayerContainer.h"
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#include "Database.h"
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#include <vector>
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#include "BitStreamUtils.h"
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#include "Game.h"
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#include "dServer.h"
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#include "GeneralUtils.h"
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#include "Logger.h"
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#include "eAddFriendResponseCode.h"
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#include "eAddFriendResponseType.h"
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#include "RakString.h"
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#include "dConfig.h"
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#include "eObjectBits.h"
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#include "eConnectionType.h"
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#include "eChatMessageType.h"
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#include "eChatInternalMessageType.h"
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#include "eClientMessageType.h"
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#include "eGameMessageType.h"
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#include "StringifiedEnum.h"
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#include "eGameMasterLevel.h"
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void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
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//Get from the packet which player we want to do something with:
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID = 0;
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inStream.Read(playerID);
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auto& player = Game::playerContainer.GetPlayerDataMutable(playerID);
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if (!player) return;
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auto friendsList = Database::Get()->GetFriendsList(playerID);
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for (const auto& friendData : friendsList) {
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FriendData fd;
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fd.isFTP = false; // not a thing in DLU
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fd.friendID = friendData.friendID;
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GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT);
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GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER);
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fd.isBestFriend = friendData.isBestFriend; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
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if (fd.isBestFriend) player.countOfBestFriends += 1;
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fd.friendName = friendData.friendName;
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//Now check if they're online:
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const auto& fr = Game::playerContainer.GetPlayerData(fd.friendID);
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if (fr) {
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fd.isOnline = true;
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fd.zoneID = fr.zoneID;
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//Since this friend is online, we need to update them on the fact that we've just logged in:
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SendFriendUpdate(fr, player, 1, fd.isBestFriend);
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} else {
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fd.isOnline = false;
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fd.zoneID = LWOZONEID();
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}
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player.friends.push_back(fd);
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}
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//Now, we need to send the friendlist to the server they came from:
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
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bitStream.Write(playerID);
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//portion that will get routed:
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::GET_FRIENDS_LIST_RESPONSE);
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bitStream.Write<uint8_t>(0);
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bitStream.Write<uint16_t>(1); //Length of packet -- just writing one as it doesn't matter, client skips it.
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bitStream.Write<uint16_t>(player.friends.size());
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for (const auto& data : player.friends) {
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data.Serialize(bitStream);
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}
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SystemAddress sysAddr = player.sysAddr;
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SEND_PACKET;
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}
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void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID requestorPlayerID;
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LUWString LUplayerName;
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char isBestFriendRequest{};
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inStream.Read(requestorPlayerID);
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inStream.IgnoreBytes(4);
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inStream.Read(LUplayerName);
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inStream.Read(isBestFriendRequest);
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auto playerName = LUplayerName.GetAsString();
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auto& requestor = Game::playerContainer.GetPlayerDataMutable(requestorPlayerID);
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if (!requestor) {
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LOG("No requestor player %llu sent to %s found.", requestorPlayerID, playerName.c_str());
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return;
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}
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// you cannot friend yourself
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if (requestor.playerName == playerName) {
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SendFriendResponse(requestor, requestor, eAddFriendResponseType::GENERALERROR);
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return;
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};
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auto& requestee = Game::playerContainer.GetPlayerDataMutable(playerName);
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// Check if player is online first
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if (isBestFriendRequest && !requestee) {
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for (auto& friendDataCandidate : requestor.friends) {
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if (friendDataCandidate.friendName != playerName) continue;
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// Setup the needed info since you can add a best friend offline.
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requestee.playerID = friendDataCandidate.friendID;
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requestee.playerName = friendDataCandidate.friendName;
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requestee.zoneID = LWOZONEID();
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FriendData requesteeFriendData{};
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requesteeFriendData.friendID = requestor.playerID;
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requesteeFriendData.friendName = requestor.playerName;
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requesteeFriendData.isFTP = false;
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requesteeFriendData.isOnline = false;
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requesteeFriendData.zoneID = requestor.zoneID;
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requestee.friends.push_back(requesteeFriendData);
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requestee.sysAddr = UNASSIGNED_SYSTEM_ADDRESS;
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break;
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}
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}
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// If at this point we dont have a target, then they arent online and we cant send the request.
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// Send the response code that corresponds to what the error is.
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if (!requestee) {
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requestee.playerName = playerName;
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auto responseType = Database::Get()->GetCharacterInfo(playerName)
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? eAddFriendResponseType::NOTONLINE
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: eAddFriendResponseType::INVALIDCHARACTER;
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SendFriendResponse(requestor, requestee, responseType);
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return;
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}
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// Prevent GM friend spam
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// If the player we are trying to be friends with is not a civilian and we are a civilian, abort the process
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if (requestee.gmLevel > eGameMasterLevel::CIVILIAN && requestor.gmLevel == eGameMasterLevel::CIVILIAN ) {
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SendFriendResponse(requestor, requestee, eAddFriendResponseType::MYTHRAN);
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return;
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}
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if (isBestFriendRequest) {
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uint8_t oldBestFriendStatus{};
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uint8_t bestFriendStatus{};
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auto bestFriendInfo = Database::Get()->GetBestFriendStatus(requestorPlayerID, requestee.playerID);
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if (bestFriendInfo) {
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// Get the IDs
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LWOOBJID queryPlayerID = bestFriendInfo->playerCharacterId;
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LWOOBJID queryFriendID = bestFriendInfo->friendCharacterId;
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oldBestFriendStatus = bestFriendInfo->bestFriendStatus;
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bestFriendStatus = oldBestFriendStatus;
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// Set the bits
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GeneralUtils::SetBit(queryPlayerID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(queryPlayerID, eObjectBits::PERSISTENT);
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GeneralUtils::SetBit(queryFriendID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(queryFriendID, eObjectBits::PERSISTENT);
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// Since this player can either be the friend of someone else or be friends with someone else
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// their column in the database determines what bit gets set. When the value hits 3, they
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// are now best friends with the other player.
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if (queryPlayerID == requestorPlayerID) {
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bestFriendStatus |= 1ULL << 0;
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} else {
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bestFriendStatus |= 1ULL << 1;
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}
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}
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// Only do updates if there was a change in the bff status.
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if (oldBestFriendStatus != bestFriendStatus) {
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auto maxBestFriends = Game::playerContainer.GetMaxNumberOfBestFriends();
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if (requestee.countOfBestFriends >= maxBestFriends || requestor.countOfBestFriends >= maxBestFriends) {
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if (requestee.countOfBestFriends >= maxBestFriends) {
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SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
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}
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if (requestor.countOfBestFriends >= maxBestFriends) {
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SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
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}
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} else {
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// Then update the database with this new info.
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Database::Get()->SetBestFriendStatus(requestorPlayerID, requestee.playerID, bestFriendStatus);
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// Sent the best friend update here if the value is 3
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if (bestFriendStatus == 3U) {
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requestee.countOfBestFriends += 1;
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requestor.countOfBestFriends += 1;
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if (requestee.sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee, requestor, eAddFriendResponseType::ACCEPTED, false, true);
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if (requestor.sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::ACCEPTED, false, true);
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for (auto& friendData : requestor.friends) {
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if (friendData.friendID == requestee.playerID) {
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friendData.isBestFriend = true;
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}
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}
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for (auto& friendData : requestee.friends) {
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if (friendData.friendID == requestor.playerID) {
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friendData.isBestFriend = true;
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}
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}
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}
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}
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} else {
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if (requestor.sysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::WAITINGAPPROVAL, true, true);
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}
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} else {
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auto maxFriends = Game::playerContainer.GetMaxNumberOfFriends();
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if (requestee.friends.size() >= maxFriends) {
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SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
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} else if (requestor.friends.size() >= maxFriends) {
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SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
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} else {
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// Do not send this if we are requesting to be a best friend.
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SendFriendRequest(requestee, requestor);
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}
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}
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}
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void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID;
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eAddFriendResponseCode clientResponseCode;
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LUWString friendName;
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inStream.Read(playerID);
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inStream.IgnoreBytes(4);
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inStream.Read(clientResponseCode);
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inStream.Read(friendName);
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//Now to try and find both of these:
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auto& requestor = Game::playerContainer.GetPlayerDataMutable(playerID);
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auto& requestee = Game::playerContainer.GetPlayerDataMutable(friendName.GetAsString());
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if (!requestor || !requestee) return;
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eAddFriendResponseType serverResponseCode{};
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uint8_t isAlreadyBestFriends = 0U;
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// We need to convert this response code to one we can actually send back to the client.
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switch (clientResponseCode) {
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case eAddFriendResponseCode::ACCEPTED:
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serverResponseCode = eAddFriendResponseType::ACCEPTED;
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break;
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case eAddFriendResponseCode::BUSY:
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serverResponseCode = eAddFriendResponseType::BUSY;
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break;
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case eAddFriendResponseCode::CANCELLED:
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serverResponseCode = eAddFriendResponseType::CANCELLED;
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break;
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case eAddFriendResponseCode::REJECTED:
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serverResponseCode = eAddFriendResponseType::DECLINED;
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break;
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}
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// Now that we have handled the base cases, we need to check the other cases.
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if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
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for (const auto& friendData : requestor.friends) {
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if (friendData.friendID == requestee.playerID) {
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serverResponseCode = eAddFriendResponseType::ALREADYFRIEND;
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if (friendData.isBestFriend) {
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isAlreadyBestFriends = 1U;
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}
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}
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}
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}
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// This message is NOT sent for best friends and is handled differently for those requests.
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if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
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// Add the each player to the others friend list.
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auto& requestorData = requestee.friends.emplace_back();
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requestorData.zoneID = requestor.zoneID;
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requestorData.friendID = requestor.playerID;
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requestorData.friendName = requestor.playerName;
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requestorData.isBestFriend = false;
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requestorData.isFTP = false;
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requestorData.isOnline = true;
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auto& requesteeData = requestor.friends.emplace_back();
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requesteeData.zoneID = requestee.zoneID;
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requesteeData.friendID = requestee.playerID;
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requesteeData.friendName = requestee.playerName;
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requesteeData.isBestFriend = false;
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requesteeData.isFTP = false;
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requesteeData.isOnline = true;
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Database::Get()->AddFriend(requestor.playerID, requestee.playerID);
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}
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if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
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if (serverResponseCode != eAddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends);
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}
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void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID;
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LUWString LUFriendName;
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inStream.Read(playerID);
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inStream.IgnoreBytes(4);
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inStream.Read(LUFriendName);
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auto friendName = LUFriendName.GetAsString();
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//we'll have to query the db here to find the user, since you can delete them while they're offline.
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//First, we need to find their ID:
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LWOOBJID friendID = 0;
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auto friendIdResult = Database::Get()->GetCharacterInfo(friendName);
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if (friendIdResult) {
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friendID = friendIdResult->id;
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}
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// Convert friendID to LWOOBJID
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GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT);
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GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER);
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Database::Get()->RemoveFriend(playerID, friendID);
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//Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended:
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auto& goonA = Game::playerContainer.GetPlayerDataMutable(playerID);
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if (goonA) {
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// Remove the friend from our list of friends
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for (auto friendData = goonA.friends.cbegin(); friendData != goonA.friends.cend(); friendData++) {
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if (friendData->friendID == friendID) {
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if (friendData->isBestFriend) --goonA.countOfBestFriends;
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goonA.friends.erase(friendData);
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break;
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}
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}
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SendRemoveFriend(goonA, friendName, true);
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}
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auto& goonB = Game::playerContainer.GetPlayerDataMutable(friendID);
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if (!goonB) return;
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// Do it again for other person
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for (auto friendData = goonB.friends.cbegin(); friendData != goonB.friends.cend(); friendData++) {
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if (friendData->friendID == playerID) {
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if (friendData->isBestFriend) --goonB.countOfBestFriends;
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goonB.friends.erase(friendData);
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break;
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}
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}
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std::string goonAName = GeneralUtils::UTF16ToWTF8(Game::playerContainer.GetName(playerID));
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SendRemoveFriend(goonB, goonAName, true);
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}
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void ChatPacketHandler::HandleGMLevelUpdate(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID;
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inStream.Read(playerID);
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auto& player = Game::playerContainer.GetPlayerData(playerID);
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if (!player) return;
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inStream.Read(player.gmLevel);
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}
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// the structure the client uses to send this packet is shared in many chat messages
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// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
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void ChatPacketHandler::HandleChatMessage(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID;
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inStream.Read(playerID);
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const auto& sender = Game::playerContainer.GetPlayerData(playerID);
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if (!sender || sender.GetIsMuted()) return;
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eChatChannel channel;
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uint32_t size;
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inStream.IgnoreBytes(4);
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inStream.Read(channel);
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inStream.Read(size);
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inStream.IgnoreBytes(77);
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LUWString message(size);
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inStream.Read(message);
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LOG("Got a message from (%s) via [%s]: %s", sender.playerName.c_str(), StringifiedEnum::ToString(channel).data(), message.GetAsString().c_str());
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switch (channel) {
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case eChatChannel::TEAM: {
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auto* team = Game::playerContainer.GetTeam(playerID);
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if (team == nullptr) return;
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for (const auto memberId : team->memberIDs) {
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const auto& otherMember = Game::playerContainer.GetPlayerData(memberId);
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if (!otherMember) return;
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SendPrivateChatMessage(sender, otherMember, otherMember, message, eChatChannel::TEAM, eChatMessageResponseCode::SENT);
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}
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break;
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}
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default:
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LOG("Unhandled Chat channel [%s]", StringifiedEnum::ToString(channel).data());
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break;
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}
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}
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// the structure the client uses to send this packet is shared in many chat messages
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// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
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void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID;
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inStream.Read(playerID);
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const auto& sender = Game::playerContainer.GetPlayerData(playerID);
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if (!sender || sender.GetIsMuted()) return;
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eChatChannel channel;
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uint32_t size;
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LUWString LUReceiverName;
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inStream.IgnoreBytes(4);
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inStream.Read(channel);
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if (channel != eChatChannel::PRIVATE_CHAT) LOG("WARNING: Received Private chat with the wrong channel!");
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inStream.Read(size);
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inStream.IgnoreBytes(77);
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inStream.Read(LUReceiverName);
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auto receiverName = LUReceiverName.GetAsString();
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inStream.IgnoreBytes(2);
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LUWString message(size);
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inStream.Read(message);
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LOG("Got a message from (%s) via [%s]: %s to %s", sender.playerName.c_str(), StringifiedEnum::ToString(channel).data(), message.GetAsString().c_str(), receiverName.c_str());
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const auto& receiver = Game::playerContainer.GetPlayerData(receiverName);
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if (!receiver) {
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PlayerData otherPlayer;
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otherPlayer.playerName = receiverName;
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auto responseType = Database::Get()->GetCharacterInfo(receiverName)
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? eChatMessageResponseCode::NOTONLINE
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: eChatMessageResponseCode::GENERALERROR;
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SendPrivateChatMessage(sender, otherPlayer, sender, message, eChatChannel::GENERAL, responseType);
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return;
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}
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// Check to see if they are friends
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// only freinds can whispr each other
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for (const auto& fr : receiver.friends) {
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if (fr.friendID == sender.playerID) {
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//To the sender:
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SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::SENT);
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//To the receiver:
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SendPrivateChatMessage(sender, receiver, receiver, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::RECEIVEDNEWWHISPER);
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return;
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}
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}
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SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::GENERAL, eChatMessageResponseCode::NOTFRIENDS);
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}
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void ChatPacketHandler::SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode) {
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CBITSTREAM;
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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<uint32_t>(0); // not used
|
|
bitStream.Write(LUWString(sender.playerName));
|
|
bitStream.Write(sender.playerID);
|
|
bitStream.Write<uint16_t>(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("Someone tried to invite a 5th player to a team");
|
|
return;
|
|
}
|
|
|
|
SendTeamInvite(other, player);
|
|
|
|
LOG("Got team invite: %llu -> %s", playerID, invitedPlayer.GetAsString().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;
|
|
LUWString kickedPlayer;
|
|
|
|
inStream.Read(playerID);
|
|
inStream.IgnoreBytes(4);
|
|
inStream.Read(kickedPlayer);
|
|
|
|
|
|
LOG("(%llu) kicking (%s) from team", playerID, kickedPlayer.GetAsString().c_str());
|
|
|
|
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("(%llu) promoting (%s) to team leader", playerID, promotedPlayer.GetAsString().c_str());
|
|
|
|
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<uint32_t>(0); // BinaryBuffe, no clue what's in here
|
|
bitStream.Write(ucLootFlag);
|
|
bitStream.Write(ucNumOfOtherPlayers);
|
|
bitStream.Write(ucResponseCode);
|
|
bitStream.Write<uint32_t>(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<uint32_t>(0); // BinaryBuffe, no clue what's in here
|
|
bitStream.Write(ucLootFlag);
|
|
bitStream.Write(ucNumOfOtherPlayers);
|
|
bitStream.Write<uint32_t>(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<uint32_t>(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<uint32_t>(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<uint8_t>(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<uint8_t>(isBestFriend); //isBFF
|
|
bitStream.Write<uint8_t>(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<uint8_t>(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<uint8_t>(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<uint8_t>(0); //isFTP
|
|
}
|
|
SystemAddress sysAddr = receiver.sysAddr;
|
|
SEND_PACKET;
|
|
}
|
|
|
|
void ChatPacketHandler::SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
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bitStream.Write(receiver.playerID);
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//portion that will get routed:
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::REMOVE_FRIEND_RESPONSE);
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bitStream.Write<uint8_t>(isSuccessful); //isOnline
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bitStream.Write(LUWString(personToRemove));
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SystemAddress sysAddr = receiver.sysAddr;
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SEND_PACKET;
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}
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