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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +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
81 lines
3.0 KiB
C++
81 lines
3.0 KiB
C++
#pragma once
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#include "dCommonVars.h"
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#include "dNetCommon.h"
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#include "BitStream.h"
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struct PlayerData;
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enum class eAddFriendResponseType : uint8_t;
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enum class eChatChannel : uint8_t {
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SYSTEMNOTIFY = 0,
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SYSTEMWARNING,
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SYSTEMERROR,
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BROADCAST,
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LOCAL,
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LOCALNOANIM,
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EMOTE,
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PRIVATE_CHAT,
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TEAM,
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TEAMLOCAL,
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GUILD,
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GUILDNOTIFY,
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PROPERTY,
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ADMIN,
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COMBATDAMAGE,
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COMBATHEALING,
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COMBATLOOT,
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COMBATEXP,
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COMBATDEATH,
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GENERAL,
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TRADE,
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LFG,
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USER
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};
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enum class eChatMessageResponseCode : uint8_t {
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SENT = 0,
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NOTONLINE,
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GENERALERROR,
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RECEIVEDNEWWHISPER,
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NOTFRIENDS,
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SENDERFREETRIAL,
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RECEIVERFREETRIAL,
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};
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namespace ChatPacketHandler {
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void HandleFriendlistRequest(Packet* packet);
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void HandleFriendRequest(Packet* packet);
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void HandleFriendResponse(Packet* packet);
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void HandleRemoveFriend(Packet* packet);
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void HandleGMLevelUpdate(Packet* packet);
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void HandleChatMessage(Packet* packet);
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void HandlePrivateChatMessage(Packet* packet);
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void SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode);
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void HandleTeamInvite(Packet* packet);
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void HandleTeamInviteResponse(Packet* packet);
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void HandleTeamLeave(Packet* packet);
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void HandleTeamKick(Packet* packet);
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void HandleTeamPromote(Packet* packet);
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void HandleTeamLootOption(Packet* packet);
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void HandleTeamStatusRequest(Packet* packet);
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void SendTeamInvite(const PlayerData& receiver, const PlayerData& sender);
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void SendTeamInviteConfirm(const PlayerData& receiver, bool bLeaderIsFreeTrial, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, uint8_t ucResponseCode, std::u16string wsLeaderName);
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void SendTeamStatus(const PlayerData& receiver, LWOOBJID i64LeaderID, LWOZONEID i64LeaderZoneID, uint8_t ucLootFlag, uint8_t ucNumOfOtherPlayers, std::u16string wsLeaderName);
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void SendTeamSetLeader(const PlayerData& receiver, LWOOBJID i64PlayerID);
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void SendTeamAddPlayer(const PlayerData& receiver, bool bIsFreeTrial, bool bLocal, bool bNoLootOnDeath, LWOOBJID i64PlayerID, std::u16string wsPlayerName, LWOZONEID zoneID);
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void SendTeamRemovePlayer(const PlayerData& receiver, bool bDisband, bool bIsKicked, bool bIsLeaving, bool bLocal, LWOOBJID i64LeaderID, LWOOBJID i64PlayerID, std::u16string wsPlayerName);
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void SendTeamSetOffWorldFlag(const PlayerData& receiver, LWOOBJID i64PlayerID, LWOZONEID zoneID);
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//FriendData is the player we're SENDING this stuff to. Player is the friend that changed state.
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void SendFriendUpdate(const PlayerData& friendData, const PlayerData& playerData, uint8_t notifyType, uint8_t isBestFriend);
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void SendFriendRequest(const PlayerData& receiver, const PlayerData& sender);
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void SendFriendResponse(const PlayerData& receiver, const PlayerData& sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready = 0U, uint8_t isBestFriendRequest = 0U);
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void SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful);
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};
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