mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
7f623d358c
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
428 lines
13 KiB
C++
428 lines
13 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "ClientPackets.h"
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#include "UserManager.h"
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#include "User.h"
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#include "Character.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "ControllablePhysicsComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "WorldPackets.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "dCommonVars.h"
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#include "BitStream.h"
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#include "dChatFilter.h"
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#include "WorldPackets.h"
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#include "ChatPackets.h"
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#include "dServer.h"
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#include "GameMessages.h"
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#include "dZoneManager.h"
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#include "Player.h"
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#include "Zone.h"
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#include "PossessorComponent.h"
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#include "PossessableComponent.h"
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#include "VehiclePhysicsComponent.h"
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#include "dConfig.h"
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#include "CharacterComponent.h"
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#include "Database.h"
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#include "eGameMasterLevel.h"
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#include "eReplicaComponentType.h"
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#include "CheatDetection.h"
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#include "Amf3.h"
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void ClientPackets::HandleChatMessage(const SystemAddress& sysAddr, Packet* packet) {
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User* user = UserManager::Instance()->GetUser(sysAddr);
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if (!user) {
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LOG("Unable to get user to parse chat message");
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return;
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}
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if (user->GetIsMuted()) {
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user->GetLastUsedChar()->SendMuteNotice();
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return;
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}
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CINSTREAM_SKIP_HEADER;
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char chatChannel;
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uint16_t unknown;
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uint32_t messageLength;
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std::u16string message;
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inStream.Read(chatChannel);
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inStream.Read(unknown);
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inStream.Read(messageLength);
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for (uint32_t i = 0; i < (messageLength - 1); ++i) {
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uint16_t character;
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inStream.Read(character);
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message.push_back(character);
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}
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std::string playerName = user->GetLastUsedChar()->GetName();
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bool isMythran = user->GetLastUsedChar()->GetGMLevel() > eGameMasterLevel::CIVILIAN;
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bool isOk = Game::chatFilter->IsSentenceOkay(GeneralUtils::UTF16ToWTF8(message), user->GetLastUsedChar()->GetGMLevel()).empty();
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LOG_DEBUG("Msg: %s was approved previously? %i", GeneralUtils::UTF16ToWTF8(message).c_str(), user->GetLastChatMessageApproved());
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if (!isOk) {
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// Add a limit to the string converted by general utils because it is a user received string and may be a bad actor.
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CheatDetection::ReportCheat(
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user,
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sysAddr,
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"Player %s attempted to bypass chat filter with message: %s",
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playerName.c_str(),
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GeneralUtils::UTF16ToWTF8(message, 512).c_str());
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}
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if (!isOk && !isMythran) return;
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std::string sMessage = GeneralUtils::UTF16ToWTF8(message);
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LOG("%s: %s", playerName.c_str(), sMessage.c_str());
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ChatPackets::SendChatMessage(sysAddr, chatChannel, playerName, user->GetLoggedInChar(), isMythran, message);
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}
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void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Packet* packet) {
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User* user = UserManager::Instance()->GetUser(sysAddr);
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if (!user) {
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LOG("Unable to get user to parse position update");
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return;
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}
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CINSTREAM_SKIP_HEADER;
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Entity* entity = Game::entityManager->GetEntity(user->GetLastUsedChar()->GetObjectID());
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if (!entity) return;
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ControllablePhysicsComponent* comp = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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if (!comp) return;
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/*
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//If we didn't move, this will match and stop our velocity
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if (packet->length == 37) {
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NiPoint3 zeroVel(0.0f, 0.0f, 0.0f);
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comp->SetVelocity(zeroVel);
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comp->SetAngularVelocity(zeroVel);
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comp->SetIsOnGround(true); //probably8
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Game::entityManager->SerializeEntity(entity);
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return;
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}
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*/
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auto* possessorComponent = entity->GetComponent<PossessorComponent>();
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NiPoint3 position;
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inStream.Read(position.x);
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inStream.Read(position.y);
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inStream.Read(position.z);
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NiQuaternion rotation;
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inStream.Read(rotation.x);
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inStream.Read(rotation.y);
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inStream.Read(rotation.z);
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inStream.Read(rotation.w);
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bool onGround = false;
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bool onRail = false;
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inStream.Read(onGround);
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inStream.Read(onRail);
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bool velocityFlag = false;
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inStream.Read(velocityFlag);
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NiPoint3 velocity{};
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if (velocityFlag) {
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inStream.Read(velocity.x);
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inStream.Read(velocity.y);
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inStream.Read(velocity.z);
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}
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bool angVelocityFlag = false;
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inStream.Read(angVelocityFlag);
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NiPoint3 angVelocity{};
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if (angVelocityFlag) {
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inStream.Read(angVelocity.x);
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inStream.Read(angVelocity.y);
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inStream.Read(angVelocity.z);
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}
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// TODO figure out how to use these. Ignoring for now, but reading in if they exist.
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bool hasLocalSpaceInfo{};
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LWOOBJID objectId{};
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NiPoint3 localSpacePosition{};
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bool hasLinearVelocity{};
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NiPoint3 linearVelocity{};
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if (inStream.Read(hasLocalSpaceInfo) && hasLocalSpaceInfo) {
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inStream.Read(objectId);
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inStream.Read(localSpacePosition.x);
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inStream.Read(localSpacePosition.y);
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inStream.Read(localSpacePosition.z);
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if (inStream.Read(hasLinearVelocity) && hasLinearVelocity) {
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inStream.Read(linearVelocity.x);
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inStream.Read(linearVelocity.y);
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inStream.Read(linearVelocity.z);
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}
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}
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bool hasRemoteInputInfo{};
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RemoteInputInfo remoteInput{};
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if (inStream.Read(hasRemoteInputInfo) && hasRemoteInputInfo) {
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inStream.Read(remoteInput.m_RemoteInputX);
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inStream.Read(remoteInput.m_RemoteInputY);
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inStream.Read(remoteInput.m_IsPowersliding);
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inStream.Read(remoteInput.m_IsModified);
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}
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bool updateChar = true;
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if (possessorComponent != nullptr) {
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auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
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if (possassableEntity != nullptr) {
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auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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// While possessing something, only update char if we are attached to the thing we are possessing
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if (possessableComponent->GetPossessionType() != ePossessionType::ATTACHED_VISIBLE) updateChar = false;
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}
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auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>();
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if (vehiclePhysicsComponent != nullptr) {
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vehiclePhysicsComponent->SetPosition(position);
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vehiclePhysicsComponent->SetRotation(rotation);
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vehiclePhysicsComponent->SetIsOnGround(onGround);
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vehiclePhysicsComponent->SetIsOnRail(onRail);
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vehiclePhysicsComponent->SetVelocity(velocity);
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vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
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vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
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vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
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vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
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} else {
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// Need to get the mount's controllable physics
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auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
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if (!controllablePhysicsComponent) return;
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controllablePhysicsComponent->SetPosition(position);
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controllablePhysicsComponent->SetRotation(rotation);
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controllablePhysicsComponent->SetIsOnGround(onGround);
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controllablePhysicsComponent->SetIsOnRail(onRail);
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controllablePhysicsComponent->SetVelocity(velocity);
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controllablePhysicsComponent->SetDirtyVelocity(velocityFlag);
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controllablePhysicsComponent->SetAngularVelocity(angVelocity);
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controllablePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
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}
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Game::entityManager->SerializeEntity(possassableEntity);
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}
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}
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if (!updateChar) {
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velocity = NiPoint3::ZERO;
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angVelocity = NiPoint3::ZERO;
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}
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// Handle statistics
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackPositionUpdate(position);
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}
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comp->SetPosition(position);
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comp->SetRotation(rotation);
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comp->SetIsOnGround(onGround);
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comp->SetIsOnRail(onRail);
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comp->SetVelocity(velocity);
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comp->SetDirtyVelocity(velocityFlag);
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comp->SetAngularVelocity(angVelocity);
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comp->SetDirtyAngularVelocity(angVelocityFlag);
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auto* player = static_cast<Player*>(entity);
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player->SetGhostReferencePoint(position);
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Game::entityManager->QueueGhostUpdate(player->GetObjectID());
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if (updateChar) Game::entityManager->SerializeEntity(entity);
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//TODO: add moving platform stuffs
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/*bool movingPlatformFlag;
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inStream.Read(movingPlatformFlag);
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if (movingPlatformFlag) {
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LWOOBJID objectID;
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NiPoint3 niData2;
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inStream.Read(objectID);
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inStream.Read(niData2.x);
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inStream.Read(niData2.y);
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inStream.Read(niData2.z);
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bool niData3Flag;
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inStream.Read(niData3Flag);
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if (niData3Flag) {
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NiPoint3 niData3;
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inStream.Read(niData3.x);
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inStream.Read(niData3.y);
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inStream.Read(niData3.z);
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controllablePhysics->GetLocationData()->GetMovingPlatformData()->SetData3(niData3);
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}
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}*/
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/*
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for (int i = 0; i < Game::server->GetReplicaManager()->GetParticipantCount(); ++i)
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{
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const auto& player = Game::server->GetReplicaManager()->GetParticipantAtIndex(i);
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if (entity->GetSystemAddress() == player)
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{
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continue;
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}
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Game::entityManager->SerializeEntity(entity, player);
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}
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*/
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}
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void ClientPackets::HandleChatModerationRequest(const SystemAddress& sysAddr, Packet* packet) {
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User* user = UserManager::Instance()->GetUser(sysAddr);
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if (!user) {
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LOG("Unable to get user to parse chat moderation request");
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return;
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}
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auto* entity = Player::GetPlayer(sysAddr);
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if (entity == nullptr) {
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LOG("Unable to get player to parse chat moderation request");
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return;
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}
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// Check if the player has restricted chat access
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auto* character = entity->GetCharacter();
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if (character->HasPermission(ePermissionMap::RestrictedChatAccess)) {
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// Send a message to the player
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ChatPackets::SendSystemMessage(
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sysAddr,
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u"This character has restricted chat access."
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);
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return;
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}
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RakNet::BitStream stream(packet->data, packet->length, false);
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uint64_t header;
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stream.Read(header);
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// Data
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uint8_t chatLevel;
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uint8_t requestID;
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uint16_t messageLength;
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std::string receiver = "";
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std::string message = "";
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stream.Read(chatLevel);
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stream.Read(requestID);
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for (uint32_t i = 0; i < 42; ++i) {
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uint16_t character;
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stream.Read(character);
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receiver.push_back(static_cast<uint8_t>(character));
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}
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if (!receiver.empty()) {
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if (std::string(receiver.c_str(), 4) == "[GM]") { // Shift the string forward if we are speaking to a GM as the client appends "[GM]" if they are
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receiver = std::string(receiver.c_str() + 4, receiver.size() - 4);
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}
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}
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stream.Read(messageLength);
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for (uint32_t i = 0; i < messageLength; ++i) {
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uint16_t character;
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stream.Read(character);
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message.push_back(static_cast<uint8_t>(character));
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}
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bool isBestFriend = false;
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if (chatLevel == 1) {
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// Private chat
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LWOOBJID idOfReceiver = LWOOBJID_EMPTY;
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{
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auto characterIdFetch = Database::Get()->GetCharacterInfo(receiver);
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if (characterIdFetch) {
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idOfReceiver = characterIdFetch->id;
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}
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}
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if (user->GetIsBestFriendMap().find(receiver) == user->GetIsBestFriendMap().end() && idOfReceiver != LWOOBJID_EMPTY) {
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auto bffInfo = Database::Get()->GetBestFriendStatus(entity->GetObjectID(), idOfReceiver);
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if (bffInfo) {
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isBestFriend = bffInfo->bestFriendStatus == 3;
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}
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if (isBestFriend) {
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auto tmpBestFriendMap = user->GetIsBestFriendMap();
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tmpBestFriendMap[receiver] = true;
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user->SetIsBestFriendMap(tmpBestFriendMap);
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}
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} else if (user->GetIsBestFriendMap().find(receiver) != user->GetIsBestFriendMap().end()) {
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isBestFriend = true;
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}
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}
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std::vector<std::pair<uint8_t, uint8_t>> segments = Game::chatFilter->IsSentenceOkay(message, entity->GetGMLevel(), !(isBestFriend && chatLevel == 1));
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bool bAllClean = segments.empty();
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if (user->GetIsMuted()) {
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bAllClean = false;
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}
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user->SetLastChatMessageApproved(bAllClean);
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WorldPackets::SendChatModerationResponse(sysAddr, bAllClean, requestID, receiver, segments);
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}
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void ClientPackets::SendTop5HelpIssues(Packet* packet) {
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auto* user = UserManager::Instance()->GetUser(packet->systemAddress);
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if (!user) return;
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auto* character = user->GetLastUsedChar();
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if (!character) return;
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auto * entity = character->GetEntity();
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if (!entity) return;
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CINSTREAM_SKIP_HEADER;
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int32_t language = 0;
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inStream.Read(language);
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// TODO: Handle different languages in a nice way
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// 0: en_US
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// 1: pl_US
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// 2: de_DE
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// 3: en_GB
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AMFArrayValue data;
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// Summaries
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data.Insert("Summary0", Game::config->GetValue("help_0_summary"));
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data.Insert("Summary1", Game::config->GetValue("help_1_summary"));
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data.Insert("Summary2", Game::config->GetValue("help_2_summary"));
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data.Insert("Summary3", Game::config->GetValue("help_3_summary"));
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data.Insert("Summary4", Game::config->GetValue("help_4_summary"));
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// Descriptions
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data.Insert("Description0", Game::config->GetValue("help_0_description"));
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data.Insert("Description1", Game::config->GetValue("help_1_description"));
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data.Insert("Description2", Game::config->GetValue("help_2_description"));
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data.Insert("Description3", Game::config->GetValue("help_3_description"));
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data.Insert("Description4", Game::config->GetValue("help_4_description"));
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GameMessages::SendUIMessageServerToSingleClient(entity, packet->systemAddress, "UIHelpTop5", data);
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}
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