DarkflameServer/dChatServer/ChatPacketHandler.cpp
David Markowitz 5b5a3add2a chore: move team logic to separate container
Makes it easier to follow team logic when you're not bouncing between 3 classes in 3 files.  Consolidates all team logic to 1 namespace in TeamContainer.  No logic changes were done, only renaming and fixing errors from the moving. TeamData should be replaced with unique_ptrs at some point so the Shutdown method can be removed from TeamContainer.
2025-04-21 01:21:05 -07:00

667 lines
25 KiB
C++

#include "ChatPacketHandler.h"
#include "PlayerContainer.h"
#include "Database.h"
#include <vector>
#include "BitStreamUtils.h"
#include "Game.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "Logger.h"
#include "eAddFriendResponseCode.h"
#include "eAddFriendResponseType.h"
#include "RakString.h"
#include "dConfig.h"
#include "eObjectBits.h"
#include "eConnectionType.h"
#include "MessageType/Chat.h"
#include "MessageType/Client.h"
#include "MessageType/Game.h"
#include "StringifiedEnum.h"
#include "eGameMasterLevel.h"
#include "ChatPackets.h"
#include "TeamContainer.h"
void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
//Get from the packet which player we want to do something with:
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID = 0;
inStream.Read(playerID);
auto& player = Game::playerContainer.GetPlayerDataMutable(playerID);
if (!player) return;
auto friendsList = Database::Get()->GetFriendsList(playerID);
for (const auto& friendData : friendsList) {
FriendData fd;
fd.isFTP = false; // not a thing in DLU
fd.friendID = friendData.friendID;
GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER);
fd.isBestFriend = friendData.isBestFriend; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
if (fd.isBestFriend) player.countOfBestFriends += 1;
fd.friendName = friendData.friendName;
//Now check if they're online:
const auto& fr = Game::playerContainer.GetPlayerData(fd.friendID);
if (fr) {
fd.isOnline = true;
fd.zoneID = fr.zoneID;
//Since this friend is online, we need to update them on the fact that we've just logged in:
if (player.isLogin) SendFriendUpdate(fr, player, 1, fd.isBestFriend);
} else {
fd.isOnline = false;
fd.zoneID = LWOZONEID();
}
player.friends.push_back(fd);
}
//Now, we need to send the friendlist to the server they came from:
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::GET_FRIENDS_LIST_RESPONSE);
bitStream.Write<uint8_t>(0);
bitStream.Write<uint16_t>(1); //Length of packet -- just writing one as it doesn't matter, client skips it.
bitStream.Write<uint16_t>(player.friends.size());
for (const auto& data : player.friends) {
data.Serialize(bitStream);
}
SystemAddress sysAddr = player.worldServerSysAddr;
SEND_PACKET;
}
void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID requestorPlayerID;
LUWString LUplayerName;
char isBestFriendRequest{};
inStream.Read(requestorPlayerID);
inStream.IgnoreBytes(4);
inStream.Read(LUplayerName);
inStream.Read(isBestFriendRequest);
auto playerName = LUplayerName.GetAsString();
auto& requestor = Game::playerContainer.GetPlayerDataMutable(requestorPlayerID);
if (!requestor) {
LOG("No requestor player %llu sent to %s found.", requestorPlayerID, playerName.c_str());
return;
}
// you cannot friend yourself
if (requestor.playerName == playerName) {
SendFriendResponse(requestor, requestor, eAddFriendResponseType::GENERALERROR);
return;
};
// Intentional copy
PlayerData requestee = Game::playerContainer.GetPlayerData(playerName);
// Check if player is online first
if (isBestFriendRequest && !requestee) {
for (auto& friendDataCandidate : requestor.friends) {
if (friendDataCandidate.friendName != playerName) continue;
// Setup the needed info since you can add a best friend offline.
requestee.playerID = friendDataCandidate.friendID;
requestee.playerName = friendDataCandidate.friendName;
requestee.zoneID = LWOZONEID();
FriendData requesteeFriendData{};
requesteeFriendData.friendID = requestor.playerID;
requesteeFriendData.friendName = requestor.playerName;
requesteeFriendData.isFTP = false;
requesteeFriendData.isOnline = false;
requesteeFriendData.zoneID = requestor.zoneID;
requestee.friends.push_back(requesteeFriendData);
requestee.worldServerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
break;
}
}
// If at this point we dont have a target, then they arent online and we cant send the request.
// Send the response code that corresponds to what the error is.
if (!requestee) {
requestee.playerName = playerName;
auto responseType = Database::Get()->GetCharacterInfo(playerName)
? eAddFriendResponseType::NOTONLINE
: eAddFriendResponseType::INVALIDCHARACTER;
SendFriendResponse(requestor, requestee, responseType);
return;
}
// Prevent GM friend spam
// If the player we are trying to be friends with is not a civilian and we are a civilian, abort the process
if (requestee.gmLevel > eGameMasterLevel::CIVILIAN && requestor.gmLevel == eGameMasterLevel::CIVILIAN) {
SendFriendResponse(requestor, requestee, eAddFriendResponseType::MYTHRAN);
return;
}
if (isBestFriendRequest) {
uint8_t oldBestFriendStatus{};
uint8_t bestFriendStatus{};
auto bestFriendInfo = Database::Get()->GetBestFriendStatus(requestorPlayerID, requestee.playerID);
if (bestFriendInfo) {
// Get the IDs
LWOOBJID queryPlayerID = bestFriendInfo->playerCharacterId;
LWOOBJID queryFriendID = bestFriendInfo->friendCharacterId;
oldBestFriendStatus = bestFriendInfo->bestFriendStatus;
bestFriendStatus = oldBestFriendStatus;
// Set the bits
GeneralUtils::SetBit(queryPlayerID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(queryPlayerID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(queryFriendID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(queryFriendID, eObjectBits::PERSISTENT);
// Since this player can either be the friend of someone else or be friends with someone else
// their column in the database determines what bit gets set. When the value hits 3, they
// are now best friends with the other player.
if (queryPlayerID == requestorPlayerID) {
bestFriendStatus |= 1ULL << 0;
} else {
bestFriendStatus |= 1ULL << 1;
}
}
// Only do updates if there was a change in the bff status.
if (oldBestFriendStatus != bestFriendStatus) {
auto maxBestFriends = Game::playerContainer.GetMaxNumberOfBestFriends();
if (requestee.countOfBestFriends >= maxBestFriends || requestor.countOfBestFriends >= maxBestFriends) {
if (requestee.countOfBestFriends >= maxBestFriends) {
SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
}
if (requestor.countOfBestFriends >= maxBestFriends) {
SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
}
} else {
// Then update the database with this new info.
Database::Get()->SetBestFriendStatus(requestorPlayerID, requestee.playerID, bestFriendStatus);
// Sent the best friend update here if the value is 3
if (bestFriendStatus == 3U) {
if (requestee.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee, requestor, eAddFriendResponseType::ACCEPTED, false, true);
if (requestor.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::ACCEPTED, false, true);
for (auto& friendData : requestor.friends) {
if (friendData.friendID == requestee.playerID) {
friendData.isBestFriend = true;
}
}
requestor.countOfBestFriends += 1;
auto& toModify = Game::playerContainer.GetPlayerDataMutable(playerName);
if (toModify) {
for (auto& friendData : toModify.friends) {
if (friendData.friendID == requestor.playerID) {
friendData.isBestFriend = true;
}
}
toModify.countOfBestFriends += 1;
}
}
}
} else {
if (requestor.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::WAITINGAPPROVAL, true, true);
}
} else {
auto maxFriends = Game::playerContainer.GetMaxNumberOfFriends();
if (requestee.friends.size() >= maxFriends) {
SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
} else if (requestor.friends.size() >= maxFriends) {
SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
} else {
// Do not send this if we are requesting to be a best friend.
SendFriendRequest(requestee, requestor);
}
}
}
void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
eAddFriendResponseCode clientResponseCode;
LUWString friendName;
inStream.Read(playerID);
inStream.IgnoreBytes(4);
inStream.Read(clientResponseCode);
inStream.Read(friendName);
//Now to try and find both of these:
auto& requestor = Game::playerContainer.GetPlayerDataMutable(playerID);
auto& requestee = Game::playerContainer.GetPlayerDataMutable(friendName.GetAsString());
if (!requestor || !requestee) return;
eAddFriendResponseType serverResponseCode{};
uint8_t isAlreadyBestFriends = 0U;
// We need to convert this response code to one we can actually send back to the client.
switch (clientResponseCode) {
case eAddFriendResponseCode::ACCEPTED:
serverResponseCode = eAddFriendResponseType::ACCEPTED;
break;
case eAddFriendResponseCode::BUSY:
serverResponseCode = eAddFriendResponseType::BUSY;
break;
case eAddFriendResponseCode::CANCELLED:
serverResponseCode = eAddFriendResponseType::CANCELLED;
break;
case eAddFriendResponseCode::REJECTED:
serverResponseCode = eAddFriendResponseType::DECLINED;
break;
}
// Now that we have handled the base cases, we need to check the other cases.
if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
for (const auto& friendData : requestor.friends) {
if (friendData.friendID == requestee.playerID) {
serverResponseCode = eAddFriendResponseType::ALREADYFRIEND;
if (friendData.isBestFriend) {
isAlreadyBestFriends = 1U;
}
}
}
}
// This message is NOT sent for best friends and is handled differently for those requests.
if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
// Add the each player to the others friend list.
auto& requestorData = requestee.friends.emplace_back();
requestorData.zoneID = requestor.zoneID;
requestorData.friendID = requestor.playerID;
requestorData.friendName = requestor.playerName;
requestorData.isBestFriend = false;
requestorData.isFTP = false;
requestorData.isOnline = true;
auto& requesteeData = requestor.friends.emplace_back();
requesteeData.zoneID = requestee.zoneID;
requesteeData.friendID = requestee.playerID;
requesteeData.friendName = requestee.playerName;
requesteeData.isBestFriend = false;
requesteeData.isFTP = false;
requesteeData.isOnline = true;
Database::Get()->AddFriend(requestor.playerID, requestee.playerID);
}
if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
if (serverResponseCode != eAddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends);
}
void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
LUWString LUFriendName;
inStream.Read(playerID);
inStream.IgnoreBytes(4);
inStream.Read(LUFriendName);
auto friendName = LUFriendName.GetAsString();
//we'll have to query the db here to find the user, since you can delete them while they're offline.
//First, we need to find their ID:
LWOOBJID friendID = 0;
auto friendIdResult = Database::Get()->GetCharacterInfo(friendName);
if (friendIdResult) {
friendID = friendIdResult->id;
}
// Convert friendID to LWOOBJID
GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER);
Database::Get()->RemoveFriend(playerID, friendID);
//Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended:
auto& goonA = Game::playerContainer.GetPlayerDataMutable(playerID);
if (goonA) {
// Remove the friend from our list of friends
for (auto friendData = goonA.friends.cbegin(); friendData != goonA.friends.cend(); friendData++) {
if (friendData->friendID == friendID) {
if (friendData->isBestFriend) --goonA.countOfBestFriends;
goonA.friends.erase(friendData);
break;
}
}
SendRemoveFriend(goonA, friendName, true);
}
auto& goonB = Game::playerContainer.GetPlayerDataMutable(friendID);
if (!goonB) return;
// Do it again for other person
for (auto friendData = goonB.friends.cbegin(); friendData != goonB.friends.cend(); friendData++) {
if (friendData->friendID == playerID) {
if (friendData->isBestFriend) --goonB.countOfBestFriends;
goonB.friends.erase(friendData);
break;
}
}
std::string goonAName = GeneralUtils::UTF16ToWTF8(Game::playerContainer.GetName(playerID));
SendRemoveFriend(goonB, goonAName, true);
}
void ChatPacketHandler::HandleGMLevelUpdate(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
auto& player = Game::playerContainer.GetPlayerData(playerID);
if (!player) return;
inStream.Read(player.gmLevel);
}
void ChatPacketHandler::HandleWho(Packet* packet) {
CINSTREAM_SKIP_HEADER;
FindPlayerRequest request;
request.Deserialize(inStream);
const auto& sender = Game::playerContainer.GetPlayerData(request.requestor);
if (!sender) return;
const auto& player = Game::playerContainer.GetPlayerData(request.playerName.GetAsString());
bool online = player;
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(request.requestor);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::WHO_RESPONSE);
bitStream.Write<uint8_t>(online);
bitStream.Write(player.zoneID.GetMapID());
bitStream.Write(player.zoneID.GetInstanceID());
bitStream.Write(player.zoneID.GetCloneID());
bitStream.Write(request.playerName);
SystemAddress sysAddr = sender.worldServerSysAddr;
SEND_PACKET;
}
void ChatPacketHandler::HandleShowAll(Packet* packet) {
CINSTREAM_SKIP_HEADER;
ShowAllRequest request;
request.Deserialize(inStream);
const auto& sender = Game::playerContainer.GetPlayerData(request.requestor);
if (!sender) return;
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(request.requestor);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::SHOW_ALL_RESPONSE);
bitStream.Write<uint8_t>(!request.displayZoneData && !request.displayIndividualPlayers);
bitStream.Write(Game::playerContainer.GetPlayerCount());
bitStream.Write(Game::playerContainer.GetSimCount());
bitStream.Write<uint8_t>(request.displayIndividualPlayers);
bitStream.Write<uint8_t>(request.displayZoneData);
if (request.displayZoneData || request.displayIndividualPlayers) {
for (auto& [playerID, playerData] : Game::playerContainer.GetAllPlayers()) {
if (!playerData) continue;
bitStream.Write<uint8_t>(0); // structure packing
if (request.displayIndividualPlayers) bitStream.Write(LUWString(playerData.playerName));
if (request.displayZoneData) {
bitStream.Write(playerData.zoneID.GetMapID());
bitStream.Write(playerData.zoneID.GetInstanceID());
bitStream.Write(playerData.zoneID.GetCloneID());
}
}
}
SystemAddress sysAddr = sender.worldServerSysAddr;
SEND_PACKET;
}
// the structure the client uses to send this packet is shared in many chat messages
// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
void ChatPacketHandler::HandleChatMessage(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
const auto& sender = Game::playerContainer.GetPlayerData(playerID);
if (!sender || sender.GetIsMuted()) return;
eChatChannel channel;
uint32_t size;
inStream.IgnoreBytes(4);
inStream.Read(channel);
inStream.Read(size);
inStream.IgnoreBytes(77);
LUWString message(size);
inStream.Read(message);
LOG("Got a message from (%s) via [%s]: %s", sender.playerName.c_str(), StringifiedEnum::ToString(channel).data(), message.GetAsString().c_str());
switch (channel) {
case eChatChannel::TEAM: {
auto* team = TeamContainer::GetTeam(playerID);
if (team == nullptr) return;
for (const auto memberId : team->memberIDs) {
const auto& otherMember = Game::playerContainer.GetPlayerData(memberId);
if (!otherMember) return;
SendPrivateChatMessage(sender, otherMember, otherMember, message, eChatChannel::TEAM, eChatMessageResponseCode::SENT);
}
break;
}
default:
LOG("Unhandled Chat channel [%s]", StringifiedEnum::ToString(channel).data());
break;
}
}
// the structure the client uses to send this packet is shared in many chat messages
// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
CINSTREAM_SKIP_HEADER;
LWOOBJID playerID;
inStream.Read(playerID);
const auto& sender = Game::playerContainer.GetPlayerData(playerID);
if (!sender || sender.GetIsMuted()) return;
eChatChannel channel;
uint32_t size;
LUWString LUReceiverName;
inStream.IgnoreBytes(4);
inStream.Read(channel);
if (channel != eChatChannel::PRIVATE_CHAT) LOG("WARNING: Received Private chat with the wrong channel!");
inStream.Read(size);
inStream.IgnoreBytes(77);
inStream.Read(LUReceiverName);
auto receiverName = LUReceiverName.GetAsString();
inStream.IgnoreBytes(2);
LUWString message(size);
inStream.Read(message);
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());
const auto& receiver = Game::playerContainer.GetPlayerData(receiverName);
if (!receiver) {
PlayerData otherPlayer;
otherPlayer.playerName = receiverName;
auto responseType = Database::Get()->GetCharacterInfo(receiverName)
? eChatMessageResponseCode::NOTONLINE
: eChatMessageResponseCode::GENERALERROR;
SendPrivateChatMessage(sender, otherPlayer, sender, message, eChatChannel::GENERAL, responseType);
return;
}
// Check to see if they are friends
// only freinds can whispr each other
for (const auto& fr : receiver.friends) {
if (fr.friendID == sender.playerID) {
//To the sender:
SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::SENT);
//To the receiver:
SendPrivateChatMessage(sender, receiver, receiver, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::RECEIVEDNEWWHISPER);
return;
}
}
SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::GENERAL, eChatMessageResponseCode::NOTFRIENDS);
}
void ChatPacketHandler::OnAchievementNotify(RakNet::BitStream& bitstream, const SystemAddress& sysAddr) {
ChatPackets::AchievementNotify notify{};
notify.Deserialize(bitstream);
const auto& playerData = Game::playerContainer.GetPlayerData(notify.earnerName.GetAsString());
if (!playerData) return;
for (const auto& myFriend : playerData.friends) {
auto& friendData = Game::playerContainer.GetPlayerData(myFriend.friendID);
if (friendData) {
notify.targetPlayerName.string = GeneralUtils::ASCIIToUTF16(friendData.playerName);
LOG_DEBUG("Sending achievement notify to %s", notify.targetPlayerName.GetAsString().c_str());
RakNet::BitStream worldStream;
BitStreamUtils::WriteHeader(worldStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
worldStream.Write(friendData.playerID);
notify.WriteHeader(worldStream);
notify.Serialize(worldStream);
Game::server->Send(worldStream, friendData.worldServerSysAddr, false);
}
}
}
void ChatPacketHandler::SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(routeTo.playerID);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::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.worldServerSysAddr;
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, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(friendData.playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::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.worldServerSysAddr;
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, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(receiver.playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::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.worldServerSysAddr;
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, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(receiver.playerID);
// Portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::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.worldServerSysAddr != 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.worldServerSysAddr;
SEND_PACKET;
}
void ChatPacketHandler::SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful) {
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
bitStream.Write(receiver.playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::REMOVE_FRIEND_RESPONSE);
bitStream.Write<uint8_t>(isSuccessful); //isOnline
bitStream.Write(LUWString(personToRemove));
SystemAddress sysAddr = receiver.worldServerSysAddr;
SEND_PACKET;
}