mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
394 lines
11 KiB
C++
394 lines
11 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 "dLogger.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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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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Game::logger->Log("ClientPackets", "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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if (!user->GetLastChatMessageApproved() && !isMythran) return;
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std::string sMessage = GeneralUtils::UTF16ToWTF8(message);
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Game::logger->Log("Chat", "%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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Game::logger->Log("ClientPackets", "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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Game::logger->Log("ClientPackets", "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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Game::logger->Log("ClientPackets", "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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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT name FROM charinfo WHERE name = ?");
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stmt->setString(1, receiver);
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sql::ResultSet* res = stmt->executeQuery();
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if (res->next()) {
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idOfReceiver = res->getInt("id");
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}
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delete stmt;
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delete res;
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}
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if (user->GetIsBestFriendMap().find(receiver) == user->GetIsBestFriendMap().end() && idOfReceiver != LWOOBJID_EMPTY) {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT * FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;");
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stmt->setInt(1, entity->GetObjectID());
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stmt->setInt(2, idOfReceiver);
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stmt->setInt(3, idOfReceiver);
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stmt->setInt(4, entity->GetObjectID());
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sql::ResultSet* res = stmt->executeQuery();
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if (res->next()) {
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isBestFriend = res->getInt("best_friend") == 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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delete res;
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delete stmt;
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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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