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https://github.com/DarkflameUniverse/DarkflameServer.git
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* fix: security vulnerabilities Tested that all functions related to the touched files work will test sqlite on a CI build * fix failing test * ai feedback * add buffer size checking * use c_str * dont log session key * Try this for a mac definition * be quiet apple
69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
#include "AirMovementBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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uint32_t handle{};
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if (!bitStream.Read(handle)) {
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LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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context->RegisterSyncBehavior(handle, this, branch, this->m_Timeout);
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}
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void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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const auto handle = context->GetUniqueSkillId();
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bitStream.Write(handle);
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}
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void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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uint32_t behaviorId{};
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if (!bitStream.Read(behaviorId)) {
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LOG("Unable to read behaviorId from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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// So a player can't send an arbitrary behaviorID in a modified client and cast any behavior on any air behavior
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Behavior* toSync = nullptr;
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if (m_GroundAction->GetBehaviorID() == behaviorId) {
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toSync = m_GroundAction;
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} else if (m_HitAction->GetBehaviorID() == behaviorId) {
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toSync = m_HitAction;
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} else if (m_HitActionEnemy->GetBehaviorID() == behaviorId) {
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toSync = m_HitActionEnemy;
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} else if (m_TimeoutAction->GetBehaviorID() == behaviorId) {
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toSync = m_TimeoutAction;
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} else {
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LOG("Invalid Air Movement Behavior sync for behaviorID %i on behavior %i", behaviorId, m_behaviorId);
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return;
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}
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LWOOBJID target{};
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if (!bitStream.Read(target)) {
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LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream.GetNumberOfUnreadBits());
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return;
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}
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if (Game::entityManager->GetEntity(target) != nullptr) {
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branch.target = target;
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}
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toSync->Handle(context, bitStream, branch);
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}
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void AirMovementBehavior::Load() {
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m_Timeout = (GetFloat("timeout_ms") / 1000.0f);
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m_GroundAction = GetAction("ground_action");
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m_HitAction = GetAction("hit_action");
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m_HitActionEnemy = GetAction("hit_action_enemy");
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m_TimeoutAction = GetAction("timeout_action");
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}
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