DarkflameServer/dChatServer/ChatIgnoreList.cpp
2023-11-18 03:55:12 -08:00

122 lines
4.1 KiB
C++

#include "ChatIgnoreList.h"
#include "PlayerContainer.h"
#include "eChatInternalMessageType.h"
#include "BitStreamUtils.h"
#include "PacketUtils.h"
#include "Game.h"
#include "Logger.h"
#include "eObjectBits.h"
#include "Database.h"
extern PlayerContainer playerContainer;
enum IgnoreReponse : uint8_t {
AddIgnoreResponse = 32,
GetIgnoreListResponse = 34,
};
void ChatIgnoreList::GetIgnoreList(Packet* packet) {
LOG_DEBUG("Getting ignore list");
CINSTREAM_SKIP_HEADER;
LWOOBJID playerId;
inStream.Read(playerId);
auto* receiver = playerContainer.GetPlayerData(playerId);
if (!receiver) {
LOG("Tried to get ignore list, but player %llu not found in container", playerId);
return;
}
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, IgnoreReponse::GetIgnoreListResponse);
bitStream.Write<uint8_t>(false); // Probably is Is Free Trial, but we don't care about that
bitStream.Write<uint16_t>(0); // literally spacing due to struct alignment
bitStream.Write<uint16_t>(receiver->ignoredPlayers.size());
for (const auto& ignoredPlayer : receiver->ignoredPlayers) {
bitStream.Write(ignoredPlayer.playerId);
bitStream.Write(LUWString(ignoredPlayer.playerName, 36));
}
Game::server->Send(&bitStream, packet->systemAddress, false);
}
// Remove from ignore list and response
// Not much else to do with editing the list, maybe more messages are needed for refreshes or something
// but you can only add or remove from the list, and you only request the list on world start so pretty small file
// After the above all work, move to implement the actual ignore functionality in the chat server
enum class IgnoreResponse : uint8_t {
SUCCESS,
ALREADY_IGNORED,
PLAYER_NOT_FOUND,
GENERAL_ERROR,
};
void ChatIgnoreList::AddIgnore(Packet* packet) {
LOG_DEBUG("Adding ignore");
CINSTREAM_SKIP_HEADER;
LWOOBJID playerId;
inStream.Read(playerId);
auto* receiver = playerContainer.GetPlayerData(playerId);
if (!receiver) {
LOG("Tried to get ignore list, but player %llu not found in container", playerId);
return;
}
inStream.IgnoreBytes(4); // ignore some garbage zeros idk
LUWString toIgnoreName(33);
inStream.Read(toIgnoreName);
std::string toIgnoreStr = toIgnoreName.GetAsString();
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::ROUTE_TO_PLAYER);
bitStream.Write(receiver->playerID);
//portion that will get routed:
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, IgnoreReponse::AddIgnoreResponse);
// Check if the player exists
LWOOBJID ignoredPlayerId = LWOOBJID_EMPTY;
if (toIgnoreStr == receiver->playerName || toIgnoreStr.find("[GM]") == 0) {
LOG_DEBUG("Player %llu tried to ignore themselves", playerId);
bitStream.Write(IgnoreResponse::GENERAL_ERROR);
} else if (std::count(receiver->ignoredPlayers.begin(), receiver->ignoredPlayers.end(), toIgnoreStr) > 0) {
LOG_DEBUG("Player %llu is already ignoring %s", playerId, toIgnoreStr.c_str());
bitStream.Write(IgnoreResponse::ALREADY_IGNORED);
} else {
auto* playerData = playerContainer.GetPlayerData(toIgnoreStr);
if (!playerData) {
// Fall back to query
auto player = Database::Get()->GetCharacterInfo(toIgnoreStr);
if (!player || player->name != toIgnoreStr) {
LOG_DEBUG("Player %s not found", toIgnoreStr.c_str());
bitStream.Write(IgnoreResponse::PLAYER_NOT_FOUND);
} else {
ignoredPlayerId = player->id;
GeneralUtils::SetBit(ignoredPlayerId, eObjectBits::CHARACTER);
GeneralUtils::SetBit(ignoredPlayerId, eObjectBits::PERSISTENT);
receiver->ignoredPlayers.push_back(IgnoreData{ ignoredPlayerId, toIgnoreStr });
LOG_DEBUG("Player %llu is ignoring %s", playerId, toIgnoreStr.c_str());
bitStream.Write(IgnoreResponse::SUCCESS);
}
}
}
LUWString playerNameSend(toIgnoreStr, 33);
bitStream.Write(playerNameSend);
bitStream.Write(ignoredPlayerId);
Game::server->Send(&bitStream, packet->systemAddress, false);
}