mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Removed the inventory lock stuff.
This commit is contained in:
parent
5fd48fad6b
commit
08dfd22bfa
@ -125,109 +125,100 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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public INV_ERROR AddItem(InventoryItem itemRef)
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{
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lock (inventoryLock)
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//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
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if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1)
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return AddItem(itemRef.itemId, itemRef.quantity, itemRef.quality);
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if (!IsSpaceForAdd(itemRef.itemId, itemRef.quantity, itemRef.quality))
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return INV_ERROR.INVENTORY_FULL;
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ItemData gItem = Server.GetItemGamedata(itemRef.itemId);
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if (gItem == null)
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{
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//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
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if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1)
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return AddItem(itemRef.itemId, itemRef.quantity, itemRef.quality);
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if (!IsSpaceForAdd(itemRef.itemId, itemRef.quantity, itemRef.quality))
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return INV_ERROR.INVENTORY_FULL;
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ItemData gItem = Server.GetItemGamedata(itemRef.itemId);
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if (gItem == null)
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{
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Program.Log.Error("Inventory.AddItem: unable to find item %u", itemRef.itemId);
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return INV_ERROR.SYSTEM_ERROR;
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}
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itemRef.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
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isDirty[endOfListIndex] = true;
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list[endOfListIndex++] = itemRef;
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DoDatabaseAdd(itemRef);
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SendUpdatePackets();
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return INV_ERROR.SUCCESS;
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Program.Log.Error("Inventory.AddItem: unable to find item %u", itemRef.itemId);
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return INV_ERROR.SYSTEM_ERROR;
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}
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itemRef.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
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isDirty[endOfListIndex] = true;
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list[endOfListIndex++] = itemRef;
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DoDatabaseAdd(itemRef);
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SendUpdatePackets();
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return INV_ERROR.SUCCESS;
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}
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public INV_ERROR AddItem(uint itemId, int quantity, byte quality)
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{
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lock (inventoryLock)
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{
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if (!IsSpaceForAdd(itemId, quantity, quality))
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return INV_ERROR.INVENTORY_FULL;
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ItemData gItem = Server.GetItemGamedata(itemId);
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//If it's unique, abort
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if (HasItem(itemId) && gItem.isExclusive)
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return INV_ERROR.ALREADY_HAS_UNIQUE;
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if (gItem == null)
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{
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if (!IsSpaceForAdd(itemId, quantity, quality))
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return INV_ERROR.INVENTORY_FULL;
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ItemData gItem = Server.GetItemGamedata(itemId);
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//If it's unique, abort
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if (HasItem(itemId) && gItem.isExclusive)
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return INV_ERROR.ALREADY_HAS_UNIQUE;
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if (gItem == null)
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{
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Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
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return INV_ERROR.SYSTEM_ERROR;
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}
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//Check if item id exists
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int quantityCount = quantity;
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for (int i = 0; i < endOfListIndex; i++)
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{
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InventoryItem item = list[i];
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Debug.Assert(item != null, "Item slot was null!!!");
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if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
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{
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int oldQuantity = item.quantity;
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item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
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isDirty[i] = true;
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quantityCount -= (gItem.maxStack - oldQuantity);
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DoDatabaseQuantity(item.uniqueId, item.quantity);
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if (quantityCount <= 0)
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break;
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}
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}
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//New item that spilled over
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while (quantityCount > 0)
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{
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InventoryItem.ItemModifier modifiers = null;
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if (gItem.durability != 0)
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{
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modifiers = new InventoryItem.ItemModifier();
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modifiers.durability = (uint)gItem.durability;
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}
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InventoryItem addedItem = Database.CreateItem(itemId, Math.Min(quantityCount, gItem.maxStack), quality, modifiers);
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addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
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isDirty[endOfListIndex] = true;
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list[endOfListIndex++] = addedItem;
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quantityCount -= gItem.maxStack;
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DoDatabaseAdd(addedItem);
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}
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SendUpdatePackets();
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return INV_ERROR.SUCCESS;
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Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
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return INV_ERROR.SYSTEM_ERROR;
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}
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//Check if item id exists
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int quantityCount = quantity;
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for (int i = 0; i < endOfListIndex; i++)
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{
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InventoryItem item = list[i];
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Debug.Assert(item != null, "Item slot was null!!!");
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if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
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{
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int oldQuantity = item.quantity;
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item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
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isDirty[i] = true;
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quantityCount -= (gItem.maxStack - oldQuantity);
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DoDatabaseQuantity(item.uniqueId, item.quantity);
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if (quantityCount <= 0)
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break;
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}
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}
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//New item that spilled over
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while (quantityCount > 0)
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{
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InventoryItem.ItemModifier modifiers = null;
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if (gItem.durability != 0)
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{
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modifiers = new InventoryItem.ItemModifier();
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modifiers.durability = (uint)gItem.durability;
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}
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InventoryItem addedItem = Database.CreateItem(itemId, Math.Min(quantityCount, gItem.maxStack), quality, modifiers);
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addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
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isDirty[endOfListIndex] = true;
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list[endOfListIndex++] = addedItem;
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quantityCount -= gItem.maxStack;
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DoDatabaseAdd(addedItem);
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}
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SendUpdatePackets();
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return INV_ERROR.SUCCESS;
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}
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public void SetItem(ushort slot, InventoryItem item)
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{
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lock (inventoryLock)
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{
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list[slot] = item;
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SendUpdatePackets();
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item.RefreshPositioning(owner, itemPackageCode, slot);
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}
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list[slot] = item;
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SendUpdatePackets();
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item.RefreshPositioning(owner, itemPackageCode, slot);
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}
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public void RemoveItem(uint itemId)
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@ -242,54 +233,51 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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public void RemoveItem(uint itemId, int quantity, int quality)
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{
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lock (inventoryLock)
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if (!HasItem(itemId, quantity, quality))
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return;
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List<ushort> slotsToUpdate = new List<ushort>();
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List<InventoryItem> itemsToRemove = new List<InventoryItem>();
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List<ushort> slotsToRemove = new List<ushort>();
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List<SubPacket> AddItemPackets = new List<SubPacket>();
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//Remove as we go along
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int quantityCount = quantity;
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ushort lowestSlot = 0;
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for (int i = endOfListIndex - 1; i >= 0; i--)
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{
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if (!HasItem(itemId, quantity, quality))
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return;
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InventoryItem item = list[i];
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List<ushort> slotsToUpdate = new List<ushort>();
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List<InventoryItem> itemsToRemove = new List<InventoryItem>();
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List<ushort> slotsToRemove = new List<ushort>();
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List<SubPacket> AddItemPackets = new List<SubPacket>();
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Debug.Assert(item != null, "Item slot was null!!!");
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//Remove as we go along
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int quantityCount = quantity;
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ushort lowestSlot = 0;
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for (int i = endOfListIndex - 1; i >= 0; i--)
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if (item.itemId == itemId && item.quality == quality)
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{
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InventoryItem item = list[i];
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Debug.Assert(item != null, "Item slot was null!!!");
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if (item.itemId == itemId && item.quality == quality)
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int oldQuantity = item.quantity;
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//Stack nomnomed
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if (item.quantity - quantityCount <= 0)
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{
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int oldQuantity = item.quantity;
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//Stack nomnomed
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if (item.quantity - quantityCount <= 0)
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{
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DoDatabaseRemove(list[i].uniqueId);
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list[i] = null;
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}
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//Stack reduced
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else
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{
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item.quantity -= quantityCount;
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DoDatabaseQuantity(list[i].uniqueId, list[i].quantity);
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}
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isDirty[i] = true;
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quantityCount -= oldQuantity;
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lowestSlot = item.slot;
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if (quantityCount <= 0)
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break;
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DoDatabaseRemove(list[i].uniqueId);
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list[i] = null;
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}
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//Stack reduced
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else
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{
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item.quantity -= quantityCount;
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DoDatabaseQuantity(list[i].uniqueId, list[i].quantity);
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}
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}
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DoRealign();
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SendUpdatePackets();
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isDirty[i] = true;
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quantityCount -= oldQuantity;
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lowestSlot = item.slot;
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if (quantityCount <= 0)
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break;
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}
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}
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DoRealign();
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SendUpdatePackets();
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}
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public void RemoveItem(InventoryItem item)
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@ -304,106 +292,94 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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public void RemoveItemByUniqueId(ulong itemDBId, int quantity)
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{
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lock (inventoryLock)
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ushort slot = 0;
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InventoryItem toDelete = null;
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for (int i = 0; i < endOfListIndex; i++)
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{
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ushort slot = 0;
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InventoryItem toDelete = null;
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for (int i = 0; i < endOfListIndex; i++)
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InventoryItem item = list[i];
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Debug.Assert(item != null, "Item slot was null!!!");
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if (item.uniqueId == itemDBId)
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{
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InventoryItem item = list[i];
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Debug.Assert(item != null, "Item slot was null!!!");
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if (item.uniqueId == itemDBId)
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{
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toDelete = item;
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break;
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}
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slot++;
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toDelete = item;
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break;
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}
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if (toDelete == null)
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return;
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if (quantity >= toDelete.quantity)
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{
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DoDatabaseRemove(toDelete.uniqueId);
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list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[slot] = null;
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}
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else
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{
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list[slot].quantity -= quantity;
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DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
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}
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isDirty[slot] = true;
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DoRealign();
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SendUpdatePackets();
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slot++;
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}
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if (toDelete == null)
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return;
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if (quantity >= toDelete.quantity)
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{
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DoDatabaseRemove(toDelete.uniqueId);
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list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[slot] = null;
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}
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else
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{
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list[slot].quantity -= quantity;
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DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
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}
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isDirty[slot] = true;
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DoRealign();
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SendUpdatePackets();
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}
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public void RemoveItemAtSlot(ushort slot)
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{
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lock (inventoryLock)
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{
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if (slot >= endOfListIndex)
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return;
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if (slot >= endOfListIndex)
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return;
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DoDatabaseRemove(list[slot].uniqueId);
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DoDatabaseRemove(list[slot].uniqueId);
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list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[slot] = null;
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isDirty[slot] = true;
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list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[slot] = null;
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isDirty[slot] = true;
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DoRealign();
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SendUpdatePackets();
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}
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DoRealign();
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SendUpdatePackets();
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}
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public void RemoveItemAtSlot(ushort slot, int quantity)
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{
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lock (inventoryLock)
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if (slot >= endOfListIndex)
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return;
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if (list[slot] != null)
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{
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if (slot >= endOfListIndex)
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return;
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list[slot].quantity -= quantity;
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if (list[slot] != null)
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if (list[slot].quantity <= 0)
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{
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list[slot].quantity -= quantity;
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DoDatabaseRemove(list[slot].uniqueId);
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if (list[slot].quantity <= 0)
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{
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DoDatabaseRemove(list[slot].uniqueId);
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list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[slot] = null;
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DoRealign();
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}
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else
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DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
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isDirty[slot] = true;
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SendUpdatePackets();
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list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[slot] = null;
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DoRealign();
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}
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}
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else
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DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
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isDirty[slot] = true;
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SendUpdatePackets();
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}
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}
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public void Clear()
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{
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lock (inventoryLock)
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for (int i = 0; i < endOfListIndex; i++)
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{
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for (int i = 0; i < endOfListIndex; i++)
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{
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list[i].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[i] = null;
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isDirty[i] = true;
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}
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endOfListIndex = 0;
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SendUpdatePackets();
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list[i].RefreshPositioning(null, 0xFFFF, 0xFFFF);
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list[i] = null;
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isDirty[i] = true;
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}
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endOfListIndex = 0;
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SendUpdatePackets();
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}
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public InventoryItem[] GetRawList()
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@ -430,143 +406,116 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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#region Packet Functions
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public void SendFullInventory(Player player)
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{
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lock (inventoryLock)
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{
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player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
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SendInventoryPackets(player, 0);
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player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
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SendInventoryPackets(player, 0);
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player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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private void SendInventoryPackets(Player player, InventoryItem item)
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{
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lock (inventoryLock)
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{
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player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
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}
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player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
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}
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private void SendInventoryPackets(Player player, List<InventoryItem> items)
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{
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lock (inventoryLock)
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{
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int currentIndex = 0;
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int currentIndex = 0;
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while (true)
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while (true)
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{
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if (items.Count - currentIndex >= 64)
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player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 32)
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player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 16)
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player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex > 1)
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player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex == 1)
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{
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if (items.Count - currentIndex >= 64)
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player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 32)
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player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 16)
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player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex > 1)
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player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex == 1)
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{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(Player player, int startOffset)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
int currentIndex = startOffset;
|
||||
|
||||
List<InventoryItem> lst = new List<InventoryItem>();
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
lst.Add(list[i]);
|
||||
|
||||
while (true)
|
||||
{
|
||||
int currentIndex = startOffset;
|
||||
|
||||
List<InventoryItem> lst = new List<InventoryItem>();
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
lst.Add(list[i]);
|
||||
|
||||
while (true)
|
||||
if (endOfListIndex - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex > 1)
|
||||
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex == 1)
|
||||
{
|
||||
if (endOfListIndex - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex > 1)
|
||||
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex == 1)
|
||||
{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, list[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, list[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SendInventoryRemovePackets(Player player, ushort index)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
{
|
||||
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
|
||||
}
|
||||
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
|
||||
}
|
||||
|
||||
private void SendInventoryRemovePackets(Player player, List<ushort> indexes)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
while (true)
|
||||
{
|
||||
if (indexes.Count - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryRemoveX64Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryRemoveX32Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryRemoveX16Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex > 1)
|
||||
player.QueuePacket(InventoryRemoveX08Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex == 1)
|
||||
{
|
||||
if (indexes.Count - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryRemoveX64Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryRemoveX32Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryRemoveX16Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex > 1)
|
||||
player.QueuePacket(InventoryRemoveX08Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex == 1)
|
||||
{
|
||||
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, indexes[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, indexes[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void RefreshItem(Player player, InventoryItem item)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendInventoryPackets(player, item);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendInventoryPackets(player, item);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void RefreshItem(Player player, params InventoryItem[] items)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendInventoryPackets(player, items.ToList());
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendInventoryPackets(player, items.ToList());
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void RefreshItem(Player player, List<InventoryItem> items)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendInventoryPackets(player, items);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendInventoryPackets(player, items);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
#endregion
|
||||
@ -623,37 +572,34 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
|
||||
public void SendUpdatePackets(Player player)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
List<InventoryItem> items = new List<InventoryItem>();
|
||||
List<ushort> slotsToRemove = new List<ushort>();
|
||||
|
||||
for (int i = 0; i < list.Length; i++)
|
||||
{
|
||||
List<InventoryItem> items = new List<InventoryItem>();
|
||||
List<ushort> slotsToRemove = new List<ushort>();
|
||||
|
||||
for (int i = 0; i < list.Length; i++)
|
||||
{
|
||||
if (i == endOfListIndex)
|
||||
break;
|
||||
if (isDirty[i])
|
||||
items.Add(list[i]);
|
||||
}
|
||||
|
||||
for (int i = endOfListIndex; i < list.Length; i++)
|
||||
{
|
||||
if (isDirty[i])
|
||||
slotsToRemove.Add((ushort)i);
|
||||
}
|
||||
|
||||
if (!holdingUpdates)
|
||||
Array.Clear(isDirty, 0, isDirty.Length);
|
||||
|
||||
player.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
//Send Updated Slots
|
||||
SendInventoryPackets(player, items);
|
||||
//Send Remove packets for tail end
|
||||
SendInventoryRemovePackets(player, slotsToRemove);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
if (i == endOfListIndex)
|
||||
break;
|
||||
if (isDirty[i])
|
||||
items.Add(list[i]);
|
||||
}
|
||||
|
||||
for (int i = endOfListIndex; i < list.Length; i++)
|
||||
{
|
||||
if (isDirty[i])
|
||||
slotsToRemove.Add((ushort)i);
|
||||
}
|
||||
|
||||
if (!holdingUpdates)
|
||||
Array.Clear(isDirty, 0, isDirty.Length);
|
||||
|
||||
player.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
//Send Updated Slots
|
||||
SendInventoryPackets(player, items);
|
||||
//Send Remove packets for tail end
|
||||
SendInventoryRemovePackets(player, slotsToRemove);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void StartSendUpdate()
|
||||
@ -679,23 +625,20 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
|
||||
public bool IsSpaceForAdd(uint itemId, int quantity, int quality)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
{
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
InventoryItem item = list[i];
|
||||
ItemData gItem = Server.GetItemGamedata(item.itemId);
|
||||
if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
ItemData gItem = Server.GetItemGamedata(item.itemId);
|
||||
if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
|
||||
{
|
||||
quantityCount -= (gItem.maxStack - item.quantity);
|
||||
if (quantityCount <= 0)
|
||||
break;
|
||||
}
|
||||
quantityCount -= (gItem.maxStack - item.quantity);
|
||||
if (quantityCount <= 0)
|
||||
break;
|
||||
}
|
||||
|
||||
return quantityCount <= 0 || (quantityCount > 0 && !IsFull());
|
||||
}
|
||||
|
||||
return quantityCount <= 0 || (quantityCount > 0 && !IsFull());
|
||||
}
|
||||
|
||||
public bool HasItem(uint itemId)
|
||||
@ -710,25 +653,22 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
|
||||
public bool HasItem(uint itemId, int minQuantity, int quality)
|
||||
{
|
||||
lock (inventoryLock)
|
||||
int count = 0;
|
||||
|
||||
for (int i = endOfListIndex - 1; i >= 0; i--)
|
||||
{
|
||||
int count = 0;
|
||||
InventoryItem item = list[i];
|
||||
|
||||
for (int i = endOfListIndex - 1; i >= 0; i--)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
if (item.itemId == itemId && item.quality == quality)
|
||||
count += item.quantity;
|
||||
|
||||
if (item.itemId == itemId && item.quality == quality)
|
||||
count += item.quantity;
|
||||
|
||||
if (count >= minQuantity)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
if (count >= minQuantity)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public int GetNextEmptySlot()
|
||||
|
Loading…
Reference in New Issue
Block a user