mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Cleaned up the code and fixed a bunch of bugs. Map server will no longer worry about base packets.
This commit is contained in:
@@ -190,7 +190,7 @@
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>xcopy "$(SolutionDir)data\world_config.ini" "$(SolutionDir)$(ProjectName)\$(OutDir)" /d</PostBuildEvent>
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<PostBuildEvent></PostBuildEvent>
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</PropertyGroup>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@@ -31,7 +31,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
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}
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}
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return new SubPacket(true, OPCODE, 0, data);
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return new SubPacket(true, OPCODE, session.sessionId, data);
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}
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}
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}
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@@ -27,7 +27,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send.Group
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}
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}
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return new SubPacket(true, OPCODE, 0, data);
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return new SubPacket(true, OPCODE, session.sessionId, data);
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}
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}
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}
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@@ -29,7 +29,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
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}
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}
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return new SubPacket(true, OPCODE, 0, data);
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return new SubPacket(true, OPCODE, session.sessionId, data);
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}
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}
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}
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@@ -31,7 +31,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
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}
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}
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return new SubPacket(true, OPCODE, 0, data);
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return new SubPacket(true, OPCODE, session.sessionId, data);
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}
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public static SubPacket BuildPacket(Session session, uint destinationZoneId, string destinationPrivateArea, byte spawnType, float spawnX, float spawnY, float spawnZ, float spawnRotation)
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@@ -57,7 +57,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
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}
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}
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return new SubPacket(true, OPCODE, 0, data);
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return new SubPacket(true, OPCODE, session.sessionId, data);
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}
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}
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}
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@@ -169,10 +169,10 @@ namespace FFXIVClassic_World_Server
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{
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uint sessionId = subpacket.header.targetId;
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Session session = GetSession(sessionId);
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subpacket.DebugPrintSubPacket();
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if (subpacket.gameMessage.opcode >= 0x1000)
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{
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subpacket.DebugPrintSubPacket();
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//subpacket.DebugPrintSubPacket();
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switch (subpacket.gameMessage.opcode)
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{
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