Cleaned up the code and fixed a bunch of bugs. Map server will no longer worry about base packets.

This commit is contained in:
Filip Maj
2017-06-27 21:08:30 -04:00
parent 08477780f8
commit 3370309dd0
20 changed files with 94 additions and 142 deletions

View File

@@ -190,7 +190,7 @@
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy "$(SolutionDir)data\world_config.ini" "$(SolutionDir)$(ProjectName)\$(OutDir)" /d</PostBuildEvent>
<PostBuildEvent></PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

View File

@@ -31,7 +31,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
}
}
return new SubPacket(true, OPCODE, 0, data);
return new SubPacket(true, OPCODE, session.sessionId, data);
}
}
}

View File

@@ -27,7 +27,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send.Group
}
}
return new SubPacket(true, OPCODE, 0, data);
return new SubPacket(true, OPCODE, session.sessionId, data);
}
}
}

View File

@@ -29,7 +29,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
}
}
return new SubPacket(true, OPCODE, 0, data);
return new SubPacket(true, OPCODE, session.sessionId, data);
}
}
}

View File

@@ -31,7 +31,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
}
}
return new SubPacket(true, OPCODE, 0, data);
return new SubPacket(true, OPCODE, session.sessionId, data);
}
public static SubPacket BuildPacket(Session session, uint destinationZoneId, string destinationPrivateArea, byte spawnType, float spawnX, float spawnY, float spawnZ, float spawnRotation)
@@ -57,7 +57,7 @@ namespace FFXIVClassic_World_Server.Packets.WorldPackets.Send
}
}
return new SubPacket(true, OPCODE, 0, data);
return new SubPacket(true, OPCODE, session.sessionId, data);
}
}
}

View File

@@ -169,10 +169,10 @@ namespace FFXIVClassic_World_Server
{
uint sessionId = subpacket.header.targetId;
Session session = GetSession(sessionId);
subpacket.DebugPrintSubPacket();
if (subpacket.gameMessage.opcode >= 0x1000)
{
subpacket.DebugPrintSubPacket();
//subpacket.DebugPrintSubPacket();
switch (subpacket.gameMessage.opcode)
{