mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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Merge branch 'proxy_server' into develop
# Conflicts: # FFXIVClassic Common Class Lib/packages.config
This commit is contained in:
@@ -1,7 +1,6 @@
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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using FFXIVClassic_Map_Server.packets.send.Actor.inventory;
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using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.actors.chara.player
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@@ -1,8 +1,8 @@
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using FFXIVClassic_Map_Server.packets;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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using FFXIVClassic_Map_Server.packets.send.Actor.inventory;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -1,5 +1,5 @@
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.packets;
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.actors.director;
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using FFXIVClassic_Map_Server.dataobjects;
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@@ -7,8 +7,6 @@ using FFXIVClassic_Map_Server.dataobjects.chara;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.events;
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using FFXIVClassic_Map_Server.packets.send.Actor.inventory;
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using FFXIVClassic_Map_Server.packets.send.events;
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using FFXIVClassic_Map_Server.packets.send.list;
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using FFXIVClassic_Map_Server.packets.send.player;
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@@ -17,7 +15,8 @@ using System;
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using System.Collections.Generic;
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using MoonSharp.Interpreter;
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using FFXIVClassic_Map_Server.packets.receive.events;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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namespace FFXIVClassic_Map_Server.Actors
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{
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class Player : Character
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@@ -84,7 +83,9 @@ namespace FFXIVClassic_Map_Server.Actors
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public Coroutine currentEventRunning;
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//Player Info
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//Player Info
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public uint destinationZone;
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public ushort destinationSpawnType;
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public uint[] timers = new uint[20];
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public ushort currentJob;
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public uint currentTitle;
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@@ -124,9 +125,9 @@ namespace FFXIVClassic_Map_Server.Actors
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public PlayerWork playerWork = new PlayerWork();
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public ConnectedPlayer playerSession;
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public Session playerSession;
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public Player(ConnectedPlayer cp, uint actorID) : base(actorID)
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public Player(Session cp, uint actorID) : base(actorID)
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{
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playerSession = cp;
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actorName = String.Format("_pc{0:00000000}", actorID);
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@@ -258,9 +259,9 @@ namespace FFXIVClassic_Map_Server.Actors
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else
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lParams = LuaUtils.CreateLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true);
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return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams);
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}
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public override BasePacket GetSpawnPackets(uint playerActorId, uint spawnType)
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}
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public override BasePacket GetSpawnPackets(uint playerActorId, ushort spawnType)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(CreateAddActorPacket(playerActorId, 8));
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@@ -481,7 +482,7 @@ namespace FFXIVClassic_Map_Server.Actors
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QueuePacket(SetMapPacket.BuildPacket(actorId, zone.regionId, zone.actorId));
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QueuePacket(GetSpawnPackets(actorId, spawnType));
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GetSpawnPackets(actorId, spawnType).DebugPrintPacket();
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//GetSpawnPackets(actorId, spawnType).DebugPrintPacket();
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#region grouptest
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//Retainers
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@@ -653,16 +654,39 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public void CleanupAndSave()
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{
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{
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playerSession.LockUpdates(true);
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//Remove actor from zone and main server list
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zone.RemoveActorFromZone(this);
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Server.GetServer().RemovePlayer(this);
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//Set Destination to 0
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this.destinationZone = 0;
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this.destinationSpawnType = 0;
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//Save Player
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Database.SavePlayerPlayTime(this);
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Database.SavePlayerPosition(this);
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Program.Log.Info("{0} has been logged out and saved.", this.customDisplayName);
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}
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public void CleanupAndSave(uint destinationZone, ushort spawnType, float destinationX, float destinationY, float destinationZ, float destinationRot)
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{
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playerSession.LockUpdates(true);
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//Remove actor from zone and main server list
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zone.RemoveActorFromZone(this);
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//Set destination
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this.destinationZone = destinationZone;
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this.destinationSpawnType = spawnType;
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this.positionX = destinationX;
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this.positionY = destinationY;
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this.positionZ = destinationZ;
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this.rotation = destinationRot;
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//Save Player
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Database.SavePlayerPlayTime(this);
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Database.SavePlayerPosition(this);
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}
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public Area GetZone()
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@@ -730,8 +754,8 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public void SendGameMessage(Actor sourceActor, Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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{
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, sourceActor.actorId, textIdOwner.actorId, textId, log));
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}
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@@ -740,24 +764,24 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, log));
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else
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, string customSender, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, customSender, log));
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else
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, customSender, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, uint displayId, params object[] msgParams)
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{
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if (msgParams.Length == 0)
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{
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if (msgParams == null || msgParams.Length == 0)
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, displayId, log));
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else
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QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, displayId, log, LuaUtils.CreateLuaParamList(msgParams)));
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