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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Added more work values and guildleve funcs. Also realized target will always == the queuedpacket session. This will make broadcasting packets easier once cleaned up.
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eb17da1c89
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@ -1,6 +1,8 @@
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using FFXIVClassic_Map_Server.actors.director.Work;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.director.Work;
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using FFXIVClassic_Map_Server.Actors;
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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.dataobjects;
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using FFXIVClassic_Map_Server.utils;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@ -29,14 +31,46 @@ namespace FFXIVClassic_Map_Server.actors.director
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guildleveWork.aimNumNow[0] = guildleveWork.aimNumNow[1] = guildleveWork.aimNumNow[2] = guildleveWork.aimNumNow[3] = 0;
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guildleveWork.aimNumNow[0] = guildleveWork.aimNumNow[1] = guildleveWork.aimNumNow[2] = guildleveWork.aimNumNow[3] = 0;
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}
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}
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public void UpdateAimNum(int index, sbyte value)
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public void StartGuildleve()
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{
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{
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guildleveWork.startTime = Utils.UnixTimeStampUTC();
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ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("guildleveWork/start", this, actorId);
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propertyBuilder.AddProperty("guildleveWork.startTime");
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SendPacketsToPlayers(propertyBuilder.Done());
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}
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}
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public void updateUiState(int index, sbyte value)
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public void EndGuildleve()
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{
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{
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guildleveWork.startTime = 0;
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guildleveWork.signal = -1;
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ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("guildleveWork/signal", this, actorId);
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propertyBuilder.AddProperty("guildleveWork.signal");
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propertyBuilder.NewTarget("guildleveWork/start");
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propertyBuilder.AddProperty("guildleveWork.startTime");
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SendPacketsToPlayers(propertyBuilder.Done());
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}
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public void UpdateAimNumNow(int index, sbyte value)
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{
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ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("guildleveWork/infoVariable", this, actorId);
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propertyBuilder.AddProperty(String.Format("guildleveWork.aimNumNow[{0}]", index));
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SendPacketsToPlayers(propertyBuilder.Done());
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}
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public void UpdateUiState(int index, sbyte value)
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{
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ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("guildleveWork/infoVariable", this, actorId);
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propertyBuilder.AddProperty(String.Format("guildleveWork.uiState[{0}]", index));
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SendPacketsToPlayers(propertyBuilder.Done());
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}
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public void SendPacketsToPlayers(List<SubPacket> packets)
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{
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List<Actor> players = GetPlayerMembers();
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foreach (Actor p in players)
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{
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((Player)p).QueuePackets(packets);
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}
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}
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}
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}
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}
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@ -16,6 +16,7 @@ namespace FFXIVClassic_Map_Server.actors.director.Work
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public float[] markerX = new float[3];
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public float[] markerX = new float[3];
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public float[] markerY = new float[3];
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public float[] markerY = new float[3];
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public float[] markerZ = new float[3];
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public float[] markerZ = new float[3];
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public sbyte signal;
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}
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}
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}
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}
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@ -38,6 +38,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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{
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{
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subPacket.header.targetId = id;
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Server.GetWorldConnection().QueuePacket(subPacket, isAuthed, isEncrypted);
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Server.GetWorldConnection().QueuePacket(subPacket, isAuthed, isEncrypted);
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}
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}
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