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				synced 2025-05-20 08:26:59 -04:00 
			
		
		
		
	Implemented more packets. Implemented zone grid map.
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		| @@ -24,6 +24,7 @@ namespace FFXIVClassic_Lobby_Server | ||||
|         private List<ClientConnection> mConnectionList = new List<ClientConnection>(); | ||||
|         private PacketProcessor mProcessor; | ||||
|         private Thread mProcessorThread; | ||||
|         private Thread mGameThread; | ||||
|  | ||||
|         #region Socket Handling | ||||
|         public bool startServer() | ||||
| @@ -63,6 +64,8 @@ namespace FFXIVClassic_Lobby_Server | ||||
|             mProcessor = new PacketProcessor(mConnectedPlayerList, mConnectionList); | ||||
|             mProcessorThread = new Thread(new ThreadStart(mProcessor.update)); | ||||
|             mProcessorThread.Start(); | ||||
|             //mGameThread = new Thread(new ThreadStart(mProcessor.update)); | ||||
|             //mGameThread.Start(); | ||||
|             return true; | ||||
|         } | ||||
|  | ||||
|   | ||||
							
								
								
									
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								FFXIVClassic Map Server/Zone.cs
									
									
									
									
									
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								FFXIVClassic Map Server/Zone.cs
									
									
									
									
									
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							| @@ -0,0 +1,72 @@ | ||||
| using FFXIVClassic_Map_Server.dataobjects; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.Linq; | ||||
| using System.Text; | ||||
| using System.Threading.Tasks; | ||||
|  | ||||
| namespace FFXIVClassic_Map_Server | ||||
| { | ||||
|     class Zone | ||||
|     { | ||||
|         public uint mapId; | ||||
|         public int boundingGridSize = 200; | ||||
|  | ||||
|         private Dictionary<Tuple<int, int>, List<Actor>> actorBlock = new Dictionary<Tuple<int, int>, List<Actor>>(); | ||||
|  | ||||
|         public void addActorToZone(Actor actor) | ||||
|         { | ||||
|             int gridX = (int)actor.positionX / boundingGridSize; | ||||
|             int gridY = (int)actor.positionY / boundingGridSize; | ||||
|  | ||||
|             lock (actorBlock) | ||||
|                 actorBlock[Tuple.Create(gridX, gridY)].Add(actor); | ||||
|         } | ||||
|  | ||||
|         public void removeActorToZone(Actor actor) | ||||
|         { | ||||
|             int gridX = (int)actor.positionX / boundingGridSize; | ||||
|             int gridY = (int)actor.positionY / boundingGridSize; | ||||
|  | ||||
|             lock (actorBlock) | ||||
|                 actorBlock[Tuple.Create(gridX, gridY)].Remove(actor); | ||||
|         } | ||||
|  | ||||
|         public void updateActorPosition(Actor actor) | ||||
|         { | ||||
|             int gridX = (int)actor.positionX / boundingGridSize; | ||||
|             int gridY = (int)actor.positionY / boundingGridSize; | ||||
|  | ||||
|             int gridOldX = (int)actor.oldPositionX / boundingGridSize; | ||||
|             int gridOldY = (int)actor.oldPositionY / boundingGridSize; | ||||
|  | ||||
|             //Still in same block | ||||
|             if (gridX == gridOldX && gridY == gridOldY) | ||||
|                 return; | ||||
|  | ||||
|             lock (actorBlock) | ||||
|                 actorBlock[Tuple.Create(gridOldX, gridOldY)].Remove(actor); | ||||
|             lock (actorBlock) | ||||
|                 actorBlock[Tuple.Create(gridX, gridY)].Add(actor); | ||||
|         } | ||||
|  | ||||
|         public List<Actor> getActorsAroundPoint(float x, float y, int checkDistance) | ||||
|         { | ||||
|             int gridX = (int)x/boundingGridSize; | ||||
|             int gridY = (int)y/boundingGridSize; | ||||
|  | ||||
|             List<Actor> result = new List<Actor>(); | ||||
|  | ||||
|             for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++) | ||||
|             { | ||||
|                 for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++) | ||||
|                 { | ||||
|                     result.AddRange(actorBlock[Tuple.Create(gx, gy)]); | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             return result; | ||||
|         } | ||||
|          | ||||
|     } | ||||
| } | ||||
| @@ -0,0 +1,11 @@ | ||||
| <?xml version="1.0" encoding="UTF-8" standalone="yes"?> | ||||
| <assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0"> | ||||
|   <assemblyIdentity version="1.0.0.0" name="MyApplication.app"/> | ||||
|   <trustInfo xmlns="urn:schemas-microsoft-com:asm.v2"> | ||||
|     <security> | ||||
|       <requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3"> | ||||
|         <requestedExecutionLevel level="asInvoker" uiAccess="false"/> | ||||
|       </requestedPrivileges> | ||||
|     </security> | ||||
|   </trustInfo> | ||||
| </assembly> | ||||
| @@ -40,6 +40,7 @@ namespace FFXIVClassic_Map_Server.dataobjects | ||||
|         public uint[] appearanceIDs; | ||||
|  | ||||
|         public float positionX, positionY, positionZ; | ||||
|         public float oldPositionX, oldPositionY, oldPositionZ; | ||||
|         public float rotation; | ||||
|         public ushort moveState; | ||||
|  | ||||
|   | ||||
| @@ -0,0 +1,43 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| using System.Linq; | ||||
| using System.Text; | ||||
| using System.Threading.Tasks; | ||||
|  | ||||
| namespace FFXIVClassic_Map_Server.packets.send.Actor | ||||
| { | ||||
|     class SetActorNamePacket | ||||
|     { | ||||
|         public const ushort OPCODE = 0x013D; | ||||
|         public const uint PACKET_SIZE = 0x48; | ||||
|  | ||||
|         public static SubPacket buildPacket(uint playerActorID, uint targetActorID, uint displayNameID, string customName) | ||||
|         { | ||||
|             byte[] data = new byte[PACKET_SIZE - 0x20]; | ||||
|  | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     binWriter.Write((UInt32)displayNameID); | ||||
|  | ||||
|                     if (displayNameID == 0xFFFFFFFF) | ||||
|                     { | ||||
|                         if (customName.Length <= 0x20) | ||||
|                             binWriter.Write(Encoding.ASCII.GetBytes(customName)); | ||||
|                         else | ||||
|                             binWriter.Write(Encoding.ASCII.GetBytes("ERROR: NAME TO BIG")); | ||||
|                     } | ||||
|  | ||||
|                 } | ||||
|                 data = mem.GetBuffer(); | ||||
|             } | ||||
|  | ||||
|             SubPacket packet = new SubPacket(OPCODE, playerActorID, targetActorID, data); | ||||
|             return packet; | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
| @@ -0,0 +1,42 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.Linq; | ||||
| using System.Text; | ||||
| using System.Threading.Tasks; | ||||
|  | ||||
| namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
| { | ||||
|     class ChangeEquipmentPacket | ||||
|     { | ||||
|         public const ushort OPCODE      = 0x014D; | ||||
|         public const uint   PACKET_SIZE = 0x28; | ||||
|  | ||||
|         public const UInt16 SLOT_MAINHAND			    = 0x00; | ||||
| 		public const UInt16 SLOT_OFFHAND			    = 0x01; | ||||
| 		public const UInt16 SLOT_THROWINGWEAPON		= 0x04; | ||||
| 		public const UInt16 SLOT_PACK				    = 0x05; | ||||
| 		public const UInt16 SLOT_POUCH				    = 0x06; | ||||
| 		public const UInt16 SLOT_HEAD				    = 0x08; | ||||
| 		public const UInt16 SLOT_UNDERSHIRT			= 0x09; | ||||
| 		public const UInt16 SLOT_BODY				    = 0x0A; | ||||
| 		public const UInt16 SLOT_UNDERGARMENT		    = 0x0B; | ||||
| 		public const UInt16 SLOT_LEGS				    = 0x0C; | ||||
| 		public const UInt16 SLOT_HANDS				    = 0x0D; | ||||
| 		public const UInt16 SLOT_BOOTS				    = 0x0E; | ||||
| 		public const UInt16 SLOT_WAIST				    = 0x0F; | ||||
| 		public const UInt16 SLOT_NECK				    = 0x10; | ||||
| 		public const UInt16 SLOT_EARS				    = 0x11; | ||||
| 		public const UInt16 SLOT_WRISTS				= 0x13; | ||||
| 		public const UInt16 SLOT_RIGHTFINGER		    = 0x15; | ||||
| 		public const UInt16 SLOT_LEFTFINGER			= 0x16; | ||||
|  | ||||
|  | ||||
|         public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint inventorySlot) | ||||
|         { | ||||
|             ulong combined = equipSlot | (inventorySlot << 32); | ||||
|             return new SubPacket(OPCODE, 0, playerActorID, BitConverter.GetBytes(combined)); | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
| @@ -15,7 +15,8 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|  | ||||
|         public const ushort CODE_ITEMS = 0x0000; | ||||
|         public const ushort CODE_CURRANCYITEMS = 0x0063; | ||||
|         public const ushort CODE_KEYITEMS = 0x0064;               | ||||
|         public const ushort CODE_KEYITEMS = 0x0064; | ||||
|         public const ushort CODE_EQUIPMENT = 0x00FE; | ||||
|  | ||||
|         public static SubPacket buildPacket(uint playerActorID, ushort size, ushort code) | ||||
|         { | ||||
|   | ||||
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