using FFXIVClassic_Map_Server; using FFXIVClassic.Common; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.lua; using FFXIVClassic_Map_Server.packets.send.actor; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace FFXIVClassic_Map_Server.dataobjects { class Session { public uint id = 0; Player playerActor; public List actorInstanceList = new List(); public uint languageCode = 1; private uint lastPingPacket = Utils.UnixTimeStampUTC(); public bool isUpdatesLocked = true; public string errorMessage = ""; public Session(uint sessionId) { this.id = sessionId; playerActor = new Player(this, sessionId); } public void QueuePacket(List packets) { foreach (SubPacket s in packets) QueuePacket(s); } public void QueuePacket(SubPacket subPacket) { subPacket.SetTargetId(id); Server.GetWorldConnection().QueuePacket(subPacket); } public Player GetActor() { return playerActor; } public void Ping() { lastPingPacket = Utils.UnixTimeStampUTC(); } public bool CheckIfDCing() { uint currentTime = Utils.UnixTimeStampUTC(); if (currentTime - lastPingPacket >= 5000) //Show D/C flag playerActor.SetDCFlag(true); else if (currentTime - lastPingPacket >= 30000) //DCed return true; else playerActor.SetDCFlag(false); return false; } public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState) { if (isUpdatesLocked) return; if (playerActor.positionX == x && playerActor.positionY == y && playerActor.positionZ == z && playerActor.rotation == rot) return; playerActor.oldPositionX = playerActor.positionX; playerActor.oldPositionY = playerActor.positionY; playerActor.oldPositionZ = playerActor.positionZ; playerActor.oldRotation = playerActor.rotation; playerActor.positionX = x; playerActor.positionY = y; playerActor.positionZ = z; playerActor.rotation = rot; playerActor.moveState = moveState; GetActor().GetZone().UpdateActorPosition(GetActor()); playerActor.QueuePositionUpdate(new Vector3(x,y,z)); } long lastMilis = 0; public void UpdateInstance(List list) { if (isUpdatesLocked) return; List basePackets = new List(); List RemoveActorSubpackets = new List(); List posUpdateSubpackets = new List(); //Remove missing actors for (int i = 0; i < actorInstanceList.Count; i++) { if (!list.Contains(actorInstanceList[i])) { QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId)); actorInstanceList.RemoveAt(i); } } //Add new actors or move for (int i = 0; i < list.Count; i++) { Actor actor = list[i]; if (actor.actorId == playerActor.actorId) continue; if (actorInstanceList.Contains(actor)) { //Don't send for static characters (npcs) // todo: this is retarded, need actual mob class if (actor is Character && ((Character)actor).isStatic) continue; QueuePacket(actor.CreatePositionUpdatePacket()); } else { QueuePacket(actor.GetSpawnPackets(playerActor, 1)); QueuePacket(actor.GetInitPackets()); QueuePacket(actor.GetSetEventStatusPackets()); actorInstanceList.Add(actor); if (actor is Npc) { ((Npc)actor).DoOnActorSpawn(playerActor); } } } } public void ClearInstance() { actorInstanceList.Clear(); } public void LockUpdates(bool f) { isUpdatesLocked = f; } } }