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# Conflicts: # FFXIVClassic Map Server/Database.cs # FFXIVClassic Map Server/FFXIVClassic Map Server.csproj # FFXIVClassic Map Server/WorldManager.cs # FFXIVClassic Map Server/actors/area/Area.cs # FFXIVClassic Map Server/actors/area/Zone.cs # FFXIVClassic Map Server/actors/chara/Character.cs # FFXIVClassic Map Server/actors/chara/npc/Npc.cs # FFXIVClassic Map Server/actors/chara/player/Inventory.cs # FFXIVClassic Map Server/actors/chara/player/Player.cs # FFXIVClassic Map Server/dataobjects/ZoneConnection.cs # FFXIVClassic Map Server/lua/LuaEngine.cs # FFXIVClassic Map Server/packets/send/Actor/AddActorPacket.cs # FFXIVClassic Map Server/packets/send/Actor/DeleteAllActorsPacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorPropetyPacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorStatePacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorStatusAllPacket.cs # FFXIVClassic Map Server/packets/send/Actor/SetActorStatusPacket.cs # FFXIVClassic Map Server/packets/send/Actor/_0x132Packet.cs # FFXIVClassic Map Server/packets/send/Actor/battle/BattleAction.cs # FFXIVClassic Map Server/packets/send/Actor/battle/BattleActionX10Packet.cs # FFXIVClassic Map Server/packets/send/Actor/battle/BattleActionX18Packet.cs # FFXIVClassic Map Server/packets/send/Actor/battle/CommandResultX00Packet.cs # FFXIVClassic Map Server/packets/send/Actor/events/SetEmoteEventCondition.cs # FFXIVClassic Map Server/packets/send/Actor/inventory/InventoryRemoveX08Packet.cs # data/scripts/commands/gm/giveitem.lua
70 lines
2.2 KiB
C#
70 lines
2.2 KiB
C#
using System;
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using System.Net.Sockets;
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using FFXIVClassic.Common;
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using System.Collections.Concurrent;
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using System.Net;
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using FFXIVClassic_Map_Server.packets.WorldPackets.Send;
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namespace FFXIVClassic_Map_Server.dataobjects
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{
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class ZoneConnection
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{
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//Connection stuff
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public Socket socket;
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public byte[] buffer;
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private BlockingCollection<SubPacket> SendPacketQueue = new BlockingCollection<SubPacket>(1000);
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public int lastPartialSize = 0;
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public void QueuePacket(SubPacket subpacket)
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{
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if (SendPacketQueue.Count == SendPacketQueue.BoundedCapacity - 1)
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FlushQueuedSendPackets();
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SendPacketQueue.Add(subpacket);
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}
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public void FlushQueuedSendPackets()
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{
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if (socket == null || !socket.Connected)
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return;
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while (SendPacketQueue.Count > 0)
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{
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SubPacket packet = SendPacketQueue.Take();
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byte[] packetBytes = packet.GetBytes();
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try
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{
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socket.Send(packetBytes);
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}
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catch (Exception e)
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{ Program.Log.Error(e, "Weird case, socket was d/ced: {0}"); }
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}
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}
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public String GetAddress()
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{
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return String.Format("{0}:{1}", (socket.RemoteEndPoint as IPEndPoint).Address, (socket.RemoteEndPoint as IPEndPoint).Port);
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}
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public bool IsConnected()
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{
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return (socket.Poll(1, SelectMode.SelectRead) && socket.Available == 0);
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}
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public void Disconnect()
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{
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if (socket.Connected)
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socket.Disconnect(false);
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}
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public void RequestZoneChange(uint sessionId, uint destinationZoneId, byte spawnType, float spawnX, float spawnY, float spawnZ, float spawnRotation)
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{
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WorldRequestZoneChangePacket.BuildPacket(sessionId, destinationZoneId, spawnType, spawnX, spawnY, spawnZ, spawnRotation).DebugPrintSubPacket();
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QueuePacket(WorldRequestZoneChangePacket.BuildPacket(sessionId, destinationZoneId, spawnType, spawnX, spawnY, spawnZ, spawnRotation));
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}
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}
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}
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