mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
- renamed sln to FFXIVClassic.sln - threaded logging - todo: print packets using Log.Packet
163 lines
5.0 KiB
C#
163 lines
5.0 KiB
C#
using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.packets;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.dataobjects
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{
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class ConnectedPlayer
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{
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public uint actorID = 0;
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Player playerActor;
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public List<Actor> actorInstanceList = new List<Actor>();
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public uint languageCode = 1;
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private ClientConnection zoneConnection;
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private ClientConnection chatConnection;
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private uint lastPingPacket = Utils.UnixTimeStampUTC();
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public string errorMessage = "";
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public ConnectedPlayer(uint actorId)
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{
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this.actorID = actorId;
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playerActor = new Player(this, actorId);
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actorInstanceList.Add(playerActor);
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}
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public void setConnection(int type, ClientConnection conn)
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{
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conn.connType = type;
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switch (type)
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{
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case BasePacket.TYPE_ZONE:
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zoneConnection = conn;
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break;
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case BasePacket.TYPE_CHAT:
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chatConnection = conn;
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break;
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}
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}
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public bool isClientConnectionsReady()
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{
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return (zoneConnection != null && chatConnection != null);
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}
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public void disconnect()
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{
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zoneConnection.disconnect();
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chatConnection.disconnect();
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}
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public bool isDisconnected()
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{
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return (!zoneConnection.isConnected() && !chatConnection.isConnected());
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}
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public void queuePacket(BasePacket basePacket)
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{
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zoneConnection.queuePacket(basePacket);
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}
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public void queuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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{
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zoneConnection.queuePacket(subPacket, isAuthed, isEncrypted);
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}
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public Player getActor()
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{
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return playerActor;
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}
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public void ping()
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{
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lastPingPacket = Utils.UnixTimeStampUTC();
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}
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public bool checkIfDCing()
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{
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uint currentTime = Utils.UnixTimeStampUTC();
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if (currentTime - lastPingPacket >= 5000) //Show D/C flag
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playerActor.setDCFlag(true);
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else if (currentTime - lastPingPacket >= 30000) //DCed
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return true;
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else
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playerActor.setDCFlag(false);
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return false;
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}
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public void updatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
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{
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playerActor.oldPositionX = playerActor.positionX;
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playerActor.oldPositionY = playerActor.positionY;
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playerActor.oldPositionZ = playerActor.positionZ;
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playerActor.oldRotation = playerActor.rotation;
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playerActor.positionX = x;
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playerActor.positionY = y;
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playerActor.positionZ = z;
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playerActor.rotation = rot;
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playerActor.moveState = moveState;
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getActor().zone.updateActorPosition(getActor());
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}
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public void updateInstance(List<Actor> list)
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{
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List<BasePacket> basePackets = new List<BasePacket>();
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List<SubPacket> removeActorSubpackets = new List<SubPacket>();
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List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
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//Remove missing actors
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for (int i = 0; i < actorInstanceList.Count; i++)
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{
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if (!list.Contains(actorInstanceList[i]))
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{
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getActor().queuePacket(RemoveActorPacket.buildPacket(playerActor.actorId, actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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}
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}
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//Add new actors or move
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for (int i = 0; i < list.Count; i++)
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{
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Actor actor = list[i];
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if (actor.actorId == playerActor.actorId)
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continue;
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if (actorInstanceList.Contains(actor))
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{
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getActor().queuePacket(actor.createPositionUpdatePacket(playerActor.actorId));
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}
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else
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{
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getActor().queuePacket(actor.getSpawnPackets(playerActor.actorId, 1));
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getActor().queuePacket(actor.getInitPackets(playerActor.actorId));
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getActor().queuePacket(actor.getSetEventStatusPackets(playerActor.actorId));
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actorInstanceList.Add(actor);
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if (actor is Npc)
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{
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LuaEngine.doActorOnSpawn(getActor(), (Npc)actor);
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}
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}
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}
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}
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public void clearInstance()
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{
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actorInstanceList.Clear();
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}
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}
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}
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