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2 Commits

Author SHA1 Message Date
be551707b8 WIP 2022-08-27 23:27:39 -05:00
b6fb5f8173 Add Friction Volume script 2022-08-27 23:06:44 -05:00
842 changed files with 4028 additions and 10161 deletions

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@@ -10,13 +10,12 @@ jobs:
build-and-test:
name: Build & Test (${{ matrix.os }})
runs-on: ${{ matrix.os }}
continue-on-error: true
strategy:
matrix:
os: [ windows-2022, ubuntu-20.04, macos-11 ]
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v2
with:
submodules: true
- name: Add msbuild to PATH (Windows only)
@@ -35,7 +34,7 @@ jobs:
buildPreset: "ci-${{matrix.os}}"
testPreset: "ci-${{matrix.os}}"
- name: artifacts
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v2
if: ${{ github.ref == 'ref/head/main' }}
with:
name: build-${{matrix.os}}

2
.gitignore vendored
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@@ -121,4 +121,4 @@ docker/__pycache__
docker-compose.override.yml
!*Test.bin
!/tests/TestBitStreams/*.bin

6
.gitmodules vendored
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@@ -14,6 +14,12 @@
path = thirdparty/mariadb-connector-cpp
url = https://github.com/mariadb-corporation/mariadb-connector-cpp.git
ignore = dirty
[submodule "thirdparty/docker-utils"]
path = thirdparty/docker-utils
url = https://github.com/lcdr/utils.git
[submodule "thirdparty/LUnpack"]
path = thirdparty/LUnpack
url = https://github.com/Xiphoseer/LUnpack.git
[submodule "thirdparty/AccountManager"]
path = thirdparty/AccountManager
url = https://github.com/DarkflameUniverse/AccountManager

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@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.18)
cmake_minimum_required(VERSION 3.14)
project(Darkflame)
include(CTest)
@@ -58,7 +58,7 @@ if(UNIX)
if(APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -fPIC")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC -lstdc++fs")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC")
endif()
if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic")
@@ -76,27 +76,21 @@ endif()
# Our output dir
set(CMAKE_BINARY_DIR ${PROJECT_BINARY_DIR})
# TODO make this not have to override the build type directories
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_BINARY_DIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
# Create a /resServer directory
make_directory(${CMAKE_BINARY_DIR}/resServer)
# Create a /res directory
make_directory(${CMAKE_BINARY_DIR}/res)
# Create a /locale directory
make_directory(${CMAKE_BINARY_DIR}/locale)
# Create a /logs directory
make_directory(${CMAKE_BINARY_DIR}/logs)
# Copy resource files on first build
set(RESOURCE_FILES "sharedconfig.ini" "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
set(RESOURCE_FILES "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
foreach(resource_file ${RESOURCE_FILES})
if (NOT EXISTS ${PROJECT_BINARY_DIR}/${resource_file})
configure_file(
@@ -107,17 +101,6 @@ foreach(resource_file ${RESOURCE_FILES})
endif()
endforeach()
# Copy navmesh data on first build and extract it
if (NOT EXISTS ${PROJECT_BINARY_DIR}/navmeshes/)
configure_file(
${CMAKE_SOURCE_DIR}/resources/navmeshes.zip ${PROJECT_BINARY_DIR}/navmeshes.zip
COPYONLY
)
file(ARCHIVE_EXTRACT INPUT ${PROJECT_BINARY_DIR}/navmeshes.zip)
file(REMOVE ${PROJECT_BINARY_DIR}/navmeshes.zip)
endif()
# Copy vanity files on first build
set(VANITY_FILES "CREDITS.md" "INFO.md" "TESTAMENT.md" "NPC.xml")
foreach(file ${VANITY_FILES})
@@ -125,25 +108,13 @@ foreach(file ${VANITY_FILES})
endforeach()
# Move our migrations for MasterServer to run
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/dlu/)
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/)
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql)
foreach(file ${SQL_FILES})
get_filename_component(file ${file} NAME)
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/dlu/${file})
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/${file})
configure_file(
${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/dlu/${file}
COPYONLY
)
endif()
endforeach()
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/cdserver/)
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/cdserver/*.sql)
foreach(file ${SQL_FILES})
get_filename_component(file ${file} NAME)
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/cdserver/${file})
configure_file(
${CMAKE_SOURCE_DIR}/migrations/cdserver/${file} ${PROJECT_BINARY_DIR}/migrations/cdserver/${file}
${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/${file}
COPYONLY
)
endif()
@@ -152,8 +123,6 @@ endforeach()
# Create our list of include directories
set(INCLUDED_DIRECTORIES
"dCommon"
"dCommon/dClient"
"dCommon/dEnums"
"dChatFilter"
"dGame"
"dGame/dBehaviors"
@@ -162,7 +131,6 @@ set(INCLUDED_DIRECTORIES
"dGame/dInventory"
"dGame/dMission"
"dGame/dEntity"
"dGame/dPropertyBehaviors"
"dGame/dUtilities"
"dPhysics"
"dNavigation"
@@ -172,86 +140,12 @@ set(INCLUDED_DIRECTORIES
"dDatabase/Tables"
"dNet"
"dScripts"
"dScripts/02_server"
"dScripts/ai"
"dScripts/client"
"dScripts/EquipmentScripts"
"dScripts/EquipmentTriggers"
"dScripts/zone"
"dScripts/02_server/DLU"
"dScripts/02_server/Enemy"
"dScripts/02_server/Equipment"
"dScripts/02_server/Map"
"dScripts/02_server/Minigame"
"dScripts/02_server/Objects"
"dScripts/02_server/Pets"
"dScripts/02_server/Enemy/AG"
"dScripts/02_server/Enemy/AM"
"dScripts/02_server/Enemy/FV"
"dScripts/02_server/Enemy/General"
"dScripts/02_server/Enemy/Survival"
"dScripts/02_server/Enemy/VE"
"dScripts/02_server/Enemy/Waves"
"dScripts/02_server/Map/AG"
"dScripts/02_server/Map/AG_Spider_Queen"
"dScripts/02_server/Map/AM"
"dScripts/02_server/Map/FV"
"dScripts/02_server/Map/General"
"dScripts/02_server/Map/GF"
"dScripts/02_server/Map/njhub"
"dScripts/02_server/Map/NS"
"dScripts/02_server/Map/NT"
"dScripts/02_server/Map/PR"
"dScripts/02_server/Map/Property"
"dScripts/02_server/Map/SS"
"dScripts/02_server/Map/VE"
"dScripts/02_server/Map/FV/Racing"
"dScripts/02_server/Map/General/Ninjago"
"dScripts/02_server/Map/njhub/boss_instance"
"dScripts/02_server/Map/NS/Waves"
"dScripts/02_server/Map/Property/AG_Med"
"dScripts/02_server/Map/Property/AG_Small"
"dScripts/02_server/Map/Property/NS_Med"
"dScripts/02_server/Minigame/General"
"dScripts/ai/ACT"
"dScripts/ai/AG"
"dScripts/ai/FV"
"dScripts/ai/GENERAL"
"dScripts/ai/GF"
"dScripts/ai/MINIGAME"
"dScripts/ai/NP"
"dScripts/ai/NS"
"dScripts/ai/PETS"
"dScripts/ai/PROPERTY"
"dScripts/ai/RACING"
"dScripts/ai/SPEC"
"dScripts/ai/WILD"
"dScripts/ai/ACT/FootRace"
"dScripts/ai/MINIGAME/SG_GF"
"dScripts/ai/MINIGAME/SG_GF/SERVER"
"dScripts/ai/NS/NS_PP_01"
"dScripts/ai/NS/WH"
"dScripts/ai/PROPERTY/AG"
"dScripts/ai/RACING/OBJECTS"
"dScripts/client/ai"
"dScripts/client/ai/PR"
"dScripts/zone/AG"
"dScripts/zone/LUPs"
"dScripts/zone/PROPERTY"
"dScripts/zone/PROPERTY/FV"
"dScripts/zone/PROPERTY/GF"
"dScripts/zone/PROPERTY/NS"
"thirdparty/raknet/Source"
"thirdparty/tinyxml2"
"thirdparty/recastnavigation"
"thirdparty/SQLite"
"thirdparty/cpplinq"
"tests"
"tests/dCommonTests"
"tests/dGameTests"
"tests/dGameTests/dComponentsTests"
)
# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
@@ -266,6 +160,7 @@ elseif (UNIX)
set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include/bcrypt")
endif()
include_directories(${ZLIB_INCLUDE_DIRS})
# Add binary directory as an include directory
include_directories(${PROJECT_BINARY_DIR})
@@ -333,6 +228,8 @@ if (UNIX)
endif()
endif()
add_subdirectory(tests)
# Include all of our binary directories
add_subdirectory(dWorldServer)
add_subdirectory(dAuthServer)
@@ -365,7 +262,3 @@ target_precompile_headers(
tinyxml2 PRIVATE
"$<$<COMPILE_LANGUAGE:CXX>:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>"
)
if (${__enable_testing__} MATCHES "1")
add_subdirectory(tests)
endif()

View File

@@ -1,128 +1,126 @@
{
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 14,
"patch": 0
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 14,
"patch": 0
},
"configurePresets": [
{
"name": "default",
"displayName": "Default configure step",
"description": "Use 'build' dir and Unix makefiles",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
},
"configurePresets": [
{
"name": "default",
"displayName": "Default configure step",
"description": "Use 'build' dir and Unix makefiles",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
},
{
"name": "ci-ubuntu-20.04",
"displayName": "CI configure step for Ubuntu",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-macos-11",
"displayName": "CI configure step for MacOS",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-windows-2022",
"displayName": "CI configure step for Windows",
"description": "Set architecture to 64-bit (b/c RakNet)",
"inherits": "default",
"generator": "Visual Studio 17 2022",
"architecture": {
"value": "x64"
},
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
},
{
"name": "windows-default",
"inherits": "ci-windows-2022",
"displayName": "Windows only Configure Settings",
"description": "Sets build and install directories",
"generator": "Ninja",
"architecture": {
"value": "x64",
"strategy": "external"
}
{
"name": "ci-ubuntu-20.04",
"displayName": "CI configure step for Ubuntu",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-macos-11",
"displayName": "CI configure step for MacOS",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default",
"cacheVariables": {
"OPENSSL_ROOT_DIR": "/usr/local/Cellar/openssl@3/3.0.5/"
}
],
"buildPresets": [
{
"name": "default",
"configurePreset": "default",
"displayName": "Default Build",
"description": "Default Build",
"jobs": 2
},
{
"name": "ci-windows-2022",
"displayName": "CI configure step for Windows",
"description": "Set architecture to 64-bit (b/c RakNet)",
"inherits": "default",
"generator": "Visual Studio 17 2022",
"architecture": {
"value": "x64"
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "Windows CI Build",
"description": "This preset is used by the CI build on windows",
"configuration": "RelWithDebInfo",
"jobs": 2
},
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "Linux CI Build",
"description": "This preset is used by the CI build on linux",
"jobs": 2
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "MacOS CI Build",
"description": "This preset is used by the CI build on MacOS",
"jobs": 2
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
],
"testPresets": [
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "CI Tests on Linux",
"description": "Runs all tests on a linux configuration",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "CI Tests on MacOS",
"description": "Runs all tests on a Mac configuration",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "CI Tests on windows",
"description": "Runs all tests on a windows configuration",
"configuration": "RelWithDebInfo",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
},
"filter": {
"exclude": {
"name": "((example)|(minigzip))+"
}
}
},
{
"name": "windows-default",
"inherits": "ci-windows-2022",
"displayName": "Windows only Configure Settings",
"description": "Sets build and install directories",
"generator": "Ninja",
"architecture": {
"value": "x64",
"strategy": "external"
}
]
}
}
],
"buildPresets": [
{
"name": "default",
"configurePreset": "default",
"displayName": "Default Build",
"description": "Default Build",
"jobs": 2
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "Windows CI Build",
"description": "This preset is used by the CI build on windows",
"configuration": "RelWithDebInfo",
"jobs": 2
},
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "Linux CI Build",
"description": "This preset is used by the CI build on linux",
"jobs": 2
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "MacOS CI Build",
"description": "This preset is used by the CI build on MacOS",
"jobs": 2
}
],
"testPresets": [
{
"name": "ci-ubuntu-20.04",
"configurePreset": "ci-ubuntu-20.04",
"displayName": "CI Tests on Linux",
"description": "Runs all tests on a linux configuration",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-macos-11",
"configurePreset": "ci-macos-11",
"displayName": "CI Tests on MacOS",
"description": "Runs all tests on a Mac configuration",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
},
{
"name": "ci-windows-2022",
"configurePreset": "ci-windows-2022",
"displayName": "CI Tests on windows",
"description": "Runs all tests on a windows configuration",
"configuration": "RelWithDebInfo",
"execution": {
"jobs": 2
},
"output": {
"outputOnFailure": true
}
}
]
}

View File

@@ -8,17 +8,13 @@ LICENSE=AGPL-3.0
# 171022 - Unmodded client
NET_VERSION=171022
# Debugging
# Set __dynamic to 1 to enable the -rdynamic flag for the linker, yielding some symbols in crashlogs.
__dynamic=1
# Set __ggdb to 1 to enable the -ggdb flag for the linker, including more debug info.
# Set __dynamic to 1 to enable the -rdynamic flag for the linker, yielding some symbols in crashlogs.
# __ggdb=1
# Set __include_backtrace__ to 1 to includes the backtrace library for better crashlogs.
# Set __ggdb to 1 to enable the -ggdb flag for the linker, including more debug info.
# __include_backtrace__=1
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
# Set __include_backtrace__ to 1 to includes the backtrace library for better crashlogs.
# __compile_backtrace__=1
# Set to the number of jobs (make -j equivalent) to compile the mariadbconn files with.
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
__maria_db_connector_compile_jobs__=1
# When set to 1 and uncommented, compiling and linking testing folders and libraries will be done.
__enable_testing__=1
# The path to OpenSSL. Change this if your OpenSSL install path is different than the default.
OPENSSL_ROOT_DIR=/usr/local/opt/openssl@3/
# Set to the number of jobs (make -j equivalent) to compile the mariadbconn files with.

View File

@@ -4,7 +4,7 @@
- [Docker](https://docs.docker.com/get-docker/) (Docker Desktop or on Linux normal Docker)
- [Docker Compose](https://docs.docker.com/compose/install/) (Included in Docker Desktop)
- LEGO® Universe Client. Check the main [README](./README.md) for details on this.
- LEGO® Universe packed Client. Check the main [README](./README.md) for details on this.
## Run server inside Docker

View File

@@ -25,7 +25,7 @@
11. Once the command has completed (you can see you path again and can enter commands), close the window.
12. Inside the downloaded folder, copy `.env.example` and name the copy `.env`
13. Open `.env` with Notepad by right-clicking it and selecting _Open With_ -> _More apps_ -> _Notepad_.
14. Change the text after `CLIENT_PATH=` to the location of your client. This folder must contain either a folder `client` or `legouniverse.exe`.
14. Change the text after `CLIENT_PATH=` to the location of your client. The folder you are pointing to must contain a folder called `client` which should contain the client files.
> If you need the extra performance, place the client files in `\\wsl$\<your linux OS>\...` to avoid working across file systems, see [Docker Best Practices](https://docs.docker.com/desktop/windows/wsl/#best-practices) and [WSL documentation](https://docs.microsoft.com/en-us/windows/wsl/filesystems#file-storage-and-performance-across-file-systems).
15. Optionally, you can change the number after `BUILD_THREADS=` to the number of cores / threads your processor has. If your computer crashes while building, you can try to reduce this value.

611
README.md
View File

@@ -18,188 +18,204 @@ Darkflame Universe is licensed under AGPLv3, please read [LICENSE](LICENSE). Som
Throughout the entire build and setup process a level of familiarity with the command line and preferably a Unix-like development environment is greatly advantageous.
### Hosting a server
We do not recommend hosting public servers. Darkflame Universe is intended for small scale deployment, for example within a group of friends. It has not been tested for large scale deployment which comes with additional security risks.
We do not recommend hosting public servers. DLU is intended for small scale deployment, for example within a group of friends. It has not been tested for large scale deployment which comes with additional security risks.
### Supply of resource files
Darkflame Universe is a server emulator and does not distribute any LEGO® Universe files. A separate game client is required to setup this server emulator and play the game, which we cannot supply. Users are strongly suggested to refer to the safe checksums listed [here](#verifying-your-client-files) to see if a client will work.
Darkflame Universe is a server emulator and does not distribute any LEGO® Universe files. A separate game client is required to setup this server emulator and play the game, which we cannot supply. Users are strongly suggested to refer to the safe checksums listed in the resources tab below when checking if a client will work.
## Steps to setup server
* [Clone this repository](#clone-the-repository)
* [Install dependencies](#install-dependencies)
* [Database setup](#database-setup)
* [Build the server](#build-the-server)
* [Configuring your server](#configuring-your-server)
* [Required Configuration](#required-configuration)
* [Optional Configuration](#optional-configuration)
* [Verify your setup](#verify-your-setup)
* [Running the server](#running-the-server)
* [User Guide](#user-guide)
## Build
Development of the latest iteration of Darkflame Universe has been done primarily in a Unix-like environment and is where it has been tested and designed for deployment. It is therefore highly recommended that Darkflame Universe be built and deployed using a Unix-like environment for the most streamlined experience.
## Clone the repository
If you are on Windows, you will need to download and install git from [here](https://git-scm.com/download/win)
Then run the following command
### Prerequisites
#### Clone the repository
```bash
git clone --recursive https://github.com/DarkflameUniverse/DarkflameServer
```
#### Python
## Install dependencies
Some tools utilized to streamline the setup process require Python 3, make sure you have it installed.
### Windows packages
Ensure that you have either the [MSVC C++ compiler](https://visualstudio.microsoft.com/vs/features/cplusplus/) (recommended) or the [Clang compiler](https://github.com/llvm/llvm-project/releases/) installed.
You'll also need to download and install [CMake](https://cmake.org/download/) (version <font size="4">**CMake version 3.18**</font> or later!).
### MacOS packages
Ensure you have [brew](https://brew.sh) installed.
You will need to install the following packages
```bash
brew install cmake gcc mariadb openssl zlib
```
### Choosing the right version for your client
DLU clients identify themselves using a higher version number than the regular live clients out there.
This was done make sure that older and incomplete clients wouldn't produce false positive bug reports for us, and because we made bug fixes and new content for the client.
### Linux packages
Make sure packages like `gcc`, and `zlib` are installed. Depending on the distribution, these packages might already be installed. Note that on systems like Ubuntu, you will need the `zlib1g-dev` package so that the header files are available. `libssl-dev` will also be required as well as `openssl`. You will also need a MySQL database solution to use. We recommend using `mariadb-server`.
If you're using a DLU client you'll have to go into the "CMakeVariables.txt" file and change the NET_VERSION variable to 171023 to match the modified client's version number.
For Ubuntu, you would run the following commands. On other systems, the package install command will differ.
### Using Docker
Refer to [Docker.md](/Docker.md).
```bash
sudo apt update && sudo apt upgrade
For Windows, refer to [Docker_Windows.md](/Docker_Windows.md).
# Install packages
sudo apt install build-essential gcc zlib1g-dev libssl-dev openssl mariadb-server cmake
```
### Linux builds
Make sure packages like `gcc`, `cmake`, and `zlib` are installed. Depending on the distribution, these packages might already be installed. Note that on systems like Ubuntu, you will need the `zlib1g-dev` package so that the header files are available. `libssl-dev` will also be required as well as `openssl`.
#### Required CMake version
This project uses <font size="4">**CMake version 3.18**</font> or higher and as such you will need to ensure you have this version installed.
You can check your CMake version by using the following command in a terminal.
```bash
cmake --version
```
CMake must be version 3.14 or higher!
If you are going to be using an Ubuntu environment to run the server, you may need to get a more recent version of `cmake` than the packages available may provide.
#### Build the repository
The general approach to do so would be to obtain a copy of the signing key and then add the CMake repository to your apt.
You can do so with the following commands.
[Source of the below commands](https://askubuntu.com/questions/355565/how-do-i-install-the-latest-version-of-cmake-from-the-command-line)
```bash
# Remove the old version of CMake
sudo apt purge --auto-remove cmake
# Prepare for installation
sudo apt update && sudo apt install -y software-properties-common lsb-release && sudo apt clean all
# Obtain a copy of the signing key
wget -O - https://apt.kitware.com/keys/kitware-archive-latest.asc 2>/dev/null | gpg --dearmor - | sudo tee /etc/apt/trusted.gpg.d/kitware.gpg >/dev/null
# Add the repository to your sources list.
sudo apt-add-repository "deb https://apt.kitware.com/ubuntu/ $(lsb_release -cs) main"
# Next you'll want to ensure that Kitware's keyring stays up to date
sudo apt update
sudo apt install kitware-archive-keyring
sudo rm /etc/apt/trusted.gpg.d/kitware.gpg
# If sudo apt update above returned an error, copy the public key at the end of the error message and run the following command
# if the error message was "The following signatures couldn't be verified because the public key is not available: NO_PUBKEY 6AF7F09730B3F0A4"
# then the below command would be "sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys 6AF7F09730B3F0A4"
sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys <TheCopiedPublicKey>
# Finally update and install
sudo apt update
sudo apt install cmake
```
## Database setup
First you'll need to start MariaDB.
For Windows the service is always running by default.
For MacOS, run the following command
```bash
brew services start mariadb
```
For Linux, run the following command
```bash
sudo systemctl start mysql
# If systemctl is not a known command on your distribution, try the following instead
sudo service mysql start
```
<font size="4">**You will need to run this command every time you restart your environment**</font>
If you are using Linux and `systemctl` and want the MariaDB instance to start on startup, run the following command
```bash
sudo systemctl enable --now mysql
```
Once MariaDB is started, you'll need to create a user and an empty database for Darkflame Universe to use.
First, login to the MariaDB instance.
To do this on Ubuntu/Linux, MacOS, or another Unix like operating system, run the following command in a terminal
```bash
# Logs you into the MariaDB instance as root
sudo mysql
```
For Windows, run the following command in the `Command Prompt (MariaDB xx.xx)` terminal
```bash
# Logs you into the mysql instance
mysql -u root -p
# You will then be prompted for the password you set for root during installation of MariaDB
```
Now that you are logged in, run the following commands.
```bash
# Creates a user for this computer which uses a password and grant said user all privileges.
# Change mydarkflameuser to a custom username and password to a custom password.
GRANT ALL ON *.* TO 'mydarkflameuser'@'localhost' IDENTIFIED BY 'password' WITH GRANT OPTION;
FLUSH PRIVILEGES;
# Then create a database for Darkflame Universe to use.
CREATE DATABASE darkflame;
```
## Build the server
You can either run `build.sh` when in the root folder of the repository:
```bash
./build.sh
```
Or manually run the commands used in [build.sh](build.sh).
Or manually run the commands used in `build.sh`:
### Notes
Depending on your operating system, you may need to adjust some pre-processor defines in [CMakeVariables.txt](./CMakeVariables.txt) before building:
* If you are on MacOS, ensure OPENSSL_ROOT_DIR is pointing to the openssl root directory.
* If you are using a Darkflame Universe client, ensure NET_VERSION is changed to 171023.
```bash
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
## Configuring your server
This server has a few steps that need to be taken to configure the server for your use case.
# Run CMake to generate make files
cmake ..
### Required Configuration
Darkflame Universe can run with either a packed or an unpacked client.
Navigate to `build/sharedconfig.ini` and fill in the following fields:
* `mysql_host` (This is the IP address or hostname of your MariaDB server. This is highly likely `localhost`)
* If you setup your MariaDB instance on a port other than 3306, which can be done on a Windows install, you will need to make this value `tcp://localhost:portNum` where portNum is replaced with the port you chose to run MariaDB on.
* `mysql_database` (This is the database you created for the server)
* `mysql_username` (This is the user you created for the server)
* `mysql_password` (This is the password for the user you created for the server)
* `client_location` (This is the location of the client files. This should be the folder path of a packed or unpacked client)
* Ideally the path to the client should not contain any spaces.
# To build utilizing multiple cores, append `-j` and the amount of cores to utilize, for example `cmake --build . --config Release -j8'
cmake --build . --config Release
```
### Optional Configuration
* After the server has been built there should be five `ini` files in the build directory: `sharedconfig.ini`, `authconfig.ini`, `chatconfig.ini`, `masterconfig.ini`, and `worldconfig.ini`.
* `authconfig.ini` contains an option to enable or disable play keys on your server. Do not change the default port for auth.
* `chatconfig.ini` contains a port option.
* `masterconfig.ini` contains options related to permissions you want to run your servers with.
* `sharedconfig.ini` contains several options that are shared across all servers
* `worldconfig.ini` contains several options to turn on QOL improvements should you want them. If you would like the most vanilla experience possible, you will need to turn some of these settings off.
### MacOS builds
Ensure `cmake`, `zlib` and `open ssl` are installed as well as a compiler (e.g `clang` or `gcc`).
In the repository root folder run the following. Ensure -DOPENSSL_ROOT_DIR=/path/to/openssl points to your openssl install location
```bash
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
# Run CMake to generate build files
cmake .. -DOPENSSL_ROOT_DIR=/path/to/openssl
# Get cmake to build the project. If make files are being used then using make and appending `-j` and the amount of cores to utilize may be preferable, for example `make -j8`
cmake --build . --config Release
```
### Windows builds (native)
Ensure that you have either the [MSVC](https://visualstudio.microsoft.com/vs/) or the [Clang](https://github.com/llvm/llvm-project/releases/) (recommended) compiler installed. You will also need to install [CMake](https://cmake.org/download/). Currently on native Windows the server will only work in Release mode.
#### Build the repository
```batch
:: Create the build directory
mkdir build
cd build
:: Run CMake to generate make files
cmake ..
:: Run CMake with build flag to build
cmake --build . --config Release
```
#### Windows for ARM has not been tested but should build by doing the following
```batch
:: Create the build directory
mkdir build
cd build
:: Run CMake to generate make files
cmake .. -DMARIADB_BUILD_SOURCE=ON
:: Run CMake with build flag to build
cmake --build . --config Release
```
### Windows builds (WSL)
This section will go through how to install [WSL](https://docs.microsoft.com/en-us/windows/wsl/install) and building in a Linux environment under Windows. WSL requires Windows 10 version 2004 and higher (Build 19041 and higher) or Windows 11.
#### Open the Command Prompt application with Administrator permissions and run the following:
```bash
# Installing Windows Subsystem for Linux
wsl --install
```
#### Open the Ubuntu application and run the following:
```bash
# Make sure the install is up to date
apt update && apt upgrade
# Make sure the gcc, cmake, and build-essentials are installed
sudo apt install gcc
sudo apt install cmake
sudo apt install build-essential
```
[**Follow the Linux instructions**](#linux-builds)
### ARM builds
AArch64 builds should work on linux and MacOS using their respective build steps. Windows ARM should build but it has not been tested
### Updating your build
To update your server to the latest version navigate to your cloned directory
```bash
cd /path/to/DarkflameServer
```
run the following commands to update to the latest changes
```bash
git pull
git submodule update --init --recursive
```
now follow the build section for your system
## Setting up the environment
### Resources
#### LEGO® Universe 1.10.64
This repository does not distribute any LEGO® Universe files. A full install of LEGO® Universe version 1.10.64 (latest) is required to finish setting up Darkflame Universe.
Known good SHA256 checksums of the client:
- `8f6c7e84eca3bab93232132a88c4ae6f8367227d7eafeaa0ef9c40e86c14edf5` (packed client, rar compressed)
- `c1531bf9401426042e8bab2de04ba1b723042dc01d9907c2635033d417de9e05` (packed client, includes extra locales, rar compressed)
- `0d862f71eedcadc4494c4358261669721b40b2131101cbd6ef476c5a6ec6775b` (unpacked client, includes extra locales, rar compressed)
Known good *SHA1* checksum of the DLU client:
- `91498e09b83ce69f46baf9e521d48f23fe502985` (packed client, zip compressed)
How to generate a SHA256 checksum:
```bash
# Replace <file> with the file path to the client
# If on Linux or MacOS
shasum -a 256 <file>
# If on Windows
certutil -hashfile <file> SHA256
```
#### Unpacking the client
* Clone lcdr's utilities repository [here](https://github.com/lcdr/utils)
* Use `pkextractor.pyw` to unpack the client files if they are not already unpacked
#### Setup resource directory
* In the `build` directory create a `res` directory if it does not already exist.
* Copy over or create symlinks from `macros`, `BrickModels`, `chatplus_en_us.txt`, `names`, and `maps` in your client `res` directory to the server `build/res` directory
* Unzip the navmeshes [here](./resources/navmeshes.zip) and place them in `build/res/maps/navmeshes`
#### Setup locale
* In the `build` directory create a `locale` directory if it does not already exist
* Copy over or create symlinks from `locale.xml` in your client `locale` directory to the `build/locale` directory
#### Client database
* Use `fdb_to_sqlite.py` in lcdr's utilities on `res/cdclient.fdb` in the unpacked client to convert the client database to `cdclient.sqlite`
* Move and rename `cdclient.sqlite` into `build/res/CDServer.sqlite`
* Run each SQL file in the order at which they appear [here](migrations/cdserver/) on the SQLite database
### Database
Darkflame Universe utilizes a MySQL/MariaDB database for account and character information.
Initial setup can vary drastically based on which operating system or distribution you are running; there are instructions out there for most setups, follow those and come back here when you have a database up and running.
* Create a database for Darkflame Universe to use
#### Configuration
After the server has been built there should be four `ini` files in the build director: `authconfig.ini`, `chatconfig.ini`, `masterconfig.ini`, and `worldconfig.ini`. Go through them and fill in the database credentials and configure other settings if necessary.
#### Setup and Migrations
Use the command `./MasterServer -m` to setup the tables in the database. The first time this command is run on a database, the tables will be up to date with the most recent version. To update your database tables, run this command again. Multiple invocations will not affect any functionality.
#### Verify
## Verify your setup
Your build directory should now look like this:
* AuthServer
* ChatServer
@@ -208,35 +224,42 @@ Your build directory should now look like this:
* authconfig.ini
* chatconfig.ini
* masterconfig.ini
* sharedconfig.ini
* worldconfig.ini
* **locale/**
* locale.xml
* **res/**
* CDServer.sqlite
* chatplus_en_us.txt
* **macros/**
* ...
* **BrickModels/**
* ...
* **maps/**
* **navmeshes/**
* ...
* ...
* ...
## Running the server
If everything has been configured correctly you should now be able to run the `MasterServer` binary which is located in the `build` directory. Darkflame Universe utilizes port numbers under 1024, so under Linux you either have to give the `AuthServer` binary network permissions or run it under sudo.
To give `AuthServer` network permissions and not require sudo, run the following command
```bash
sudo setcap 'cap_net_bind_service=+ep' AuthServer
```
and then go to `build/masterconfig.ini` and change `use_sudo_auth` to 0.
If everything has been configured correctly you should now be able to run the `MasterServer` binary. Darkflame Universe utilizes port numbers under 1024, so under Linux you either have to give the binary network permissions or run it under sudo.
### First admin user
Run `MasterServer -a` to get prompted to create an admin account. This method is only intended for the system administrator as a means to get started, do NOT use this method to create accounts for other users!
### Account management tool (Nexus Dashboard)
**If you are just using this server for yourself, you can skip setting up Nexus Dashboard**
### Account Manager
Follow the instructions [here](https://github.com/DarkflameUniverse/NexusDashboard) to setup the DLU Nexus Dashboard web application. This is the intended way for users to create accounts and the intended way for moderators to approve names/pets/properties and do other moderation actions.
Follow the instructions [here](https://github.com/DarkflameUniverse/AccountManager) to setup the DLU account management Python web application. This is the intended way for users to create accounts.
### Admin levels
The admin level, or Game Master level (hereafter referred to as gmlevel), is specified in the `accounts.gm_level` column in the MySQL database. Normal players should have this set to `0`, which comes with no special privileges. The system administrator will have this set to `9`, which comes will all privileges. gmlevel `8` should be used to give a player a majority of privileges without the safety critical once.
While a character has a gmlevel of anything but `0`, some gameplay behavior will change. When testing gameplay, you should always use a character with a gmlevel of `0`.
The admin level, or game master level, is specified in the `accounts.gm_level` column in the MySQL database. Normal players should have this set to `0`, which comes with no special privileges. The system administrator will have this set to `9`, which comes will all privileges. Admin level `8` should be used to give a player a majority of privileges without the safety critical once.
# User guide
Some changes to the client `boot.cfg` file are needed to play on your server.
While a character has a gmlevel of anything but 0, some gameplay behavior will change. When testing gameplay, you should always use a character with a gmlevel of 0.
## Allowing a user to connect to your server
## User guide
A few modifications have to be made to the client.
### Client configuration
To connect to a server follow these steps:
* In the client directory, locate `boot.cfg`
* Open it in a text editor and locate where it says `AUTHSERVERIP=0:`
@@ -244,88 +267,169 @@ To connect to a server follow these steps:
* Launch `legouniverse.exe`, through `wine` if on a Unix-like operating system
* Note that if you are on WSL2, you will need to configure the public IP in the server and client to be the IP of the WSL2 instance and not localhost, which can be found by running `ifconfig` in the terminal. Windows defaults to WSL1, so this will not apply to most users.
## Brick-By-Brick building
Should you choose to do any brick building, you will want to have some form of a http server that returns a 404 error since we are unable to emulate live User Generated Content at the moment. If you attempt to do any brick building without a 404 server running properly, you will be unable to load into your game. Python is the easiest way to do this, but any thing that returns a 404 should work fine.
* Note: the client hard codes this request on port 80.
### Survival
<font size="4">**If you do not plan on doing any Brick Building, then you can skip this step.**</font>
The client script for the survival minigame has a bug in it which can cause the minigame to not load. To fix this, follow these instructions:
* Open `res/scripts/ai/minigame/survival/l_zone_survival_client.lua`
* Navigate to line `617`
* Change `PlayerReady(self)` to `onPlayerReady(self)`
* Save the file, overriding readonly mode if required
The easiest way to do this is to install [python](https://www.python.org/downloads/).
If you still experience the bug, try deleting/renaming `res/pack/scripts.pk`.
### Allowing a user to build in Brick-by-Brick mode
Brick-By-Brick building requires `PATCHSERVERIP=0:` and `UGCSERVERIP=0:` in the `boot.cfg` to point to a HTTP server which always returns `HTTP 404 - Not Found` for all requests. This can be most easily achieved by pointing both of those variables to `localhost` while having running in the background.
Each client must have their own 404 server running if they are using a locally hosted 404 server.
```bash
# If on linux run this command. Because this is run on a port below 1024, binary network permissions are needed.
sudo python3 -m http.server 80
### Brick-By-Brick building
# If on windows one of the following will work when run through Powershell or Command Prompt assuming python is installed
python3 -m http.server 80
python http.server 80
py -m http.server 80
```
Brick-By-Brick building requires `PATCHSERVERIP=0:` in the `boot.cfg` to point to a HTTP server which always returns `HTTP 404 - Not Found` for all requests. This can be achieved by pointing it to `localhost` while having `sudo python -m http.server 80` running in the background.
## Updating your server
To update your server to the latest version navigate to your cloned directory
```bash
cd path/to/DarkflameServer
```
Run the following commands to update to the latest changes
```bash
git pull
git submodule update --init --recursive
```
Now follow the [build](#build-the-server) section for your system and your server is up to date.
### In-game commands
Here is a summary of the commands available in-game. All commands are prefixed by `/` and typed in the in-game chat window. Some commands requires admin privileges. Operands within `<>` are required, operands within `()` are not. For the full list of in-game commands, please checkout [the source file](./dGame/dUtilities/SlashCommandHandler.cpp).
## In-game commands
* A list of all in-game commands can be found [here](./docs/Commands.md).
## Verifying your client files
### LEGO® Universe 1.10.64
To verify that you are indeed using a LEGO® Universe 1.10.64 client, make sure you have the full client compressed **in a rar file** and run the following command.
```bash
# Replace <file> with the file path to the zipped client
# If on Linux or MacOS
shasum -a 256 <file>
# If on Windows using the Command Prompt
certutil -hashfile <file> SHA256
```
Below are known good SHA256 checksums of the client:
* `8f6c7e84eca3bab93232132a88c4ae6f8367227d7eafeaa0ef9c40e86c14edf5` (packed client, rar compressed)
* `c1531bf9401426042e8bab2de04ba1b723042dc01d9907c2635033d417de9e05` (packed client, includes extra locales, rar compressed)
* `0d862f71eedcadc4494c4358261669721b40b2131101cbd6ef476c5a6ec6775b` (unpacked client, includes extra locales, rar compressed)
If the returned hash matches one of the lines above then you can continue with setting up the server. If you are using a fully downloaded and complete client from live, then it will work, but the hash above may not match. Otherwise you must obtain a full install of LEGO® Universe 1.10.64.
### Darkflame Universe Client
Darkflame Universe clients identify themselves using a higher version number than the regular live clients out there.
This was done make sure that older and incomplete clients wouldn't produce false positive bug reports for us, and because we made bug fixes and new content for the client.
To verify that you are indeed using a Darkflame Universe client, make sure you have the full client compressed **in a zip file** and run the following command.
```bash
# Replace <file> with the file path to the zipped client
# If on Linux or MacOS
shasum -a 1 <file>
# If on Windows using the Command Prompt
certutil -hashfile <file> SHA1
```
Known good *SHA1* checksum of the Darkflame Universe client:
- `91498e09b83ce69f46baf9e521d48f23fe502985` (packed client, zip compressed)
# Development Documentation
This is a Work in Progress, but below are some quick links to documentaion for systems and structs in the server
[Networked message structs](https://lcdruniverse.org/lu_packets/lu_packets/index.html)
[General system documentation](https://docs.lu-dev.net/en/latest/index.html)
<table>
<thead>
<th>
Command
</th>
<th>
Usage
</th>
<th>
Description
</th>
<th>
Admin Level Requirement
</th>
</thead>
<tbody>
<tr>
<td>
info
</td>
<td>
/info
</td>
<td>
Displays server info to the user, including where to find the server's source code.
</td>
<td>
</td>
</tr>
<tr>
<td>
credits
</td>
<td>
/credits
</td>
<td>
Displays the names of the people behind Darkflame Universe.
</td>
<td>
</td>
</tr>
<tr>
<td>
instanceinfo
</td>
<td>
/instanceinfo
</td>
<td>
Displays in the chat the current zone, clone, and instance id.
</td>
<td>
</td>
</tr>
<tr>
<td>
gmlevel
</td>
<td>
/gmlevel &#60;level&#62;
</td>
<td>
Within the authorized range of levels for the current account, changes the character's game master level to the specified value. This is required to use certain commands.
</td>
<td>
</td>
</tr>
<tr>
<td>
testmap
</td>
<td>
/testmap &#60;zone&#62; (clone-id)
</td>
<td>
Transfers you to the given zone by id and clone id.
</td>
<td>
1
</td>
</tr>
<tr>
<td>
ban
</td>
<td>
/ban &#60;username&#62;
</td>
<td>
Bans a user from the server.
</td>
<td>
4
</td>
</tr>
<tr>
<td>
gmadditem
</td>
<td>
/gmadditem &#60;id&#62; (count)
</td>
<td>
Adds the given item to your inventory by id.
</td>
<td>
8
</td>
</tr>
<tr>
<td>
spawn
</td>
<td>
/spawn &#60;id&#62;
</td>
<td>
Spawns an object at your location by id.
</td>
<td>
8
</td>
</tr>
<tr>
<td>
metrics
</td>
<td>
/metrics
</td>
<td>
Prints some information about the server's performance.
</td>
<td>
8
</td>
</tr>
</tbody>
</table>
# Credits
## Active Contributors
* [EmosewaMC](https://github.com/EmosewaMC)
* [Jettford](https://github.com/Jettford)
* [Aaron K.](https://github.com/aronwk-aaron)
## DLU Team
* [DarwinAnim8or](https://github.com/DarwinAnim8or)
@@ -334,30 +438,25 @@ This is a Work in Progress, but below are some quick links to documentaion for s
* [averysumner](https://github.com/codeshaunted)
* [Jon002](https://github.com/jaller200)
* [Jonny](https://github.com/cuzitsjonny)
* [Aaron K.](https://github.com/aronwk-aaron)
### Research and Tools
### Research and tools
* [lcdr](https://github.com/lcdr)
* [Xiphoseer](https://github.com/Xiphoseer)
### Community Management
### Community management
* [Neal](https://github.com/NealSpellman)
### Logo
* Cole Peterson (BlasterBuilder)
## Active Contributors
* [EmosewaMC](https://github.com/EmosewaMC)
* [Jettford](https://github.com/Jettford)
## Former Contributors
### Former contributors
* TheMachine
* Matthew
* [Raine](https://github.com/Rainebannister)
* Bricknave
## Special Thanks
### Logo
* Cole Peterson (BlasterBuilder)
## Special thanks
* humanoid24
* pwjones1969
* [Simon](https://github.com/SimonNitzsche)
* [ALL OF THE NETDEVIL AND LEGO TEAMS!](https://www.mobygames.com/game/macintosh/lego-universe/credits)
* ALL OF THE NETDEVIL AND LEGO TEAMS!

View File

@@ -1,6 +1,3 @@
# Error if any command fails
set -e
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
@@ -11,3 +8,5 @@ cmake ..
# To build utilizing multiple cores, append `-j` and the amount of cores to utilize, for example `cmake --build . --config Release -j8'
cmake --build . --config Release
# Run migrations
./MasterServer -m

View File

@@ -11,7 +11,6 @@
#include "Database.h"
#include "dConfig.h"
#include "Diagnostics.h"
#include "BinaryPathFinder.h"
//RakNet includes:
#include "RakNetDefines.h"
@@ -22,40 +21,37 @@
#include "Game.h"
namespace Game {
dLogger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
bool shouldShutdown = false;
dLogger* logger;
dServer* server;
dConfig* config;
}
dLogger* SetupLogger();
void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t authFramerate = mediumFramerate;
constexpr uint32_t authFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Auth");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return EXIT_FAILURE;
//Read our config:
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "authconfig.ini").string());
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
if (!Game::logger) return 0;
Game::logger->Log("AuthServer", "Starting Auth server...");
Game::logger->Log("AuthServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("AuthServer", "Compiled on: %s", __TIMESTAMP__);
//Read our config:
dConfig config("authconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
//Connect to the MySQL Database
std::string mysql_host = Game::config->GetValue("mysql_host");
std::string mysql_database = Game::config->GetValue("mysql_database");
std::string mysql_username = Game::config->GetValue("mysql_username");
std::string mysql_password = Game::config->GetValue("mysql_password");
std::string mysql_host = config.GetValue("mysql_host");
std::string mysql_database = config.GetValue("mysql_database");
std::string mysql_username = config.GetValue("mysql_username");
std::string mysql_password = config.GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
@@ -64,12 +60,12 @@ int main(int argc, char** argv) {
Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
return EXIT_FAILURE;
return 0;
}
//Find out the master's IP:
std::string masterIP;
uint32_t masterPort = 1500;
int masterPort = 1500;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -81,28 +77,26 @@ int main(int argc, char** argv) {
delete stmt;
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
uint32_t maxClients = 50;
uint32_t ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
int maxClients = 50;
int ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown);
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth);
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
constexpr uint32_t logFlushTime = 30 * authFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * authFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceLastSQLPing = 0;
while (!Game::shouldShutdown) {
while (true) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= authFramerate)
if (framesSinceMasterDisconnect >= 30)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
@@ -118,16 +112,16 @@ int main(int argc, char** argv) {
}
//Push our log every 30s:
if (framesSinceLastFlush >= logFlushTime) {
if (framesSinceLastFlush >= 900) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= sqlPingTime) {
if (framesSinceLastSQLPing >= 40000) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
uint32_t masterPort;
int masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -142,7 +136,7 @@ int main(int argc, char** argv) {
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps"
t += std::chrono::milliseconds(mediumFramerate); //Auth can run at a lower "fps"
std::this_thread::sleep_until(t);
}
@@ -150,13 +144,13 @@ int main(int argc, char** argv) {
Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
delete Game::config;
exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
}
dLogger* SetupLogger() {
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/AuthServer_" + std::to_string(time(nullptr)) + ".log")).string();
std::string logPath = "./logs/AuthServer_" + std::to_string(time(nullptr)) + ".log";
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

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@@ -1,2 +1,4 @@
add_executable(AuthServer "AuthServer.cpp")
set(DAUTHSERVER_SOURCES "AuthServer.cpp")
add_executable(AuthServer ${DAUTHSERVER_SOURCES})
target_link_libraries(AuthServer ${COMMON_LIBRARIES})

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@@ -1,10 +1,6 @@
set(DCHATSERVER_SOURCES
"ChatPacketHandler.cpp"
"PlayerContainer.cpp"
)
add_executable(ChatServer "ChatServer.cpp")
add_library(dChatServer ${DCHATSERVER_SOURCES})
target_link_libraries(dChatServer ${COMMON_LIBRARIES} dChatFilter)
target_link_libraries(ChatServer ${COMMON_LIBRARIES} dChatFilter dChatServer)
set(DCHATSERVER_SOURCES "ChatPacketHandler.cpp"
"ChatServer.cpp"
"PlayerContainer.cpp")
add_executable(ChatServer ${DCHATSERVER_SOURCES})
target_link_libraries(ChatServer ${COMMON_LIBRARIES} dChatFilter)

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@@ -33,10 +33,9 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
"WHEN friend_id = ? THEN player_id "
"END AS requested_player, best_friend FROM friends) AS fr "
"JOIN charinfo AS ci ON ci.id = fr.requested_player "
"WHERE fr.requested_player IS NOT NULL AND fr.requested_player != ?;"));
"WHERE fr.requested_player IS NOT NULL;"));
stmt->setUInt(1, static_cast<uint32_t>(playerID));
stmt->setUInt(2, static_cast<uint32_t>(playerID));
stmt->setUInt(3, static_cast<uint32_t>(playerID));
std::vector<FriendData> friends;
@@ -114,10 +113,6 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
inStream.Read(isBestFriendRequest);
auto requestor = playerContainer.GetPlayerData(requestorPlayerID);
if (requestor->playerName == playerName) {
SendFriendResponse(requestor, requestor, AddFriendResponseType::MYTHRAN);
return;
};
std::unique_ptr<PlayerData> requestee(playerContainer.GetPlayerData(playerName));
// Check if player is online first
@@ -394,7 +389,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet) {
uint8_t channel = 0;
inStream.Read(channel);
std::string message = PacketUtils::ReadString(0x66, packet, true, 512);
std::string message = PacketUtils::ReadString(0x66, packet, true);
Game::logger->Log("ChatPacketHandler", "Got a message from (%s) [%d]: %s", senderName.c_str(), channel, message.c_str());
@@ -436,7 +431,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet) {
void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
LWOOBJID senderID = PacketUtils::ReadPacketS64(0x08, packet);
std::string receiverName = PacketUtils::ReadString(0x66, packet, true);
std::string message = PacketUtils::ReadString(0xAA, packet, true, 512);
std::string message = PacketUtils::ReadString(0xAA, packet, true);
//Get the bois:
auto goonA = playerContainer.GetPlayerData(senderID);

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@@ -12,25 +12,20 @@
#include "dMessageIdentifiers.h"
#include "dChatFilter.h"
#include "Diagnostics.h"
#include "AssetManager.h"
#include "BinaryPathFinder.h"
#include "PlayerContainer.h"
#include "ChatPacketHandler.h"
#include "Game.h"
namespace Game {
dLogger* logger;
dServer* server;
dConfig* config;
dChatFilter* chatFilter;
}
//RakNet includes:
#include "RakNetDefines.h"
namespace Game {
dLogger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
bool shouldShutdown = false;
}
dLogger* SetupLogger();
void HandlePacket(Packet* packet);
@@ -38,45 +33,28 @@ void HandlePacket(Packet* packet);
PlayerContainer playerContainer;
int main(int argc, char** argv) {
constexpr uint32_t chatFramerate = mediumFramerate;
constexpr uint32_t chatFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Chat");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return EXIT_FAILURE;
//Read our config:
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "chatconfig.ini").string());
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
if (!Game::logger) return 0;
Game::logger->Log("ChatServer", "Starting Chat server...");
Game::logger->Log("ChatServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("ChatServer", "Compiled on: %s", __TIMESTAMP__);
try {
std::string clientPathStr = Game::config->GetValue("client_location");
if (clientPathStr.empty()) clientPathStr = "./res";
std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
if (clientPath.is_relative()) {
clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
}
Game::assetManager = new AssetManager(clientPath);
} catch (std::runtime_error& ex) {
Game::logger->Log("ChatServer", "Got an error while setting up assets: %s", ex.what());
return EXIT_FAILURE;
}
//Read our config:
dConfig config("chatconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
//Connect to the MySQL Database
std::string mysql_host = Game::config->GetValue("mysql_host");
std::string mysql_database = Game::config->GetValue("mysql_database");
std::string mysql_username = Game::config->GetValue("mysql_username");
std::string mysql_password = Game::config->GetValue("mysql_password");
std::string mysql_host = config.GetValue("mysql_host");
std::string mysql_database = config.GetValue("mysql_database");
std::string mysql_username = config.GetValue("mysql_username");
std::string mysql_password = config.GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
@@ -85,12 +63,12 @@ int main(int argc, char** argv) {
Database::Destroy("ChatServer");
delete Game::server;
delete Game::logger;
return EXIT_FAILURE;
return 0;
}
//Find out the master's IP:
std::string masterIP;
uint32_t masterPort = 1000;
int masterPort = 1000;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -102,30 +80,28 @@ int main(int argc, char** argv) {
delete stmt;
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
uint32_t maxClients = 50;
uint32_t ourPort = 1501;
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
int maxClients = 50;
int ourPort = 1501;
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::shouldShutdown);
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat);
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceLastSQLPing = 0;
while (!Game::shouldShutdown) {
while (true) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= chatFramerate)
if (framesSinceMasterDisconnect >= 30)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
@@ -141,16 +117,16 @@ int main(int argc, char** argv) {
}
//Push our log every 30s:
if (framesSinceLastFlush >= logFlushTime) {
if (framesSinceLastFlush >= 900) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= sqlPingTime) {
if (framesSinceLastSQLPing >= 40000) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
uint32_t masterPort;
int masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -165,7 +141,7 @@ int main(int argc, char** argv) {
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
t += std::chrono::milliseconds(mediumFramerate); //Chat can run at a lower "fps"
std::this_thread::sleep_until(t);
}
@@ -173,13 +149,13 @@ int main(int argc, char** argv) {
Database::Destroy("ChatServer");
delete Game::server;
delete Game::logger;
delete Game::config;
exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
}
dLogger* SetupLogger() {
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/ChatServer_" + std::to_string(time(nullptr)) + ".log")).string();
std::string logPath = "./logs/ChatServer_" + std::to_string(time(nullptr)) + ".log";
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

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@@ -58,6 +58,16 @@ void AMFArrayValue::RemoveValue(const std::string& key) {
}
}
// AMFArray Find Value
AMFValue* AMFArrayValue::FindValue(const std::string& key) {
_AMFArrayMap_::iterator it = this->associative.find(key);
if (it != this->associative.end()) {
return it->second;
}
return nullptr;
}
// AMFArray Get Associative Iterator Begin
_AMFArrayMap_::iterator AMFArrayValue::GetAssociativeIteratorValueBegin() {
return this->associative.begin();
@@ -83,6 +93,11 @@ uint32_t AMFArrayValue::GetDenseValueSize() {
return (uint32_t)this->dense.size();
}
// AMFArray Get value at index in Dense List
AMFValue* AMFArrayValue::GetValueAt(uint32_t index) {
return this->dense.at(index);
}
// AMFArray Get Dense Iterator Begin
_AMFArrayList_::iterator AMFArrayValue::GetDenseIteratorBegin() {
return this->dense.begin();

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@@ -75,9 +75,7 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFUndefined;
AMFValueType GetValueType() { return AMFUndefined; }
};
//! The null value AMF type
@@ -87,9 +85,7 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFNull;
AMFValueType GetValueType() { return AMFNull; }
};
//! The false value AMF type
@@ -99,9 +95,7 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFFalse;
AMFValueType GetValueType() { return AMFFalse; }
};
//! The true value AMF type
@@ -111,9 +105,7 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFTrue;
AMFValueType GetValueType() { return AMFTrue; }
};
//! The integer value AMF type
@@ -125,10 +117,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFInteger; }
public:
static const AMFValueType ValueType = AMFInteger;
//! Sets the integer value
/*!
\param value The value to set
@@ -151,10 +142,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFDouble; }
public:
static const AMFValueType ValueType = AMFDouble;
//! Sets the double value
/*!
\param value The value to set to
@@ -177,10 +167,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFString; }
public:
static const AMFValueType ValueType = AMFString;
//! Sets the string value
/*!
\param value The string value to set to
@@ -203,10 +192,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFXMLDoc; }
public:
static const AMFValueType ValueType = AMFXMLDoc;
//! Sets the XML Doc value
/*!
\param value The value to set to
@@ -229,10 +217,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFDate; }
public:
static const AMFValueType ValueType = AMFDate;
//! Sets the date time
/*!
\param value The value to set to
@@ -257,11 +244,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFArray; }
public:
static const AMFValueType ValueType = AMFArray;
~AMFArrayValue() override;
//! Inserts an item into the array map for a specific key
/*!
@@ -280,15 +265,7 @@ public:
/*!
\return The AMF value if found, nullptr otherwise
*/
template <typename T>
T* FindValue(const std::string& key) const {
_AMFArrayMap_::const_iterator it = this->associative.find(key);
if (it != this->associative.end() && T::ValueType == it->second->GetValueType()) {
return dynamic_cast<T*>(it->second);
}
return nullptr;
};
AMFValue* FindValue(const std::string& key);
//! Returns where the associative iterator begins
/*!
@@ -321,12 +298,7 @@ public:
/*!
\param index The index to get
*/
template <typename T>
T* GetValueAt(uint32_t index) {
if (index >= this->dense.size()) return nullptr;
AMFValue* foundValue = this->dense.at(index);
return T::ValueType == foundValue->GetValueType() ? dynamic_cast<T*>(foundValue) : nullptr;
};
AMFValue* GetValueAt(uint32_t index);
//! Returns where the dense iterator begins
/*!
@@ -362,11 +334,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return ValueType; }
AMFValueType GetValueType() { return AMFObject; }
~AMFObjectValue() override;
public:
static const AMFValueType ValueType = AMFObject;
//! Constructor
/*!
\param traits The traits to set

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@@ -10,7 +10,7 @@ void BinaryIO::WriteString(const std::string& stringToWrite, std::ofstream& outs
}
//For reading null-terminated strings
std::string BinaryIO::ReadString(std::istream& instream) {
std::string BinaryIO::ReadString(std::ifstream& instream) {
std::string toReturn;
char buffer;
@@ -25,7 +25,7 @@ std::string BinaryIO::ReadString(std::istream& instream) {
}
//For reading strings of a specific size
std::string BinaryIO::ReadString(std::istream& instream, size_t size) {
std::string BinaryIO::ReadString(std::ifstream& instream, size_t size) {
std::string toReturn;
char buffer;
@@ -37,7 +37,7 @@ std::string BinaryIO::ReadString(std::istream& instream, size_t size) {
return toReturn;
}
std::string BinaryIO::ReadWString(std::istream& instream) {
std::string BinaryIO::ReadWString(std::ifstream& instream) {
size_t size;
BinaryRead(instream, size);
//toReturn.resize(size);

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@@ -10,15 +10,16 @@ namespace BinaryIO {
template<typename T>
std::istream& BinaryRead(std::istream& stream, T& value) {
if (!stream.good()) throw std::runtime_error("Failed to read from istream.");
if (!stream.good())
printf("bla");
return stream.read(reinterpret_cast<char*>(&value), sizeof(T));
}
void WriteString(const std::string& stringToWrite, std::ofstream& outstream);
std::string ReadString(std::istream& instream);
std::string ReadString(std::istream& instream, size_t size);
std::string ReadWString(std::istream& instream);
std::string ReadString(std::ifstream& instream);
std::string ReadString(std::ifstream& instream, size_t size);
std::string ReadWString(std::ifstream& instream);
inline bool DoesFileExist(const std::string& name) {
std::ifstream f(name.c_str());

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@@ -1,71 +0,0 @@
#include <filesystem>
#include <string>
#include "BinaryPathFinder.h"
#include "dPlatforms.h"
#if defined(DARKFLAME_PLATFORM_WIN32)
#include <Windows.h>
#elif defined(DARKFLAME_PLATFORM_MACOS) || defined(DARKFLAME_PLATFORM_IOS)
#include <mach-o/dyld.h>
#elif defined(DARKFLAME_PLATFORM_FREEBSD)
#include <sys/types.h>
#include <sys/sysctl.h>
#include <stdlib.h>
#endif
std::filesystem::path BinaryPathFinder::binaryDir;
std::filesystem::path BinaryPathFinder::GetBinaryDir() {
if (!binaryDir.empty()) {
return binaryDir;
}
std::string pathStr;
// Derived from boost::dll::program_location, licensed under the Boost Software License: http://www.boost.org/LICENSE_1_0.txt
#if defined(DARKFLAME_PLATFORM_WIN32)
char path[MAX_PATH];
GetModuleFileName(NULL, path, MAX_PATH);
pathStr = std::string(path);
#elif defined(DARKFLAME_PLATFORM_MACOS) || defined(DARKFLAME_PLATFORM_IOS)
char path[1024];
uint32_t size = sizeof(path);
if (_NSGetExecutablePath(path, &size) == 0) {
pathStr = std::string(path);
} else {
// The filepath size is greater than our initial buffer size, so try again with the size
// that _NSGetExecutablePath told us it actually is
char *p = new char[size];
if (_NSGetExecutablePath(p, &size) != 0) {
throw std::runtime_error("Failed to get binary path from _NSGetExecutablePath");
}
pathStr = std::string(p);
delete[] p;
}
#elif defined(DARKFLAME_PLATFORM_FREEBSD)
int mib[4];
mib[0] = CTL_KERN;
mib[1] = KERN_PROC;
mib[2] = KERN_PROC_PATHNAME;
mib[3] = -1;
char buf[10240];
size_t cb = sizeof(buf);
sysctl(mib, 4, buf, &cb, NULL, 0);
pathStr = std::string(buf);
#else // DARKFLAME_PLATFORM_LINUX || DARKFLAME_PLATFORM_UNIX || DARKFLAME_PLATFORM_ANDROID
pathStr = std::filesystem::read_symlink("/proc/self/exe");
#endif
// Some methods like _NSGetExecutablePath could return a symlink
// Either way, we need to get the parent path because we want the directory, not the binary itself
// We also ensure that it is an absolute path so that it is valid if we need to construct a path
// to exucute on unix systems (eg sudo BinaryPathFinder::GetBinaryDir() / WorldServer)
if (std::filesystem::is_symlink(pathStr)) {
binaryDir = std::filesystem::absolute(std::filesystem::read_symlink(pathStr).parent_path());
} else {
binaryDir = std::filesystem::absolute(std::filesystem::path(pathStr).parent_path());
}
return binaryDir;
}

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@@ -1,15 +0,0 @@
#pragma once
#ifndef __BINARYPATHFINDER__H__
#define __BINARYPATHFINDER__H__
#include <filesystem>
class BinaryPathFinder {
private:
static std::filesystem::path binaryDir;
public:
static std::filesystem::path GetBinaryDir();
};
#endif //!__BINARYPATHFINDER__H__

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@@ -1,180 +0,0 @@
#include "BrickByBrickFix.h"
#include <memory>
#include <iostream>
#include <sstream>
#include "tinyxml2.h"
#include "Database.h"
#include "Game.h"
#include "ZCompression.h"
#include "dLogger.h"
//! Forward declarations
std::unique_ptr<sql::ResultSet> GetModelsFromDatabase();
void WriteSd0Magic(char* input, uint32_t chunkSize);
bool CheckSd0Magic(sql::Blob* streamToCheck);
/**
* @brief Truncates all models with broken data from the database.
*
* @return The number of models deleted
*/
uint32_t BrickByBrickFix::TruncateBrokenBrickByBrickXml() {
uint32_t modelsTruncated{};
auto modelsToTruncate = GetModelsFromDatabase();
bool previousCommitValue = Database::GetAutoCommit();
Database::SetAutoCommit(false);
while (modelsToTruncate->next()) {
std::unique_ptr<sql::PreparedStatement> ugcModelToDelete(Database::CreatePreppedStmt("DELETE FROM ugc WHERE ugc.id = ?;"));
std::unique_ptr<sql::PreparedStatement> pcModelToDelete(Database::CreatePreppedStmt("DELETE FROM properties_contents WHERE ugc_id = ?;"));
std::string completeUncompressedModel{};
uint32_t chunkCount{};
uint64_t modelId = modelsToTruncate->getInt(1);
std::unique_ptr<sql::Blob> modelAsSd0(modelsToTruncate->getBlob(2));
// Check that header is sd0 by checking for the sd0 magic.
if (CheckSd0Magic(modelAsSd0.get())) {
while (true) {
uint32_t chunkSize{};
modelAsSd0->read(reinterpret_cast<char*>(&chunkSize), sizeof(uint32_t)); // Extract chunk size from istream
// Check if good here since if at the end of an sd0 file, this will have eof flagged.
if (!modelAsSd0->good()) break;
std::unique_ptr<uint8_t[]> compressedChunk(new uint8_t[chunkSize]);
for (uint32_t i = 0; i < chunkSize; i++) {
compressedChunk[i] = modelAsSd0->get();
}
// Ignore the valgrind warning about uninitialized values. These are discarded later when we know the actual uncompressed size.
std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[ZCompression::MAX_SD0_CHUNK_SIZE]);
int32_t err{};
int32_t actualUncompressedSize = ZCompression::Decompress(
compressedChunk.get(), chunkSize, uncompressedChunk.get(), ZCompression::MAX_SD0_CHUNK_SIZE, err);
if (actualUncompressedSize != -1) {
uint32_t previousSize = completeUncompressedModel.size();
completeUncompressedModel.append((char*)uncompressedChunk.get());
completeUncompressedModel.resize(previousSize + actualUncompressedSize);
} else {
Game::logger->Log("BrickByBrickFix", "Failed to inflate chunk %i for model %llu. Error: %i", chunkCount, modelId, err);
break;
}
chunkCount++;
}
std::unique_ptr<tinyxml2::XMLDocument> document = std::make_unique<tinyxml2::XMLDocument>();
if (!document) {
Game::logger->Log("BrickByBrickFix", "Failed to initialize tinyxml document. Aborting.");
return 0;
}
if (!(document->Parse(completeUncompressedModel.c_str(), completeUncompressedModel.size()) == tinyxml2::XML_SUCCESS)) {
if (completeUncompressedModel.find(
"</LXFML>",
completeUncompressedModel.length() >= 15 ? completeUncompressedModel.length() - 15 : 0) == std::string::npos
) {
Game::logger->Log("BrickByBrickFix",
"Brick-by-brick model %llu will be deleted!", modelId);
ugcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
pcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
ugcModelToDelete->execute();
pcModelToDelete->execute();
modelsTruncated++;
}
}
} else {
Game::logger->Log("BrickByBrickFix",
"Brick-by-brick model %llu will be deleted!", modelId);
ugcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
pcModelToDelete->setInt64(1, modelsToTruncate->getInt64(1));
ugcModelToDelete->execute();
pcModelToDelete->execute();
modelsTruncated++;
}
}
Database::Commit();
Database::SetAutoCommit(previousCommitValue);
return modelsTruncated;
}
/**
* @brief Updates all current models in the database to have the Segmented Data 0 (SD0) format.
* Any models that do not start with zlib and best compression magic will not be updated.
*
* @return The number of models updated to SD0
*/
uint32_t BrickByBrickFix::UpdateBrickByBrickModelsToSd0() {
uint32_t updatedModels = 0;
auto modelsToUpdate = GetModelsFromDatabase();
auto previousAutoCommitState = Database::GetAutoCommit();
Database::SetAutoCommit(false);
std::unique_ptr<sql::PreparedStatement> insertionStatement(Database::CreatePreppedStmt("UPDATE ugc SET lxfml = ? WHERE id = ?;"));
while (modelsToUpdate->next()) {
int64_t modelId = modelsToUpdate->getInt64(1);
std::unique_ptr<sql::Blob> oldLxfml(modelsToUpdate->getBlob(2));
// Check if the stored blob starts with zlib magic (0x78 0xDA - best compression of zlib)
// If it does, convert it to sd0.
if (oldLxfml->get() == 0x78 && oldLxfml->get() == 0xDA) {
// Get and save size of zlib compressed chunk.
oldLxfml->seekg(0, std::ios::end);
uint32_t oldLxfmlSize = static_cast<uint32_t>(oldLxfml->tellg());
oldLxfml->seekg(0);
// Allocate 9 extra bytes. 5 for sd0 magic, 4 for the only zlib compressed size.
uint32_t oldLxfmlSizeWithHeader = oldLxfmlSize + 9;
std::unique_ptr<char[]> sd0ConvertedModel(new char[oldLxfmlSizeWithHeader]);
WriteSd0Magic(sd0ConvertedModel.get(), oldLxfmlSize);
for (uint32_t i = 9; i < oldLxfmlSizeWithHeader; i++) {
sd0ConvertedModel.get()[i] = oldLxfml->get();
}
std::string outputString(sd0ConvertedModel.get(), oldLxfmlSizeWithHeader);
std::istringstream outputStringStream(outputString);
insertionStatement->setBlob(1, static_cast<std::istream*>(&outputStringStream));
insertionStatement->setInt64(2, modelId);
try {
insertionStatement->executeUpdate();
Game::logger->Log("BrickByBrickFix", "Updated model %i to sd0", modelId);
updatedModels++;
} catch (sql::SQLException exception) {
Game::logger->Log(
"BrickByBrickFix",
"Failed to update model %i. This model should be inspected manually to see why."
"The database error is %s", modelId, exception.what());
}
}
}
Database::Commit();
Database::SetAutoCommit(previousAutoCommitState);
return updatedModels;
}
std::unique_ptr<sql::ResultSet> GetModelsFromDatabase() {
std::unique_ptr<sql::PreparedStatement> modelsRawDataQuery(Database::CreatePreppedStmt("SELECT id, lxfml FROM ugc;"));
return std::unique_ptr<sql::ResultSet>(modelsRawDataQuery->executeQuery());
}
/**
* @brief Writes sd0 magic at the front of a char*
*
* @param input the char* to write at the front of
* @param chunkSize The size of the first chunk to write the size of
*/
void WriteSd0Magic(char* input, uint32_t chunkSize) {
input[0] = 's';
input[1] = 'd';
input[2] = '0';
input[3] = 0x01;
input[4] = 0xFF;
*reinterpret_cast<uint32_t*>(input + 5) = chunkSize; // Write the integer to the character array
}
bool CheckSd0Magic(sql::Blob* streamToCheck) {
return streamToCheck->get() == 's' && streamToCheck->get() == 'd' && streamToCheck->get() == '0' && streamToCheck->get() == 0x01 && streamToCheck->get() == 0xFF;
}

View File

@@ -1,20 +0,0 @@
#pragma once
#include <cstdint>
namespace BrickByBrickFix {
/**
* @brief Deletes all broken BrickByBrick models that have invalid XML
*
* @return The number of BrickByBrick models that were truncated
*/
uint32_t TruncateBrokenBrickByBrickXml();
/**
* @brief Updates all BrickByBrick models in the database to be
* in the sd0 format as opposed to a zlib compressed format.
*
* @return The number of BrickByBrick models that were updated
*/
uint32_t UpdateBrickByBrickModelsToSd0();
};

View File

@@ -13,51 +13,15 @@ set(DCOMMON_SOURCES "AMFFormat.cpp"
"NiQuaternion.cpp"
"SHA512.cpp"
"Type.cpp"
"ZCompression.cpp"
"BrickByBrickFix.cpp"
"BinaryPathFinder.cpp"
"FdbToSqlite.cpp"
)
add_subdirectory(dClient)
foreach(file ${DCOMMON_DCLIENT_SOURCES})
set(DCOMMON_SOURCES ${DCOMMON_SOURCES} "dClient/${file}")
endforeach()
"ZCompression.cpp")
include_directories(${PROJECT_SOURCE_DIR}/dCommon/)
add_library(dCommon STATIC ${DCOMMON_SOURCES})
target_link_libraries(dCommon bcrypt dDatabase tinyxml2)
target_link_libraries(dCommon bcrypt)
if (UNIX)
find_package(ZLIB REQUIRED)
elseif (WIN32)
include(FetchContent)
# TODO Keep an eye on the zlib repository for an update to disable testing. Don't forget to update CMakePresets
FetchContent_Declare(
zlib
URL https://github.com/madler/zlib/archive/refs/tags/v1.2.11.zip
URL_HASH MD5=9d6a627693163bbbf3f26403a3a0b0b1
)
# Disable warning about no project version.
set(CMAKE_POLICY_DEFAULT_CMP0048 NEW)
# Disable warning about the minimum version of cmake used for bcrypt being deprecated in the future
set(CMAKE_WARN_DEPRECATED OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(zlib)
set(ZLIB_INCLUDE_DIRS ${zlib_SOURCE_DIR} ${zlib_BINARY_DIR})
set_target_properties(zlib PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${ZLIB_INCLUDE_DIRS}")
add_library(ZLIB::ZLIB ALIAS zlib)
else ()
message(
FATAL_ERROR
"This platform does not have a way to use zlib.\nCreate an issue on GitHub with your build system so it can be configured."
)
endif ()
target_link_libraries(dCommon ZLIB::ZLIB)
target_link_libraries(dCommon ZLIB::ZLIB)
endif()

View File

@@ -1,6 +1,4 @@
#include "Diagnostics.h"
#include "Game.h"
#include "dLogger.h"
// If we're on Win32, we'll include our minidump writer
#ifdef _WIN32
@@ -28,7 +26,7 @@ void make_minidump(EXCEPTION_POINTERS* e) {
"_%4d%02d%02d_%02d%02d%02d.dmp",
t.wYear, t.wMonth, t.wDay, t.wHour, t.wMinute, t.wSecond);
}
Game::logger->Log("Diagnostics", "Creating crash dump %s", name);
auto hFile = CreateFileA(name, GENERIC_WRITE, FILE_SHARE_READ, 0, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
if (hFile == INVALID_HANDLE_VALUE)
return;
@@ -83,7 +81,6 @@ struct bt_ctx {
static inline void Bt(struct backtrace_state* state) {
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
Game::logger->Log("Diagnostics", "backtrace is enabled, crash dump located at %s", fileName.c_str());
FILE* file = fopen(fileName.c_str(), "w+");
if (file != nullptr) {
backtrace_print(state, 2, file);
@@ -117,8 +114,6 @@ void GenerateDump() {
void CatchUnhandled(int sig) {
#ifndef __include_backtrace__
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
Game::logger->Log("Diagnostics", "Encountered signal %i, creating crash dump %s", sig, fileName.c_str());
if (Diagnostics::GetProduceMemoryDump()) {
GenerateDump();
}
@@ -129,6 +124,7 @@ void CatchUnhandled(int sig) {
// get void*'s for all entries on the stack
size = backtrace(array, 10);
printf("Fatal error %i\nStacktrace:\n", sig);
#if defined(__GNUG__) and defined(__dynamic)
// Loop through the returned addresses, and get the symbols to be demangled
@@ -146,18 +142,19 @@ void CatchUnhandled(int sig) {
demangled = demangle(functionName.c_str());
if (demangled.empty()) {
Game::logger->Log("Diagnostics", "[%02zu] %s", i, demangled.c_str());
printf("[%02zu] %s\n", i, demangled.c_str());
} else {
Game::logger->Log("Diagnostics", "[%02zu] %s", i, functionName.c_str());
printf("[%02zu] %s\n", i, functionName.c_str());
}
} else {
Game::logger->Log("Diagnostics", "[%02zu] %s", i, functionName.c_str());
printf("[%02zu] %s\n", i, functionName.c_str());
}
}
#else
backtrace_symbols_fd(array, size, STDOUT_FILENO);
#endif
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
FILE* file = fopen(fileName.c_str(), "w+");
if (file != NULL) {
// print out all the frames to stderr

View File

@@ -1,247 +0,0 @@
#include "FdbToSqlite.h"
#include <map>
#include <fstream>
#include <cassert>
#include <iomanip>
#include "BinaryIO.h"
#include "CDClientDatabase.h"
#include "GeneralUtils.h"
#include "Game.h"
#include "dLogger.h"
#include "AssetManager.h"
#include "eSqliteDataType.h"
std::map<eSqliteDataType, std::string> FdbToSqlite::Convert::m_SqliteType = {
{ eSqliteDataType::NONE, "none"},
{ eSqliteDataType::INT32, "int32"},
{ eSqliteDataType::REAL, "real"},
{ eSqliteDataType::TEXT_4, "text_4"},
{ eSqliteDataType::INT_BOOL, "int_bool"},
{ eSqliteDataType::INT64, "int64"},
{ eSqliteDataType::TEXT_8, "text_8"}
};
FdbToSqlite::Convert::Convert(std::string binaryOutPath) {
this->m_BinaryOutPath = binaryOutPath;
}
bool FdbToSqlite::Convert::ConvertDatabase(AssetMemoryBuffer& buffer) {
if (m_ConversionStarted) return false;
std::istream cdClientBuffer(&buffer);
this->m_ConversionStarted = true;
try {
CDClientDatabase::Connect(m_BinaryOutPath + "/CDServer.sqlite");
CDClientDatabase::ExecuteQuery("BEGIN TRANSACTION;");
int32_t numberOfTables = ReadInt32(cdClientBuffer);
ReadTables(numberOfTables, cdClientBuffer);
CDClientDatabase::ExecuteQuery("COMMIT;");
} catch (CppSQLite3Exception& e) {
Game::logger->Log("FdbToSqlite", "Encountered error %s converting FDB to SQLite", e.errorMessage());
return false;
}
return true;
}
int32_t FdbToSqlite::Convert::ReadInt32(std::istream& cdClientBuffer) {
int32_t nextInt{};
BinaryIO::BinaryRead(cdClientBuffer, nextInt);
return nextInt;
}
int64_t FdbToSqlite::Convert::ReadInt64(std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int64_t value{};
BinaryIO::BinaryRead(cdClientBuffer, value);
cdClientBuffer.seekg(prevPosition);
return value;
}
std::string FdbToSqlite::Convert::ReadString(std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
auto readString = BinaryIO::ReadString(cdClientBuffer);
cdClientBuffer.seekg(prevPosition);
return readString;
}
int32_t FdbToSqlite::Convert::SeekPointer(std::istream& cdClientBuffer) {
int32_t position{};
BinaryIO::BinaryRead(cdClientBuffer, position);
int32_t prevPosition = cdClientBuffer.tellg();
cdClientBuffer.seekg(position);
return prevPosition;
}
std::string FdbToSqlite::Convert::ReadColumnHeader(std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t numberOfColumns = ReadInt32(cdClientBuffer);
std::string tableName = ReadString(cdClientBuffer);
auto columns = ReadColumns(numberOfColumns, cdClientBuffer);
std::string newTable = "CREATE TABLE IF NOT EXISTS '" + tableName + "' (" + columns + ");";
CDClientDatabase::ExecuteDML(newTable);
cdClientBuffer.seekg(prevPosition);
return tableName;
}
void FdbToSqlite::Convert::ReadTables(int32_t& numberOfTables, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
for (int32_t i = 0; i < numberOfTables; i++) {
auto columnHeader = ReadColumnHeader(cdClientBuffer);
ReadRowHeader(columnHeader, cdClientBuffer);
}
cdClientBuffer.seekg(prevPosition);
}
std::string FdbToSqlite::Convert::ReadColumns(int32_t& numberOfColumns, std::istream& cdClientBuffer) {
std::stringstream columnsToCreate;
int32_t prevPosition = SeekPointer(cdClientBuffer);
std::string name{};
eSqliteDataType dataType{};
for (int32_t i = 0; i < numberOfColumns; i++) {
if (i != 0) columnsToCreate << ", ";
dataType = static_cast<eSqliteDataType>(ReadInt32(cdClientBuffer));
name = ReadString(cdClientBuffer);
columnsToCreate << "'" << name << "' " << FdbToSqlite::Convert::m_SqliteType[dataType];
}
cdClientBuffer.seekg(prevPosition);
return columnsToCreate.str();
}
void FdbToSqlite::Convert::ReadRowHeader(std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t numberOfAllocatedRows = ReadInt32(cdClientBuffer);
if (numberOfAllocatedRows != 0) assert((numberOfAllocatedRows & (numberOfAllocatedRows - 1)) == 0); // assert power of 2 allocation size
ReadRows(numberOfAllocatedRows, tableName, cdClientBuffer);
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRows(int32_t& numberOfAllocatedRows, std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t rowid = 0;
for (int32_t row = 0; row < numberOfAllocatedRows; row++) {
int32_t rowPointer = ReadInt32(cdClientBuffer);
if (rowPointer == -1) rowid++;
else ReadRow(rowPointer, tableName, cdClientBuffer);
}
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRow(int32_t& position, std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = cdClientBuffer.tellg();
cdClientBuffer.seekg(position);
while (true) {
ReadRowInfo(tableName, cdClientBuffer);
int32_t linked = ReadInt32(cdClientBuffer);
if (linked == -1) break;
cdClientBuffer.seekg(linked);
}
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRowInfo(std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t numberOfColumns = ReadInt32(cdClientBuffer);
ReadRowValues(numberOfColumns, tableName, cdClientBuffer);
cdClientBuffer.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRowValues(int32_t& numberOfColumns, std::string& tableName, std::istream& cdClientBuffer) {
int32_t prevPosition = SeekPointer(cdClientBuffer);
int32_t emptyValue{};
int32_t intValue{};
float_t floatValue{};
std::string stringValue{};
int32_t boolValue{};
int64_t int64Value{};
bool insertedFirstEntry = false;
std::stringstream insertedRow;
insertedRow << "INSERT INTO " << tableName << " values (";
for (int32_t i = 0; i < numberOfColumns; i++) {
if (i != 0) insertedRow << ", "; // Only append comma and space after first entry in row.
switch (static_cast<eSqliteDataType>(ReadInt32(cdClientBuffer))) {
case eSqliteDataType::NONE:
BinaryIO::BinaryRead(cdClientBuffer, emptyValue);
assert(emptyValue == 0);
insertedRow << "NULL";
break;
case eSqliteDataType::INT32:
intValue = ReadInt32(cdClientBuffer);
insertedRow << intValue;
break;
case eSqliteDataType::REAL:
BinaryIO::BinaryRead(cdClientBuffer, floatValue);
insertedRow << std::fixed << std::setprecision(34) << floatValue; // maximum precision of floating point number
break;
case eSqliteDataType::TEXT_4:
case eSqliteDataType::TEXT_8: {
stringValue = ReadString(cdClientBuffer);
size_t position = 0;
// Need to escape quote with a double of ".
while (position < stringValue.size()) {
if (stringValue.at(position) == '\"') {
stringValue.insert(position, "\"");
position++;
}
position++;
}
insertedRow << "\"" << stringValue << "\"";
break;
}
case eSqliteDataType::INT_BOOL:
BinaryIO::BinaryRead(cdClientBuffer, boolValue);
insertedRow << static_cast<bool>(boolValue);
break;
case eSqliteDataType::INT64:
int64Value = ReadInt64(cdClientBuffer);
insertedRow << std::to_string(int64Value);
break;
default:
throw std::invalid_argument("Unsupported SQLite type encountered.");
break;
}
}
insertedRow << ");";
auto copiedString = insertedRow.str();
CDClientDatabase::ExecuteDML(copiedString);
cdClientBuffer.seekg(prevPosition);
}

View File

@@ -1,145 +0,0 @@
#ifndef __FDBTOSQLITE__H__
#define __FDBTOSQLITE__H__
#pragma once
#include <cstdint>
#include <iosfwd>
#include <map>
class AssetMemoryBuffer;
enum class eSqliteDataType : int32_t;
namespace FdbToSqlite {
class Convert {
public:
/**
* Create a new convert object with an input .fdb file and an output binary path.
*
* @param inputFile The file which ends in .fdb to be converted
* @param binaryPath The base path where the file will be saved
*/
Convert(std::string binaryOutPath);
/**
* Converts the input file to sqlite. Calling multiple times is safe.
*
* @return true if the database was converted properly, false otherwise.
*/
bool ConvertDatabase(AssetMemoryBuffer& buffer);
/**
* @brief Reads a 32 bit int from the fdb file.
*
* @return The read value
*/
int32_t ReadInt32(std::istream& cdClientBuffer);
/**
* @brief Reads a 64 bit integer from the fdb file.
*
* @return The read value
*/
int64_t ReadInt64(std::istream& cdClientBuffer);
/**
* @brief Reads a string from the fdb file.
*
* @return The read string
*
* TODO This needs to be translated to latin-1!
*/
std::string ReadString(std::istream& cdClientBuffer);
/**
* @brief Seeks to a pointer position.
*
* @return The previous position before the seek
*/
int32_t SeekPointer(std::istream& cdClientBuffer);
/**
* @brief Reads a column header from the fdb file and creates the table in the database
*
* @return The table name
*/
std::string ReadColumnHeader(std::istream& cdClientBuffer);
/**
* @brief Read the tables from the fdb file.
*
* @param numberOfTables The number of tables to read
*/
void ReadTables(int32_t& numberOfTables, std::istream& cdClientBuffer);
/**
* @brief Reads the columns from the fdb file.
*
* @param numberOfColumns The number of columns to read
* @return All columns of the table formatted for a sql query
*/
std::string ReadColumns(int32_t& numberOfColumns, std::istream& cdClientBuffer);
/**
* @brief Reads the row header from the fdb file.
*
* @param tableName The tables name
*/
void ReadRowHeader(std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Read the rows from the fdb file.,
*
* @param numberOfAllocatedRows The number of rows that were allocated. Always a power of 2!
* @param tableName The tables name.
*/
void ReadRows(int32_t& numberOfAllocatedRows, std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Reads a row from the fdb file.
*
* @param position The position to seek in the fdb to
* @param tableName The tables name
*/
void ReadRow(int32_t& position, std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Reads the row info from the fdb file.
*
* @param tableName The tables name
*/
void ReadRowInfo(std::string& tableName, std::istream& cdClientBuffer);
/**
* @brief Reads each row and its values from the fdb file and inserts them into the database
*
* @param numberOfColumns The number of columns to read in
* @param tableName The tables name
*/
void ReadRowValues(int32_t& numberOfColumns, std::string& tableName, std::istream& cdClientBuffer);
private:
/**
* Maps each sqlite data type to its string equivalent.
*/
static std::map<eSqliteDataType, std::string> m_SqliteType;
/**
* Base path of the folder containing the fdb file
*/
std::string m_BasePath{};
/**
* Whether or not a conversion was started. If one was started, do not attempt to convert the file again.
*/
bool m_ConversionStarted{};
/**
* The path where the CDServer will be stored
*/
std::string m_BinaryOutPath{};
}; //! class FdbToSqlite
}; //! namespace FdbToSqlite
#endif //!__FDBTOSQLITE__H__

View File

@@ -5,21 +5,22 @@
class dServer;
class dLogger;
class InstanceManager;
class dpWorld;
class dChatFilter;
class dConfig;
class dLocale;
class RakPeerInterface;
class AssetManager;
struct SystemAddress;
namespace Game {
extern dLogger* logger;
extern dServer* server;
extern InstanceManager* im;
extern dpWorld* physicsWorld;
extern dChatFilter* chatFilter;
extern dConfig* config;
extern dLocale* locale;
extern std::mt19937 randomEngine;
extern RakPeerInterface* chatServer;
extern AssetManager* assetManager;
extern SystemAddress chatSysAddr;
extern bool shouldShutdown;
}

View File

@@ -4,8 +4,6 @@
#include <cstdint>
#include <cassert>
#include <algorithm>
#include <filesystem>
#include <map>
template <typename T>
inline size_t MinSize(size_t size, const std::basic_string_view<T>& string) {
@@ -52,7 +50,6 @@ bool _IsSuffixChar(uint8_t c) {
bool GeneralUtils::_NextUTF8Char(std::string_view& slice, uint32_t& out) {
size_t rem = slice.length();
if (slice.empty()) return false;
const uint8_t* bytes = (const uint8_t*)&slice.front();
if (rem > 0) {
uint8_t first = bytes[0];
@@ -292,30 +289,51 @@ std::u16string GeneralUtils::ReadWString(RakNet::BitStream* inStream) {
return string;
}
std::vector<std::string> GeneralUtils::GetSqlFileNamesFromFolder(const std::string& folder) {
// Because we dont know how large the initial number before the first _ is we need to make it a map like so.
std::map<uint32_t, std::string> filenames{};
for (auto& t : std::filesystem::directory_iterator(folder)) {
auto filename = t.path().filename().string();
auto index = std::stoi(GeneralUtils::SplitString(filename, '_').at(0));
filenames.insert(std::make_pair(index, filename));
}
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
// Now sort the map by the oldest migration.
std::vector<std::string> sortedFiles{};
auto fileIterator = filenames.begin();
std::map<uint32_t, std::string>::iterator oldest = filenames.begin();
while (!filenames.empty()) {
if (fileIterator == filenames.end()) {
sortedFiles.push_back(oldest->second);
filenames.erase(oldest);
fileIterator = filenames.begin();
oldest = filenames.begin();
continue;
}
if (oldest->first > fileIterator->first) oldest = fileIterator;
fileIterator++;
std::vector<std::string> GeneralUtils::GetFileNamesFromFolder(const std::string& folder) {
std::vector<std::string> names;
std::string search_path = folder + "/*.*";
WIN32_FIND_DATA fd;
HANDLE hFind = ::FindFirstFile(search_path.c_str(), &fd);
if (hFind != INVALID_HANDLE_VALUE) {
do {
if (!(fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) {
names.push_back(fd.cFileName);
}
} while (::FindNextFile(hFind, &fd));
::FindClose(hFind);
}
return sortedFiles;
return names;
}
#else
#include <stdio.h>
#include <dirent.h>
#include <sys/types.h>
#include <iostream>
#include <vector>
#include <cstring>
std::vector<std::string> GeneralUtils::GetFileNamesFromFolder(const std::string& folder) {
std::vector<std::string> names;
struct dirent* entry;
DIR* dir = opendir(folder.c_str());
if (dir == NULL) {
return names;
}
while ((entry = readdir(dir)) != NULL) {
std::string value(entry->d_name, strlen(entry->d_name));
if (value == "." || value == "..") {
continue;
}
names.push_back(value);
}
closedir(dir);
return names;
}
#endif

View File

@@ -12,9 +12,6 @@
#include <BitStream.h>
#include "Game.h"
#include "dLogger.h"
enum eInventoryType : uint32_t;
/*!
\file GeneralUtils.hpp
@@ -141,7 +138,7 @@ namespace GeneralUtils {
std::vector<std::string> SplitString(const std::string& str, char delimiter);
std::vector<std::string> GetSqlFileNamesFromFolder(const std::string& folder);
std::vector<std::string> GetFileNamesFromFolder(const std::string& folder);
template <typename T>
T Parse(const char* value);
@@ -176,11 +173,6 @@ namespace GeneralUtils {
return std::stoull(value);
}
template <>
inline eInventoryType Parse(const char* value) {
return static_cast<eInventoryType>(std::stoul(value));
}
template <typename T>
bool TryParse(const char* value, T& dst) {
try {

View File

@@ -1,5 +1,7 @@
#include "ZCompression.h"
#ifndef _WIN32
#include <zlib.h>
namespace ZCompression {
@@ -25,6 +27,7 @@ namespace ZCompression {
}
deflateEnd(&zInfo); // zlib function
return(nRet);
}
int32_t Decompress(const uint8_t* abSrc, int32_t nLenSrc, uint8_t* abDst, int32_t nLenDst, int32_t& nErr) {
@@ -45,6 +48,26 @@ namespace ZCompression {
}
inflateEnd(&zInfo); // zlib function
return(nRet);
/*
z_stream zInfo = { 0 };
zInfo.total_in = zInfo.avail_in = nLenSrc;
zInfo.total_out = zInfo.avail_out = nLenDst;
zInfo.next_in = const_cast<Bytef*>(abSrc);
zInfo.next_out = const_cast<Bytef*>(abDst);
int nRet = -1;
nErr = inflateInit(&zInfo); // zlib function
if (nErr == Z_OK) {
nErr = inflate(&zInfo, Z_FINISH); // zlib function
if (nErr == Z_STREAM_END) {
nRet = zInfo.total_out;
}
}
inflateEnd(&zInfo); // zlib function
return(nRet); // -1 or len of output
*/
}
}
#endif

View File

@@ -2,17 +2,16 @@
#include <cstdint>
#include "dPlatforms.h"
#ifndef DARKFLAME_PLATFORM_WIN32
namespace ZCompression {
int32_t GetMaxCompressedLength(int32_t nLenSrc);
int32_t Compress(const uint8_t* abSrc, int32_t nLenSrc, uint8_t* abDst, int32_t nLenDst);
int32_t Decompress(const uint8_t* abSrc, int32_t nLenSrc, uint8_t* abDst, int32_t nLenDst, int32_t& nErr);
/**
* @brief Max size of an inflated sd0 zlib chunk
*
*/
constexpr uint32_t MAX_SD0_CHUNK_SIZE = 1024 * 256;
}
#endif

View File

@@ -1,179 +0,0 @@
#include <filesystem>
#include "AssetManager.h"
#include "Game.h"
#include "dLogger.h"
#include <zlib.h>
AssetManager::AssetManager(const std::filesystem::path& path) {
if (!std::filesystem::is_directory(path)) {
throw std::runtime_error("Attempted to load asset bundle (" + path.string() + ") however it is not a valid directory.");
}
m_Path = path;
if (std::filesystem::exists(m_Path / "client") && std::filesystem::exists(m_Path / "versions")) {
m_AssetBundleType = eAssetBundleType::Packed;
m_RootPath = m_Path;
m_ResPath = (m_Path / "client" / "res");
} else if (std::filesystem::exists(m_Path / ".." / "versions") && std::filesystem::exists(m_Path / "res")) {
m_AssetBundleType = eAssetBundleType::Packed;
m_RootPath = (m_Path / "..");
m_ResPath = (m_Path / "res");
} else if (std::filesystem::exists(m_Path / "pack") && std::filesystem::exists(m_Path / ".." / ".." / "versions")) {
m_AssetBundleType = eAssetBundleType::Packed;
m_RootPath = (m_Path / ".." / "..");
m_ResPath = m_Path;
} else if ((std::filesystem::exists(m_Path / "res" / "cdclient.fdb") || std::filesystem::exists(m_Path / "res" / "CDServer.sqlite")) && !std::filesystem::exists(m_Path / "res" / "pack")) {
m_AssetBundleType = eAssetBundleType::Unpacked;
m_ResPath = (m_Path / "res");
} else if ((std::filesystem::exists(m_Path / "cdclient.fdb") || std::filesystem::exists(m_Path / "CDServer.sqlite")) && !std::filesystem::exists(m_Path / "pack")) {
m_AssetBundleType = eAssetBundleType::Unpacked;
m_ResPath = m_Path;
}
if (m_AssetBundleType == eAssetBundleType::None) {
throw std::runtime_error("Failed to identify client type, cannot read client data.");
}
switch (m_AssetBundleType) {
case eAssetBundleType::Packed: {
this->LoadPackIndex();
break;
}
}
}
void AssetManager::LoadPackIndex() {
m_PackIndex = new PackIndex(m_RootPath);
}
std::filesystem::path AssetManager::GetResPath() {
return m_ResPath;
}
eAssetBundleType AssetManager::GetAssetBundleType() {
return m_AssetBundleType;
}
bool AssetManager::HasFile(const char* name) {
auto fixedName = std::string(name);
std::transform(fixedName.begin(), fixedName.end(), fixedName.begin(), [](uint8_t c) { return std::tolower(c); });
// Special case for unpacked client have BrickModels in upper case
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) GeneralUtils::ReplaceInString(fixedName, "brickmodels", "BrickModels");
std::replace(fixedName.begin(), fixedName.end(), '\\', '/');
if (std::filesystem::exists(m_ResPath / fixedName)) return true;
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) return false;
std::replace(fixedName.begin(), fixedName.end(), '/', '\\');
if (fixedName.rfind("client\\res\\", 0) != 0) fixedName = "client\\res\\" + fixedName;
uint32_t crc = crc32b(0xFFFFFFFF, (uint8_t*)fixedName.c_str(), fixedName.size());
crc = crc32b(crc, (Bytef*)"\0\0\0\0", 4);
for (const auto& item : this->m_PackIndex->GetPackFileIndices()) {
if (item.m_Crc == crc) {
return true;
}
}
return false;
}
bool AssetManager::GetFile(const char* name, char** data, uint32_t* len) {
auto fixedName = std::string(name);
std::transform(fixedName.begin(), fixedName.end(), fixedName.begin(), [](uint8_t c) { return std::tolower(c); });
std::replace(fixedName.begin(), fixedName.end(), '\\', '/'); // On the off chance someone has the wrong slashes, force forward slashes
// Special case for unpacked client have BrickModels in upper case
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) GeneralUtils::ReplaceInString(fixedName, "brickmodels", "BrickModels");
if (std::filesystem::exists(m_ResPath / fixedName)) {
FILE* file;
#ifdef _WIN32
fopen_s(&file, (m_ResPath / fixedName).string().c_str(), "rb");
#elif __APPLE__
// macOS has 64bit file IO by default
file = fopen((m_ResPath / fixedName).string().c_str(), "rb");
#else
file = fopen64((m_ResPath / fixedName).string().c_str(), "rb");
#endif
fseek(file, 0, SEEK_END);
*len = ftell(file);
*data = (char*)malloc(*len);
fseek(file, 0, SEEK_SET);
fread(*data, sizeof(uint8_t), *len, file);
fclose(file);
return true;
}
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) return false;
// The crc in side of the pack always uses backslashes, so we need to convert them again...
std::replace(fixedName.begin(), fixedName.end(), '/', '\\');
if (fixedName.rfind("client\\res\\", 0) != 0) {
fixedName = "client\\res\\" + fixedName;
}
int32_t packIndex = -1;
uint32_t crc = crc32b(0xFFFFFFFF, (uint8_t*)fixedName.c_str(), fixedName.size());
crc = crc32b(crc, (Bytef*)"\0\0\0\0", 4);
for (const auto& item : this->m_PackIndex->GetPackFileIndices()) {
if (item.m_Crc == crc) {
packIndex = item.m_PackFileIndex;
crc = item.m_Crc;
break;
}
}
if (packIndex == -1 || !crc) {
return false;
}
auto packs = this->m_PackIndex->GetPacks();
auto* pack = packs.at(packIndex);
bool success = pack->ReadFileFromPack(crc, data, len);
return success;
}
AssetMemoryBuffer AssetManager::GetFileAsBuffer(const char* name) {
char* buf;
uint32_t len;
bool success = this->GetFile(name, &buf, &len);
return AssetMemoryBuffer(buf, len, success);
}
uint32_t AssetManager::crc32b(uint32_t base, uint8_t* message, size_t l) {
size_t i, j;
uint32_t crc, msb;
crc = base;
for (i = 0; i < l; i++) {
// xor next byte to upper bits of crc
crc ^= (((unsigned int)message[i]) << 24);
for (j = 0; j < 8; j++) { // Do eight times.
msb = crc >> 31;
crc <<= 1;
crc ^= (0 - msb) & 0x04C11DB7;
}
}
return crc; // don't complement crc on output
}
AssetManager::~AssetManager() {
delete m_PackIndex;
}

View File

@@ -1,77 +0,0 @@
#pragma once
#include <string>
#include <vector>
#include <unordered_map>
#include <filesystem>
#include "Pack.h"
#include "PackIndex.h"
enum class eAssetBundleType {
None,
Unpacked,
Packed
};
struct AssetMemoryBuffer : std::streambuf {
char* m_Base;
bool m_Success;
AssetMemoryBuffer(char* base, std::ptrdiff_t n, bool success) {
m_Base = base;
m_Success = success;
if (!m_Success) return;
this->setg(base, base, base + n);
}
pos_type seekpos(pos_type sp, std::ios_base::openmode which) override {
return seekoff(sp - pos_type(off_type(0)), std::ios_base::beg, which);
}
pos_type seekoff(off_type off,
std::ios_base::seekdir dir,
std::ios_base::openmode which = std::ios_base::in) override {
if (dir == std::ios_base::cur)
gbump(off);
else if (dir == std::ios_base::end)
setg(eback(), egptr() + off, egptr());
else if (dir == std::ios_base::beg)
setg(eback(), eback() + off, egptr());
return gptr() - eback();
}
void close() {
delete m_Base;
}
};
class AssetManager {
public:
AssetManager(const std::filesystem::path& path);
~AssetManager();
std::filesystem::path GetResPath();
eAssetBundleType GetAssetBundleType();
bool HasFile(const char* name);
bool GetFile(const char* name, char** data, uint32_t* len);
AssetMemoryBuffer GetFileAsBuffer(const char* name);
private:
void LoadPackIndex();
// Modified crc algorithm (mpeg2)
// Reference: https://stackoverflow.com/questions/54339800/how-to-modify-crc-32-to-crc-32-mpeg-2
inline uint32_t crc32b(uint32_t base, uint8_t* message, size_t l);
bool m_SuccessfullyLoaded;
std::filesystem::path m_Path;
std::filesystem::path m_RootPath;
std::filesystem::path m_ResPath;
eAssetBundleType m_AssetBundleType = eAssetBundleType::None;
PackIndex* m_PackIndex;
};

View File

@@ -1,6 +0,0 @@
set(DCOMMON_DCLIENT_SOURCES
"PackIndex.cpp"
"Pack.cpp"
"AssetManager.cpp"
PARENT_SCOPE
)

View File

@@ -1,119 +0,0 @@
#include "Pack.h"
#include "BinaryIO.h"
#include "ZCompression.h"
Pack::Pack(const std::filesystem::path& filePath) {
m_FilePath = filePath;
if (!std::filesystem::exists(filePath)) {
return;
}
m_FileStream = std::ifstream(filePath, std::ios::in | std::ios::binary);
m_FileStream.read(m_Version, 7);
m_FileStream.seekg(-8, std::ios::end); // move file pointer to 8 bytes before the end (location of the address of the record count)
uint32_t recordCountPos = 0;
BinaryIO::BinaryRead<uint32_t>(m_FileStream, recordCountPos);
m_FileStream.seekg(recordCountPos, std::ios::beg);
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_RecordCount);
for (int i = 0; i < m_RecordCount; i++) {
PackRecord record;
BinaryIO::BinaryRead<PackRecord>(m_FileStream, record);
m_Records.push_back(record);
}
m_FileStream.close();
}
bool Pack::HasFile(uint32_t crc) {
for (const auto& record : m_Records) {
if (record.m_Crc == crc) {
return true;
}
}
return false;
}
bool Pack::ReadFileFromPack(uint32_t crc, char** data, uint32_t* len) {
// Time for some wacky C file reading for speed reasons
PackRecord pkRecord{};
for (const auto& record : m_Records) {
if (record.m_Crc == crc) {
pkRecord = record;
break;
}
}
if (pkRecord.m_Crc == 0) return false;
size_t pos = 0;
pos += pkRecord.m_FilePointer;
bool isCompressed = (pkRecord.m_IsCompressed & 0xff) > 0;
auto inPackSize = isCompressed ? pkRecord.m_CompressedSize : pkRecord.m_UncompressedSize;
FILE* file;
#ifdef _WIN32
fopen_s(&file, m_FilePath.string().c_str(), "rb");
#elif __APPLE__
// macOS has 64bit file IO by default
file = fopen(m_FilePath.string().c_str(), "rb");
#else
file = fopen64(m_FilePath.string().c_str(), "rb");
#endif
fseek(file, pos, SEEK_SET);
if (!isCompressed) {
char* tempData = (char*)malloc(pkRecord.m_UncompressedSize);
fread(tempData, sizeof(uint8_t), pkRecord.m_UncompressedSize, file);
*data = tempData;
*len = pkRecord.m_UncompressedSize;
fclose(file);
return true;
}
pos += 5; // skip header
fseek(file, pos, SEEK_SET);
char* decompressedData = (char*)malloc(pkRecord.m_UncompressedSize);
uint32_t currentReadPos = 0;
while (true) {
if (currentReadPos >= pkRecord.m_UncompressedSize) break;
uint32_t size;
fread(&size, sizeof(uint32_t), 1, file);
pos += 4; // Move pointer position 4 to the right
char* chunk = (char*)malloc(size);
fread(chunk, sizeof(int8_t), size, file);
pos += size; // Move pointer position the amount of bytes read to the right
int32_t err;
currentReadPos += ZCompression::Decompress((uint8_t*)chunk, size, reinterpret_cast<uint8_t*>(decompressedData + currentReadPos), ZCompression::MAX_SD0_CHUNK_SIZE, err);
free(chunk);
}
*data = decompressedData;
*len = pkRecord.m_UncompressedSize;
fclose(file);
return true;
}

View File

@@ -1,38 +0,0 @@
#pragma once
#include <vector>
#include <string>
#include <filesystem>
#pragma pack(push, 1)
struct PackRecord {
uint32_t m_Crc;
int32_t m_LowerCrc;
int32_t m_UpperCrc;
uint32_t m_UncompressedSize;
char m_UncompressedHash[32];
uint32_t m_Padding1;
uint32_t m_CompressedSize;
char m_CompressedHash[32];
uint32_t m_Padding2;
uint32_t m_FilePointer;
uint32_t m_IsCompressed; // u32 bool
};
#pragma pack(pop)
class Pack {
public:
Pack(const std::filesystem::path& filePath);
~Pack() = default;
bool HasFile(uint32_t crc);
bool ReadFileFromPack(uint32_t crc, char** data, uint32_t* len);
private:
std::ifstream m_FileStream;
std::filesystem::path m_FilePath;
char m_Version[7];
uint32_t m_RecordCount;
std::vector<PackRecord> m_Records;
};

View File

@@ -1,54 +0,0 @@
#include "PackIndex.h"
#include "BinaryIO.h"
#include "Game.h"
#include "dLogger.h"
PackIndex::PackIndex(const std::filesystem::path& filePath) {
m_FileStream = std::ifstream(filePath / "versions" / "primary.pki", std::ios::in | std::ios::binary);
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_Version);
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_PackPathCount);
for (int i = 0; i < m_PackPathCount; i++) {
uint32_t stringLen = 0;
BinaryIO::BinaryRead<uint32_t>(m_FileStream, stringLen);
std::string path;
for (int j = 0; j < stringLen; j++) {
char inChar;
BinaryIO::BinaryRead<char>(m_FileStream, inChar);
path += inChar;
}
m_PackPaths.push_back(path);
}
BinaryIO::BinaryRead<uint32_t>(m_FileStream, m_PackFileIndexCount);
for (int i = 0; i < m_PackFileIndexCount; i++) {
PackFileIndex packFileIndex;
BinaryIO::BinaryRead<PackFileIndex>(m_FileStream, packFileIndex);
m_PackFileIndices.push_back(packFileIndex);
}
Game::logger->Log("PackIndex", "Loaded pack catalog with %i pack files and %i files", m_PackPaths.size(), m_PackFileIndices.size());
for (auto& item : m_PackPaths) {
std::replace(item.begin(), item.end(), '\\', '/');
auto* pack = new Pack(filePath / item);
m_Packs.push_back(pack);
}
m_FileStream.close();
}
PackIndex::~PackIndex() {
for (const auto* item : m_Packs) {
delete item;
}
}

View File

@@ -1,40 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <filesystem>
#include "Pack.h"
#pragma pack(push, 1)
struct PackFileIndex {
uint32_t m_Crc;
int32_t m_LowerCrc;
int32_t m_UpperCrc;
uint32_t m_PackFileIndex;
uint32_t m_IsCompressed; // u32 bool?
};
#pragma pack(pop)
class PackIndex {
public:
PackIndex(const std::filesystem::path& filePath);
~PackIndex();
const std::vector<std::string>& GetPackPaths() { return m_PackPaths; }
const std::vector<PackFileIndex>& GetPackFileIndices() { return m_PackFileIndices; }
const std::vector<Pack*>& GetPacks() { return m_Packs; }
private:
std::ifstream m_FileStream;
uint32_t m_Version;
uint32_t m_PackPathCount;
std::vector<std::string> m_PackPaths;
uint32_t m_PackFileIndexCount;
std::vector<PackFileIndex> m_PackFileIndices;
std::vector<Pack*> m_Packs;
};

View File

@@ -1,30 +1,17 @@
#pragma once
#ifndef __DCOMMONVARS__H__
#define __DCOMMONVARS__H__
#include <cstdint>
#include <string>
#include <set>
#include "BitStream.h"
#include "../thirdparty/raknet/Source/BitStream.h"
#pragma warning (disable:4251) //Disables SQL warnings
typedef int RESTICKET;
// These are the same define, but they mean two different things in different contexts
// so a different define to distinguish what calculation is happening will help clarity.
#define FRAMES_TO_MS(x) 1000 / x
#define MS_TO_FRAMES(x) 1000 / x
//=========== FRAME TIMINGS ===========
constexpr uint32_t highFramerate = 60;
constexpr uint32_t mediumFramerate = 30;
constexpr uint32_t lowFramerate = 15;
constexpr uint32_t highFrameDelta = FRAMES_TO_MS(highFramerate);
constexpr uint32_t mediumFrameDelta = FRAMES_TO_MS(mediumFramerate);
constexpr uint32_t lowFrameDelta = FRAMES_TO_MS(lowFramerate);
const int highFrameRate = 16; //60fps
const int mediumFramerate = 33; //30fps
const int lowFramerate = 66; //15fps
//========== MACROS ===========
@@ -43,8 +30,6 @@ typedef uint32_t LWOCLONEID; //!< Used for Clone IDs
typedef uint16_t LWOMAPID; //!< Used for Map IDs
typedef uint16_t LWOINSTANCEID; //!< Used for Instance IDs
typedef uint32_t PROPERTYCLONELIST; //!< Used for Property Clone IDs
typedef uint32_t STRIPID;
typedef uint32_t BEHAVIORSTATE;
typedef int32_t PetTamingPiece; //!< Pet Taming Pieces
@@ -366,7 +351,7 @@ enum eControlSceme {
SCHEME_WEAR_A_ROBOT //== freecam?
};
enum class eStateChangeType : uint32_t {
enum eStunState {
PUSH,
POP
};
@@ -437,6 +422,25 @@ enum class UseItemResponse : uint32_t {
MountsNotAllowed
};
/**
* Represents the different types of inventories an entity may have
*/
enum eInventoryType : uint32_t {
ITEMS = 0,
VAULT_ITEMS,
BRICKS,
TEMP_ITEMS = 4,
MODELS,
TEMP_MODELS,
BEHAVIORS,
PROPERTY_DEEDS,
VENDOR_BUYBACK = 11,
HIDDEN = 12, //Used for missional items
VAULT_MODELS = 14,
ITEM_SETS, //internal
INVALID // made up, for internal use!!!
};
enum eRebuildState : uint32_t {
REBUILD_OPEN,
REBUILD_COMPLETED = 2,
@@ -550,7 +554,6 @@ enum ePlayerFlags {
ENTER_BBB_FROM_PROPERTY_EDIT_CONFIRMATION_DIALOG = 64,
AG_FIRST_COMBAT_COMPLETE = 65,
AG_COMPLETE_BOB_MISSION = 66,
IS_NEWS_SCREEN_VISIBLE = 114,
NJ_GARMADON_CINEMATIC_SEEN = 125,
ELEPHANT_PET_3050 = 801,
CAT_PET_3054 = 802,
@@ -645,5 +648,3 @@ inline T const& clamp(const T& val, const T& low, const T& high) {
return val;
}
#endif //!__DCOMMONVARS__H__

View File

@@ -1,53 +1,45 @@
#include "dConfig.h"
#include <sstream>
#include "BinaryPathFinder.h"
#include "GeneralUtils.h"
dConfig::dConfig(const std::string& filepath) {
m_ConfigFilePath = filepath;
LoadConfig();
}
void dConfig::LoadConfig() {
std::ifstream in(BinaryPathFinder::GetBinaryDir() / m_ConfigFilePath);
m_EmptyString = "";
std::ifstream in(filepath);
if (!in.good()) return;
std::string line{};
std::string line;
while (std::getline(in, line)) {
if (!line.empty() && line.front() != '#') ProcessLine(line);
}
std::ifstream sharedConfig(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini", std::ios::in);
if (!sharedConfig.good()) return;
line.clear();
while (std::getline(sharedConfig, line)) {
if (!line.empty() && line.front() != '#') ProcessLine(line);
if (line.length() > 0) {
if (line[0] != '#') ProcessLine(line);
}
}
}
void dConfig::ReloadConfig() {
this->m_ConfigValues.clear();
LoadConfig();
dConfig::~dConfig(void) {
}
const std::string& dConfig::GetValue(std::string key) {
return this->m_ConfigValues[key];
for (size_t i = 0; i < m_Keys.size(); ++i) {
if (m_Keys[i] == key) return m_Values[i];
}
return m_EmptyString;
}
void dConfig::ProcessLine(const std::string& line) {
auto splitLine = GeneralUtils::SplitString(line, '=');
std::stringstream ss(line);
std::string segment;
std::vector<std::string> seglist;
if (splitLine.size() != 2) return;
while (std::getline(ss, segment, '=')) {
seglist.push_back(segment);
}
if (seglist.size() != 2) return;
//Make sure that on Linux, we remove special characters:
auto& key = splitLine.at(0);
auto& value = splitLine.at(1);
if (!value.empty() && value.at(value.size() - 1) == '\r') value.erase(value.size() - 1);
if (!seglist[1].empty() && seglist[1][seglist[1].size() - 1] == '\r')
seglist[1].erase(seglist[1].size() - 1);
if (this->m_ConfigValues.find(key) != this->m_ConfigValues.end()) return;
this->m_ConfigValues.insert(std::make_pair(key, value));
m_Keys.push_back(seglist[0]);
m_Values.push_back(seglist[1]);
}

View File

@@ -1,33 +1,20 @@
#pragma once
#include <fstream>
#include <map>
#include <string>
#include <vector>
class dConfig {
public:
dConfig(const std::string& filepath);
~dConfig(void);
/**
* Gets the specified key from the config. Returns an empty string if the value is not found.
*
* @param key Key to find
* @return The keys value in the config
*/
const std::string& GetValue(std::string key);
/**
* Loads the config from a file
*/
void LoadConfig();
/**
* Reloads the config file to reset values
*/
void ReloadConfig();
private:
void ProcessLine(const std::string& line);
private:
std::map<std::string, std::string> m_ConfigValues;
std::string m_ConfigFilePath;
std::vector<std::string> m_Keys;
std::vector<std::string> m_Values;
std::string m_EmptyString;
};

View File

@@ -1,12 +0,0 @@
#ifndef __EBASICATTACKSUCCESSTYPES__H__
#define __EBASICATTACKSUCCESSTYPES__H__
#include <cstdint>
enum class eBasicAttackSuccessTypes : uint8_t {
SUCCESS = 1,
FAILARMOR,
FAILIMMUNE
};
#endif //!__EBASICATTACKSUCCESSTYPES__H__

View File

@@ -1,26 +0,0 @@
#pragma once
#ifndef __EBLUEPRINTSAVERESPONSETYPE__H__
#define __EBLUEPRINTSAVERESPONSETYPE__H__
#include <cstdint>
enum class eBlueprintSaveResponseType : uint32_t {
EverythingWorked = 0,
SaveCancelled,
CantBeginTransaction,
SaveBlueprintFailed,
SaveUgobjectFailed,
CantEndTransaction,
SaveFilesFailed,
BadInput,
NotEnoughBricks,
InventoryFull,
ModelGenerationFailed,
PlacementFailed,
GmLevelInsufficient,
WaitForPreviousSave,
FindMatchesFailed
};
#endif //!__EBLUEPRINTSAVERESPONSETYPE__H__

View File

@@ -1,14 +0,0 @@
#pragma once
#ifndef __EBUBBLETYPE__H__
#define __EBUBBLETYPE__H__
#include <cstdint>
enum class eBubbleType : uint32_t {
DEFAULT = 0,
ENERGY = 1,
SKUNK = 2,
};
#endif //!__EBUBBLETYPE__H__

View File

@@ -1,21 +0,0 @@
#pragma once
#ifndef __ECHARACTERVERSION__H__
#define __ECHARACTERVERSION__H__
#include <cstdint>
enum class eCharacterVersion : uint32_t {
// Versions from the live game
RELEASE = 0, // Initial release of the game
LIVE, // Fixes for the 1.9 release bug fixes for missions leading up to joining a faction
// New versions for DLU fixes
// Fixes the "Joined a faction" player flag not being set properly
PLAYER_FACTION_FLAGS,
// Fixes vault size value
VAULT_SIZE,
// Fixes speed base value in level component
UP_TO_DATE, // will become SPEED_BASE
};
#endif //!__ECHARACTERVERSION__H__

View File

@@ -1,59 +0,0 @@
#pragma once
#ifndef __EINVENTORYTYPE__H__
#define __EINVENTORYTYPE__H__
#include <cstdint>
static const uint8_t NUMBER_OF_INVENTORIES = 17;
/**
* Represents the different types of inventories an entity may have
*/
enum eInventoryType : uint32_t {
ITEMS = 0,
VAULT_ITEMS,
BRICKS,
MODELS_IN_BBB,
TEMP_ITEMS,
MODELS,
TEMP_MODELS,
BEHAVIORS,
PROPERTY_DEEDS,
BRICKS_IN_BBB,
VENDOR,
VENDOR_BUYBACK,
QUEST, //Used for mission items
DONATION,
VAULT_MODELS,
ITEM_SETS, //internal, technically this is BankBehaviors.
INVALID // made up, for internal use!!!, Technically this called the ALL inventory.
};
class InventoryType {
public:
static const char* InventoryTypeToString(eInventoryType inventory) {
const char* eInventoryTypeTable[NUMBER_OF_INVENTORIES] = {
"ITEMS",
"VAULT_ITEMS",
"BRICKS",
"MODELS_IN_BBB",
"TEMP_ITEMS",
"MODELS",
"TEMP_MODELS",
"BEHAVIORS",
"PROPERTY_DEEDS",
"BRICKS_IN_BBB",
"VENDOR",
"VENDOR_BUYBACK",
"QUEST", //Used for mission items
"DONATION",
"VAULT_MODELS",
"ITEM_SETS", //internal, technically this is BankBehaviors.
"INVALID" // made up, for internal use!!!, Technically this called the ALL inventory.
};
if (inventory > NUMBER_OF_INVENTORIES - 1) return nullptr;
return eInventoryTypeTable[inventory];
};
};
#endif //!__EINVENTORYTYPE__H__

View File

@@ -1,16 +0,0 @@
#ifndef __EMOVEMENTPLATFORMSTATE__H__
#define __EMOVEMENTPLATFORMSTATE__H__
#include <cstdint>
/**
* The different types of platform movement state, supposedly a bitmap
*/
enum class eMovementPlatformState : uint32_t
{
Moving = 0b00010,
Stationary = 0b11001,
Stopped = 0b01100
};
#endif //!__EMOVEMENTPLATFORMSTATE__H__

View File

@@ -1,16 +0,0 @@
#ifndef __ESQLITEDATATYPE__H__
#define __ESQLITEDATATYPE__H__
#include <cstdint>
enum class eSqliteDataType : int32_t {
NONE = 0,
INT32,
REAL = 3,
TEXT_4,
INT_BOOL,
INT64,
TEXT_8 = 8
};
#endif //!__ESQLITEDATATYPE__H__

View File

@@ -1,14 +0,0 @@
#pragma once
#ifndef __EUNEQUIPPABLEACTIVETYPE__H__
#define __EUNEQUIPPABLEACTIVETYPE__H__
#include <cstdint>
enum class eUnequippableActiveType : int32_t {
INVALID = -1,
PET = 0,
MOUNT
};
#endif //!__EUNEQUIPPABLEACTIVETYPE__H__

View File

@@ -89,7 +89,7 @@ void dLogger::Log(const std::string& className, const std::string& message) {
void dLogger::LogDebug(const char* className, const char* format, ...) {
if (!m_logDebugStatements) return;
va_list args;
std::string log = "[" + std::string(className) + "] " + std::string(format) + "\n";
std::string log = "[" + std::string(className) + "] " + std::string(format);
va_start(args, format);
vLog(log.c_str(), args);
va_end(args);

View File

@@ -6,7 +6,7 @@
#include <cstdint>
enum class eAnimationFlags : uint32_t {
IDLE_NONE = 0,
IDLE_INVALID = 0, // made up, for internal use!!!
IDLE_BASIC,
IDLE_SWIM,
IDLE_CARRY,

View File

@@ -14,11 +14,6 @@ CppSQLite3Query CDClientDatabase::ExecuteQuery(const std::string& query) {
return conn->execQuery(query.c_str());
}
//! Updates the CDClient file with Data Manipulation Language (DML) commands.
int CDClientDatabase::ExecuteDML(const std::string& query) {
return conn->execDML(query.c_str());
}
//! Makes prepared statements
CppSQLite3Statement CDClientDatabase::CreatePreppedStmt(const std::string& query) {
return conn->compileStatement(query.c_str());

View File

@@ -40,14 +40,6 @@ namespace CDClientDatabase {
*/
CppSQLite3Query ExecuteQuery(const std::string& query);
//! Updates the CDClient file with Data Manipulation Language (DML) commands.
/*!
\param query The DML command to run. DML command can be multiple queries in one string but only
the last one will return its number of updated rows.
\return The number of updated rows.
*/
int ExecuteDML(const std::string& query);
//! Queries the CDClient and parses arguments
/*!
\param query The query with formatted arguments

View File

@@ -14,6 +14,8 @@ std::string Database::database;
void Database::Connect(const string& host, const string& database, const string& username, const string& password) {
//To bypass debug issues:
std::string newHost = "tcp://" + host;
const char* szHost = newHost.c_str();
const char* szDatabase = database.c_str();
const char* szUsername = username.c_str();
const char* szPassword = password.c_str();
@@ -21,24 +23,7 @@ void Database::Connect(const string& host, const string& database, const string&
driver = sql::mariadb::get_driver_instance();
sql::Properties properties;
// The mariadb connector is *supposed* to handle unix:// and pipe:// prefixes to hostName, but there are bugs where
// 1) it tries to parse a database from the connection string (like in tcp://localhost:3001/darkflame) based on the
// presence of a /
// 2) even avoiding that, the connector still assumes you're connecting with a tcp socket
// So, what we do in the presence of a unix socket or pipe is to set the hostname to the protocol and localhost,
// which avoids parsing errors while still ensuring the correct connection type is used, and then setting the appropriate
// property manually (which the URL parsing fails to do)
const std::string UNIX_PROTO = "unix://";
const std::string PIPE_PROTO = "pipe://";
if (host.find(UNIX_PROTO) == 0) {
properties["hostName"] = "unix://localhost";
properties["localSocket"] = host.substr(UNIX_PROTO.length()).c_str();
} else if (host.find(PIPE_PROTO) == 0) {
properties["hostName"] = "pipe://localhost";
properties["pipe"] = host.substr(PIPE_PROTO.length()).c_str();
} else {
properties["hostName"] = host.c_str();
}
properties["hostName"] = szHost;
properties["user"] = szUsername;
properties["password"] = szPassword;
properties["autoReconnect"] = "true";
@@ -50,14 +35,8 @@ void Database::Connect(const string& host, const string& database, const string&
}
void Database::Connect() {
// `connect(const Properties& props)` segfaults in windows debug, but
// `connect(const SQLString& host, const SQLString& user, const SQLString& pwd)` doesn't handle pipes/unix sockets correctly
if (Database::props.find("localSocket") != Database::props.end() || Database::props.find("pipe") != Database::props.end()) {
con = driver->connect(Database::props);
} else {
con = driver->connect(Database::props["hostName"].c_str(), Database::props["user"].c_str(), Database::props["password"].c_str());
}
con->setSchema(Database::database.c_str());
con = driver->connect(Database::props);
con->setSchema(Database::database);
}
void Database::Destroy(std::string source, bool log) {
@@ -104,15 +83,3 @@ sql::PreparedStatement* Database::CreatePreppedStmt(const std::string& query) {
void Database::Commit() {
Database::con->commit();
}
bool Database::GetAutoCommit() {
// TODO This should not just access a pointer. A future PR should update this
// to check for null and throw an error if the connection is not valid.
return con->getAutoCommit();
}
void Database::SetAutoCommit(bool value) {
// TODO This should not just access a pointer. A future PR should update this
// to check for null and throw an error if the connection is not valid.
Database::con->setAutoCommit(value);
}

View File

@@ -23,8 +23,6 @@ public:
static sql::Statement* CreateStmt();
static sql::PreparedStatement* CreatePreppedStmt(const std::string& query);
static void Commit();
static bool GetAutoCommit();
static void SetAutoCommit(bool value);
static std::string GetDatabase() { return database; }
static sql::Properties GetProperties() { return props; }

View File

@@ -1,20 +1,65 @@
#include "MigrationRunner.h"
#include "BrickByBrickFix.h"
#include "CDClientDatabase.h"
#include "Database.h"
#include "Game.h"
#include "GeneralUtils.h"
#include "dLogger.h"
#include "BinaryPathFinder.h"
#include <istream>
#include <fstream>
#include <algorithm>
#include <thread>
Migration LoadMigration(std::string path) {
void MigrationRunner::RunMigrations() {
auto stmt = Database::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP());");
stmt->executeQuery();
delete stmt;
sql::SQLString finalSQL = "";
Migration checkMigration{};
for (const auto& entry : GeneralUtils::GetFileNamesFromFolder("./migrations/")) {
auto migration = LoadMigration(entry);
if (migration.data.empty()) {
continue;
}
checkMigration = migration;
stmt = Database::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
stmt->setString(1, migration.name);
auto res = stmt->executeQuery();
bool doExit = res->next();
delete res;
delete stmt;
if (doExit) continue;
Game::logger->Log("MigrationRunner", "Running migration: %s", migration.name.c_str());
finalSQL.append(migration.data);
finalSQL.append('\n');
stmt = Database::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
stmt->setString(1, entry);
stmt->execute();
delete stmt;
}
if (!finalSQL.empty()) {
try {
auto simpleStatement = Database::CreateStmt();
simpleStatement->execute(finalSQL);
delete simpleStatement;
} catch (sql::SQLException e) {
Game::logger->Log("MigrationRunner", "Encountered error running migration: %s", e.what());
}
}
}
Migration MigrationRunner::LoadMigration(std::string path) {
Migration migration{};
std::ifstream file(BinaryPathFinder::GetBinaryDir() / "migrations/" / path);
std::ifstream file("./migrations/" + path);
if (file.is_open()) {
std::hash<std::string> hash;
std::string line;
std::string total = "";
@@ -30,129 +75,3 @@ Migration LoadMigration(std::string path) {
return migration;
}
void MigrationRunner::RunMigrations() {
auto* stmt = Database::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP());");
stmt->execute();
delete stmt;
sql::SQLString finalSQL = "";
bool runSd0Migrations = false;
for (const auto& entry : GeneralUtils::GetSqlFileNamesFromFolder((BinaryPathFinder::GetBinaryDir() / "./migrations/dlu/").string())) {
auto migration = LoadMigration("dlu/" + entry);
if (migration.data.empty()) {
continue;
}
stmt = Database::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
stmt->setString(1, migration.name.c_str());
auto* res = stmt->executeQuery();
bool doExit = res->next();
delete res;
delete stmt;
if (doExit) continue;
Game::logger->Log("MigrationRunner", "Running migration: %s", migration.name.c_str());
if (migration.name == "dlu/5_brick_model_sd0.sql") {
runSd0Migrations = true;
} else {
finalSQL.append(migration.data.c_str());
}
stmt = Database::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
stmt->setString(1, migration.name.c_str());
stmt->execute();
delete stmt;
}
if (finalSQL.empty() && !runSd0Migrations) {
Game::logger->Log("MigrationRunner", "Server database is up to date.");
return;
}
if (!finalSQL.empty()) {
auto migration = GeneralUtils::SplitString(static_cast<std::string>(finalSQL), ';');
std::unique_ptr<sql::Statement> simpleStatement(Database::CreateStmt());
for (auto& query : migration) {
try {
if (query.empty()) continue;
simpleStatement->execute(query.c_str());
} catch (sql::SQLException& e) {
Game::logger->Log("MigrationRunner", "Encountered error running migration: %s", e.what());
}
}
}
// Do this last on the off chance none of the other migrations have been run yet.
if (runSd0Migrations) {
uint32_t numberOfUpdatedModels = BrickByBrickFix::UpdateBrickByBrickModelsToSd0();
Game::logger->Log("MasterServer", "%i models were updated from zlib to sd0.", numberOfUpdatedModels);
uint32_t numberOfTruncatedModels = BrickByBrickFix::TruncateBrokenBrickByBrickXml();
Game::logger->Log("MasterServer", "%i models were truncated from the database.", numberOfTruncatedModels);
}
}
void MigrationRunner::RunSQLiteMigrations() {
auto cdstmt = CDClientDatabase::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP);");
cdstmt.execQuery().finalize();
cdstmt.finalize();
auto* stmt = Database::CreatePreppedStmt("CREATE TABLE IF NOT EXISTS migration_history (name TEXT NOT NULL, date TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP());");
stmt->execute();
delete stmt;
for (const auto& entry : GeneralUtils::GetSqlFileNamesFromFolder((BinaryPathFinder::GetBinaryDir() / "migrations/cdserver/").string())) {
auto migration = LoadMigration("cdserver/" + entry);
if (migration.data.empty()) continue;
// Check if there is an entry in the migration history table on the cdclient database.
cdstmt = CDClientDatabase::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
cdstmt.bind((int32_t) 1, migration.name.c_str());
auto cdres = cdstmt.execQuery();
bool doExit = !cdres.eof();
cdres.finalize();
cdstmt.finalize();
if (doExit) continue;
// Check first if there is entry in the migration history table on the main database.
stmt = Database::CreatePreppedStmt("SELECT name FROM migration_history WHERE name = ?;");
stmt->setString(1, migration.name.c_str());
auto* res = stmt->executeQuery();
doExit = res->next();
delete res;
delete stmt;
if (doExit) {
// Insert into cdclient database if there is an entry in the main database but not the cdclient database.
cdstmt = CDClientDatabase::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
cdstmt.bind((int32_t) 1, migration.name.c_str());
cdstmt.execQuery().finalize();
cdstmt.finalize();
continue;
}
// Doing these 1 migration at a time since one takes a long time and some may think it is crashing.
// This will at the least guarentee that the full migration needs to be run in order to be counted as "migrated".
Game::logger->Log("MigrationRunner", "Executing migration: %s. This may take a while. Do not shut down server.", migration.name.c_str());
CDClientDatabase::ExecuteQuery("BEGIN TRANSACTION;");
for (const auto& dml : GeneralUtils::SplitString(migration.data, ';')) {
if (dml.empty()) continue;
try {
CDClientDatabase::ExecuteDML(dml.c_str());
} catch (CppSQLite3Exception& e) {
Game::logger->Log("MigrationRunner", "Encountered error running DML command: (%i) : %s", e.errorCode(), e.errorMessage());
}
}
// Insert into cdclient database.
cdstmt = CDClientDatabase::CreatePreppedStmt("INSERT INTO migration_history (name) VALUES (?);");
cdstmt.bind((int32_t) 1, migration.name.c_str());
cdstmt.execQuery().finalize();
cdstmt.finalize();
CDClientDatabase::ExecuteQuery("COMMIT;");
}
Game::logger->Log("MigrationRunner", "CDServer database is up to date.");
}

View File

@@ -1,13 +1,19 @@
#pragma once
#include <string>
#include "Database.h"
#include "dCommonVars.h"
#include "Game.h"
#include "dCommonVars.h"
#include "dLogger.h"
struct Migration {
std::string data;
std::string name;
};
namespace MigrationRunner {
void RunMigrations();
void RunSQLiteMigrations();
class MigrationRunner {
public:
static void RunMigrations();
static Migration LoadMigration(std::string path);
};

View File

@@ -4,9 +4,9 @@
//! Constructor
CDBehaviorParameterTable::CDBehaviorParameterTable(void) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM BehaviorParameter");
uint32_t uniqueParameterId = 0;
uint64_t hash = 0;
size_t hash = 0;
while (!tableData.eof()) {
hash = 0;
CDBehaviorParameter entry;
entry.behaviorID = tableData.getIntField(0, -1);
auto candidateStringToAdd = std::string(tableData.getStringField(1, ""));
@@ -14,13 +14,15 @@ CDBehaviorParameterTable::CDBehaviorParameterTable(void) {
if (parameter != m_ParametersList.end()) {
entry.parameterID = parameter;
} else {
entry.parameterID = m_ParametersList.insert(std::make_pair(candidateStringToAdd, uniqueParameterId)).first;
uniqueParameterId++;
entry.parameterID = m_ParametersList.insert(candidateStringToAdd).first;
}
hash = entry.behaviorID;
hash = (hash << 31U) | entry.parameterID->second;
entry.value = tableData.getFloatField(2, -1.0f);
GeneralUtils::hash_combine(hash, entry.behaviorID);
GeneralUtils::hash_combine(hash, *entry.parameterID);
auto it = m_Entries.find(entry.behaviorID);
m_ParametersList.insert(*entry.parameterID);
m_Entries.insert(std::make_pair(hash, entry));
tableData.nextRow();
@@ -36,28 +38,31 @@ std::string CDBehaviorParameterTable::GetName(void) const {
return "BehaviorParameter";
}
float CDBehaviorParameterTable::GetValue(const uint32_t behaviorID, const std::string& name, const float defaultValue) {
auto parameterID = this->m_ParametersList.find(name);
if (parameterID == this->m_ParametersList.end()) return defaultValue;
CDBehaviorParameter CDBehaviorParameterTable::GetEntry(const uint32_t behaviorID, const std::string& name, const float defaultValue) {
CDBehaviorParameter returnValue;
returnValue.behaviorID = 0;
returnValue.parameterID = m_ParametersList.end();
returnValue.value = defaultValue;
uint64_t hash = behaviorID;
hash = (hash << 31U) | parameterID->second;
size_t hash = 0;
GeneralUtils::hash_combine(hash, behaviorID);
GeneralUtils::hash_combine(hash, name);
// Search for specific parameter
const auto& it = m_Entries.find(hash);
return it != m_Entries.end() ? it->second.value : defaultValue;
return it != m_Entries.end() ? it->second : returnValue;
}
std::map<std::string, float> CDBehaviorParameterTable::GetParametersByBehaviorID(uint32_t behaviorID) {
uint64_t hashBase = behaviorID;
size_t hash;
std::map<std::string, float> returnInfo;
uint64_t hash;
for (auto& parameterCandidate : m_ParametersList) {
hash = (hashBase << 31U) | parameterCandidate.second;
for (auto parameterCandidate : m_ParametersList) {
hash = 0;
GeneralUtils::hash_combine(hash, behaviorID);
GeneralUtils::hash_combine(hash, parameterCandidate);
auto infoCandidate = m_Entries.find(hash);
if (infoCandidate != m_Entries.end()) {
returnInfo.insert(std::make_pair(infoCandidate->second.parameterID->first, infoCandidate->second.value));
returnInfo.insert(std::make_pair(*(infoCandidate->second.parameterID), infoCandidate->second.value));
}
}
return returnInfo;

View File

@@ -12,16 +12,16 @@
//! BehaviorParameter Entry Struct
struct CDBehaviorParameter {
unsigned int behaviorID; //!< The Behavior ID
std::unordered_map<std::string, uint32_t>::iterator parameterID; //!< The Parameter ID
float value; //!< The value of the behavior template
unsigned int behaviorID; //!< The Behavior ID
std::unordered_set<std::string>::iterator parameterID; //!< The Parameter ID
float value; //!< The value of the behavior template
};
//! BehaviorParameter table
class CDBehaviorParameterTable : public CDTable {
private:
std::unordered_map<uint64_t, CDBehaviorParameter> m_Entries;
std::unordered_map<std::string, uint32_t> m_ParametersList;
std::unordered_map<size_t, CDBehaviorParameter> m_Entries;
std::unordered_set<std::string> m_ParametersList;
public:
//! Constructor
@@ -36,7 +36,7 @@ public:
*/
std::string GetName(void) const override;
float GetValue(const uint32_t behaviorID, const std::string& name, const float defaultValue = 0);
CDBehaviorParameter GetEntry(const uint32_t behaviorID, const std::string& name, const float defaultValue = 0);
std::map<std::string, float> GetParametersByBehaviorID(uint32_t behaviorID);
};

View File

@@ -45,7 +45,7 @@ CDItemComponentTable::CDItemComponentTable(void) {
entry.offsetGroupID = tableData.getIntField(19, -1);
entry.buildTypes = tableData.getIntField(20, -1);
entry.reqPrecondition = tableData.getStringField(21, "");
entry.animationFlag = tableData.getIntField(22, 0);
entry.animationFlag = tableData.getIntField(22, -1);
entry.equipEffects = tableData.getIntField(23, -1);
entry.readyForQA = tableData.getIntField(24, -1) == 1 ? true : false;
entry.itemRating = tableData.getIntField(25, -1);
@@ -123,7 +123,7 @@ const CDItemComponent& CDItemComponentTable::GetItemComponentByID(unsigned int s
entry.offsetGroupID = tableData.getIntField(19, -1);
entry.buildTypes = tableData.getIntField(20, -1);
entry.reqPrecondition = tableData.getStringField(21, "");
entry.animationFlag = tableData.getIntField(22, 0);
entry.animationFlag = tableData.getIntField(22, -1);
entry.equipEffects = tableData.getIntField(23, -1);
entry.readyForQA = tableData.getIntField(24, -1) == 1 ? true : false;
entry.itemRating = tableData.getIntField(25, -1);

View File

@@ -44,19 +44,13 @@ foreach(file ${DGAME_DMISSION_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dMission/${file}")
endforeach()
add_subdirectory(dPropertyBehaviors)
foreach(file ${DGAME_DPROPERTYBEHAVIORS_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dPropertyBehaviors/${file}")
endforeach()
add_subdirectory(dUtilities)
foreach(file ${DGAME_DUTILITIES_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dUtilities/${file}")
endforeach()
foreach(file ${DSCRIPTS_SOURCES})
foreach(file ${DSCRIPT_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "${PROJECT_SOURCE_DIR}/dScripts/${file}")
endforeach()

View File

@@ -15,7 +15,6 @@
#include "Zone.h"
#include "ChatPackets.h"
#include "Inventory.h"
#include "InventoryComponent.h"
Character::Character(uint32_t id, User* parentUser) {
//First load the name, etc:
@@ -265,17 +264,14 @@ void Character::DoQuickXMLDataParse() {
if (flags) {
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
uint32_t index = 0;
uint64_t value = 0;
const auto* temp = currentChild->Attribute("v");
const auto* id = currentChild->Attribute("id");
if (temp && id) {
uint32_t index = 0;
uint64_t value = 0;
index = std::stoul(id);
value = std::stoull(temp);
index = std::stoul(currentChild->Attribute("id"));
value = std::stoull(temp);
m_PlayerFlags.insert(std::make_pair(index, value));
}
m_PlayerFlags.insert(std::make_pair(index, value));
currentChild = currentChild->NextSiblingElement();
}
}
@@ -355,13 +351,6 @@ void Character::SaveXMLToDatabase() {
flags->LinkEndChild(f);
}
// Prevents the news feed from showing up on world transfers
if (GetPlayerFlag(ePlayerFlags::IS_NEWS_SCREEN_VISIBLE)) {
auto* s = m_Doc->NewElement("s");
s->SetAttribute("si", ePlayerFlags::IS_NEWS_SCREEN_VISIBLE);
flags->LinkEndChild(s);
}
SaveXmlRespawnCheckpoints();
//Call upon the entity to update our xmlDoc:
@@ -372,31 +361,6 @@ void Character::SaveXMLToDatabase() {
m_OurEntity->UpdateXMLDoc(m_Doc);
WriteToDatabase();
//For metrics, log the time it took to save:
auto end = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed = end - start;
Game::logger->Log("Character", "Saved character to Database in: %fs", elapsed.count());
}
void Character::SetIsNewLogin() {
// If we dont have a flag element, then we cannot have a s element as a child of flag.
auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
if (!flags) return;
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
if (currentChild->Attribute("si")) {
flags->DeleteChild(currentChild);
Game::logger->Log("Character", "Removed isLoggedIn flag from character %i, saving character to database", GetID());
WriteToDatabase();
}
currentChild = currentChild->NextSiblingElement();
}
}
void Character::WriteToDatabase() {
//Dump our xml into m_XMLData:
auto* printer = new tinyxml2::XMLPrinter(0, true, 0);
m_Doc->Print(printer);
@@ -408,6 +372,12 @@ void Character::WriteToDatabase() {
stmt->setUInt(2, m_ID);
stmt->execute();
delete stmt;
//For metrics, log the time it took to save:
auto end = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed = end - start;
Game::logger->Log("Character", "Saved character to Database in: %fs", elapsed.count());
delete printer;
}

View File

@@ -23,10 +23,6 @@ public:
Character(uint32_t id, User* parentUser);
~Character();
/**
* Write the current m_Doc to the database for saving.
*/
void WriteToDatabase();
void SaveXMLToDatabase();
void UpdateFromDatabase();
@@ -36,15 +32,6 @@ public:
const std::string& GetXMLData() const { return m_XMLData; }
tinyxml2::XMLDocument* GetXMLDoc() const { return m_Doc; }
/**
* Out of abundance of safety and clarity of what this saves, this is its own function.
*
* Clears the s element from the flag element and saves the xml to the database. Used to prevent the news
* feed from showing up on world transfers.
*
*/
void SetIsNewLogin();
/**
* Gets the database ID of the character
* @return the database ID of the character
@@ -440,7 +427,7 @@ public:
/**
* @brief Get the flying state
* @return value of the flying state
* @return value of the flying state
*/
bool GetIsFlying() { return m_IsFlying; }

View File

@@ -17,11 +17,6 @@
#include "UserManager.h"
#include "dpWorld.h"
#include "Player.h"
#include "LUTriggers.h"
#include "User.h"
#include "EntityTimer.h"
#include "EntityCallbackTimer.h"
#include "Loot.h"
//Component includes:
#include "Component.h"
@@ -322,6 +317,15 @@ void Entity::Initialize() {
m_Components.insert(std::make_pair(COMPONENT_TYPE_SOUND_TRIGGER, comp));
}
//Check to see if we have a moving platform component:
//Which, for some reason didn't get added to the ComponentsRegistry so we have to check for a path manually here.
std::string attachedPath = GetVarAsString(u"attached_path");
if (!attachedPath.empty() || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
MovingPlatformComponent* plat = new MovingPlatformComponent(this, attachedPath);
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
}
//Also check for the collectible id:
m_CollectibleID = GetVarAs<int32_t>(u"collectible_id");
@@ -459,7 +463,7 @@ void Entity::Initialize() {
*/
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance()->GetTable<CDScriptComponentTable>("ScriptComponent");
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_SCRIPT, -1);
int scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_SCRIPT);
std::string scriptName = "";
bool client = false;
@@ -501,7 +505,7 @@ void Entity::Initialize() {
scriptName = customScriptServer;
}
if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) {
if (!scriptName.empty() || client || m_Character) {
m_Components.insert(std::make_pair(COMPONENT_TYPE_SCRIPT, new ScriptComponent(this, scriptName, true, client && scriptName.empty())));
}
@@ -692,29 +696,6 @@ void Entity::Initialize() {
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
}
std::string pathName = GetVarAsString(u"attached_path");
Path* path = nullptr;
if (!pathName.empty()) path = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(pathName));
//Check to see if we have an attached path and add the appropiate component to handle it:
if (path){
// if we have a moving platform path, then we need a moving platform component
if (path->pathType == PathType::MovingPlatform) {
MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName);
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
// else if we are a movement path
} else if (path->pathType == PathType::Movement) {
auto movementAIcomp = GetComponent<MovementAIComponent>();
if (movementAIcomp){
movementAIcomp->SetMovementPath(path);
} else {
movementAIcomp = new MovementAIComponent(this, MovementAIInfo());
movementAIcomp->SetMovementPath(path);
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, movementAIcomp));
}
}
}
int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_PROXIMITY_MONITOR);
if (proximityMonitorID > 0) {
CDProximityMonitorComponentTable* proxCompTable = CDClientManager::Instance()->GetTable<CDProximityMonitorComponentTable>("ProximityMonitorComponent");
@@ -777,8 +758,8 @@ no_ghosting:
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
auto* levelComponent = GetComponent<LevelProgressionComponent>();
if (controllablePhysicsComponent && levelComponent) {
controllablePhysicsComponent->SetSpeedMultiplier(levelComponent->GetSpeedBase() / 500.0f);
if (controllablePhysicsComponent != nullptr && levelComponent->GetLevel() >= 20) {
controllablePhysicsComponent->SetSpeedMultiplier(525.0f / 500.0f);
}
}
}
@@ -832,22 +813,6 @@ std::vector<ScriptComponent*> Entity::GetScriptComponents() {
return comps;
}
void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
}
}
void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Unsubscribe(scriptObjId);
}
}
void Entity::SetProximityRadius(float proxRadius, std::string name) {
ProximityMonitorComponent* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) {
@@ -1489,13 +1454,6 @@ void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u
Kill(EntityManager::Instance()->GetEntity(source));
return;
}
auto* possessorComponent = GetComponent<PossessorComponent>();
if (possessorComponent) {
if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) {
auto* mount = EntityManager::Instance()->GetEntity(possessorComponent->GetPossessable());
if (mount) possessorComponent->Dismount(mount, true);
}
}
destroyableComponent->Smash(source, killType, deathType);
}

View File

@@ -4,39 +4,29 @@
#include <functional>
#include <typeinfo>
#include <type_traits>
#include <unordered_map>
#include <vector>
#include "../thirdparty/raknet/Source/Replica.h"
#include "../thirdparty/raknet/Source/ReplicaManager.h"
#include "dCommonVars.h"
#include "User.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "LDFFormat.h"
#include "Loot.h"
#include "Zone.h"
namespace Loot {
class Info;
};
namespace tinyxml2 {
class XMLDocument;
};
namespace LUTriggers {
struct Trigger;
};
#include "EntityTimer.h"
#include "EntityCallbackTimer.h"
#include "EntityInfo.h"
class Player;
class EntityInfo;
class User;
class Spawner;
class ScriptComponent;
class dpEntity;
class EntityTimer;
class Component;
class Item;
class Character;
class EntityCallbackTimer;
namespace CppScripts {
class Script;
};
/**
* An entity in the world. Has multiple components.
@@ -149,9 +139,6 @@ public:
std::vector<ScriptComponent*> GetScriptComponents();
void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
void Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName);
void SetProximityRadius(float proxRadius, std::string name);
void SetProximityRadius(dpEntity* entity, std::string name);

View File

@@ -17,7 +17,6 @@
#include "MissionComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "MessageIdentifiers.h"
EntityManager* EntityManager::m_Address = nullptr;

View File

@@ -2,17 +2,15 @@
#define ENTITYMANAGER_H
#include "dCommonVars.h"
#include "../thirdparty/raknet/Source/Replica.h"
#include <map>
#include <stack>
#include <vector>
#include <unordered_map>
class Entity;
class EntityInfo;
class Player;
class User;
#include "Entity.h"
#include <vector>
struct SystemAddress;
class User;
class EntityManager {
public:

View File

@@ -7,7 +7,6 @@
#include "GameMessages.h"
#include "dLogger.h"
#include "dConfig.h"
#include "CDClientManager.h"
Leaderboard::Leaderboard(uint32_t gameID, uint32_t infoType, bool weekly, std::vector<LeaderboardEntry> entries,
LWOOBJID relatedPlayer, LeaderboardType leaderboardType) {

View File

@@ -13,9 +13,7 @@
#include "dZoneManager.h"
#include "CharacterComponent.h"
#include "Mail.h"
#include "User.h"
#include "CppScripts.h"
#include "Loot.h"
std::vector<Player*> Player::m_Players = {};

View File

@@ -103,7 +103,6 @@ void Trade::SetAccepted(LWOOBJID participant, bool value) {
}
Complete();
TradingManager::Instance()->CancelTrade(m_TradeId);
}
}
@@ -122,59 +121,33 @@ void Trade::Complete() {
if (inventoryA == nullptr || inventoryB == nullptr || characterA == nullptr || characterB == nullptr || missionsA == nullptr || missionsB == nullptr) return;
// First verify both players have the coins and items requested for the trade.
if (characterA->GetCoins() < m_CoinsA || characterB->GetCoins() < m_CoinsB) {
Game::logger->Log("TradingManager", "Possible coin trade cheating attempt! Aborting trade.");
return;
}
for (const auto& tradeItem : m_ItemsA) {
auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
if (itemToRemove) {
if (itemToRemove->GetCount() < tradeItem.itemCount) {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading!!! Aborting trade", characterA->GetName().c_str());
return;
}
} else {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading due to item not being available!!!", characterA->GetName().c_str());
return;
}
}
for (const auto& tradeItem : m_ItemsB) {
auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
if (itemToRemove) {
if (itemToRemove->GetCount() < tradeItem.itemCount) {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading!!! Aborting trade", characterB->GetName().c_str());
return;
}
} else {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading due to item not being available!!! Aborting trade", characterB->GetName().c_str());
return;
}
}
// Now actually do the trade.
characterA->SetCoins(characterA->GetCoins() - m_CoinsA + m_CoinsB, eLootSourceType::LOOT_SOURCE_TRADE);
characterB->SetCoins(characterB->GetCoins() - m_CoinsB + m_CoinsA, eLootSourceType::LOOT_SOURCE_TRADE);
for (const auto& tradeItem : m_ItemsA) {
auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
if (itemToRemove) itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
inventoryA->RemoveItem(tradeItem.itemLot, tradeItem.itemCount, INVALID, true);
missionsA->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
}
for (const auto& tradeItem : m_ItemsB) {
inventoryB->RemoveItem(tradeItem.itemLot, tradeItem.itemCount, INVALID, true);
missionsB->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
}
for (const auto& tradeItem : m_ItemsA) {
inventoryB->AddItem(tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::LOOT_SOURCE_TRADE);
}
for (const auto& tradeItem : m_ItemsB) {
auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
if (itemToRemove) itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
missionsB->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
inventoryA->AddItem(tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::LOOT_SOURCE_TRADE);
}
TradingManager::Instance()->CancelTrade(m_TradeId);
characterA->SaveXMLToDatabase();
characterB->SaveXMLToDatabase();
return;
}
void Trade::Cancel() {

View File

@@ -20,9 +20,6 @@
#include "Entity.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "AssetManager.h"
#include "CDClientDatabase.h"
#include "dMessageIdentifiers.h"
UserManager* UserManager::m_Address = nullptr;
@@ -35,59 +32,43 @@ inline void StripCR(std::string& str) {
}
void UserManager::Initialize() {
std::string firstNamePath = "./res/names/minifigname_first.txt";
std::string middleNamePath = "./res/names/minifigname_middle.txt";
std::string lastNamePath = "./res/names/minifigname_last.txt";
std::string line;
AssetMemoryBuffer fnBuff = Game::assetManager->GetFileAsBuffer("names/minifigname_first.txt");
if (!fnBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_first.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing minifigure name file.");
}
std::istream fnStream = std::istream(&fnBuff);
while (std::getline(fnStream, line, '\n')) {
std::fstream fnFile(firstNamePath, std::ios::in);
std::fstream mnFile(middleNamePath, std::ios::in);
std::fstream lnFile(lastNamePath, std::ios::in);
while (std::getline(fnFile, line, '\n')) {
std::string name = line;
StripCR(name);
m_FirstNames.push_back(name);
}
fnBuff.close();
AssetMemoryBuffer mnBuff = Game::assetManager->GetFileAsBuffer("names/minifigname_middle.txt");
if (!mnBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_middle.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing minifigure name file.");
}
std::istream mnStream = std::istream(&mnBuff);
while (std::getline(mnStream, line, '\n')) {
while (std::getline(mnFile, line, '\n')) {
std::string name = line;
StripCR(name);
m_MiddleNames.push_back(name);
}
mnBuff.close();
AssetMemoryBuffer lnBuff = Game::assetManager->GetFileAsBuffer("names/minifigname_last.txt");
if (!lnBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_last.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing minifigure name file.");
}
std::istream lnStream = std::istream(&lnBuff);
while (std::getline(lnStream, line, '\n')) {
while (std::getline(lnFile, line, '\n')) {
std::string name = line;
StripCR(name);
m_LastNames.push_back(name);
}
lnBuff.close();
fnFile.close();
mnFile.close();
lnFile.close();
//Load our pre-approved names:
AssetMemoryBuffer chatListBuff = Game::assetManager->GetFileAsBuffer("chatplus_en_us.txt");
if (!chatListBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "chatplus_en_us.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing chat whitelist file.");
}
std::istream chatListStream = std::istream(&chatListBuff);
while (std::getline(chatListStream, line, '\n')) {
std::fstream chatList("./res/chatplus_en_us.txt", std::ios::in);
while (std::getline(chatList, line, '\n')) {
StripCR(line);
m_PreapprovedNames.push_back(line);
}
chatListBuff.close();
}
UserManager::~UserManager() {
@@ -229,7 +210,6 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
while (res->next()) {
LWOOBJID objID = res->getUInt64(1);
Character* character = new Character(uint32_t(objID), u);
character->SetIsNewLogin();
chars.push_back(character);
}
}

View File

@@ -2,16 +2,11 @@
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t handle{};
uint32_t handle;
if (!bitStream->Read(handle)) {
Game::logger->Log("AirMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
bitStream->Read(handle);
context->RegisterSyncBehavior(handle, this, branch);
}
@@ -22,20 +17,14 @@ void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
bitStream->Write(handle);
}
void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t behaviorId{};
void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) {
uint32_t behaviorId;
if (!bitStream->Read(behaviorId)) {
Game::logger->Log("AirMovementBehavior", "Unable to read behaviorId from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}
bit_stream->Read(behaviorId);
LWOOBJID target{};
LWOOBJID target;
if (!bitStream->Read(target)) {
Game::logger->Log("AirMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}
bit_stream->Read(target);
auto* behavior = CreateBehavior(behaviorId);
@@ -43,7 +32,7 @@ void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitS
branch.target = target;
}
behavior->Handle(context, bitStream, branch);
behavior->Handle(context, bit_stream, branch);
}
void AirMovementBehavior::Load() {

View File

@@ -16,7 +16,7 @@ public:
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Sync(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) override;
void Load() override;
};

View File

@@ -9,16 +9,11 @@
#include "BehaviorContext.h"
#include "RebuildComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"
void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t targetCount{};
uint32_t targetCount;
if (!bitStream->Read(targetCount)) {
Game::logger->Log("AreaOfEffectBehavior", "Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
bitStream->Read(targetCount);
if (targetCount > this->m_maxTargets) {
return;
@@ -29,12 +24,9 @@ void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* b
targets.reserve(targetCount);
for (auto i = 0u; i < targetCount; ++i) {
LWOOBJID target{};
LWOOBJID target;
if (!bitStream->Read(target)) {
Game::logger->Log("AreaOfEffectBehavior", "failed to read in target %i from bitStream, aborting target Handle!", i);
return;
};
bitStream->Read(target);
targets.push_back(target);
}
@@ -48,8 +40,9 @@ void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* b
void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* self = EntityManager::Instance()->GetEntity(context->caster);
if (self == nullptr) {
Game::logger->Log("AreaOfEffectBehavior", "Invalid self for (%llu)!", context->originator);
Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", context->originator);
return;
}
@@ -78,7 +71,7 @@ void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream
auto* entity = EntityManager::Instance()->GetEntity(validTarget);
if (entity == nullptr) {
Game::logger->Log("AreaOfEffectBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
continue;
}

View File

@@ -5,15 +5,12 @@
#include "dLogger.h"
void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t handle{};
uint32_t handle;
if (!bitStream->Read(handle)) {
Game::logger->Log("AttackDelayBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
bitStream->Read(handle);
for (auto i = 0u; i < this->m_numIntervals; ++i) {
context->RegisterSyncBehavior(handle, this, branch, m_ignoreInterrupts);
context->RegisterSyncBehavior(handle, this, branch);
}
}

View File

@@ -5,7 +5,7 @@
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "BehaviorContext.h"
#include "eBasicAttackSuccessTypes.h"
void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
if (context->unmanaged) {
@@ -14,137 +14,122 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
PlayFx(u"onhit", entity->GetObjectID());
destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID);
destroyableComponent->Damage(this->m_maxDamage, context->originator, context->skillID);
}
this->m_OnSuccess->Handle(context, bitStream, branch);
this->m_onSuccess->Handle(context, bitStream, branch);
return;
}
bitStream->AlignReadToByteBoundary();
uint16_t allocatedBits{};
if (!bitStream->Read(allocatedBits) || allocatedBits == 0) {
Game::logger->LogDebug("BasicAttackBehavior", "No allocated bits");
uint16_t allocatedBits;
bitStream->Read(allocatedBits);
const auto baseAddress = bitStream->GetReadOffset();
if (bitStream->ReadBit()) { // Blocked
return;
}
Game::logger->LogDebug("BasicAttackBehavior", "Number of allocated bits %i", allocatedBits);
const auto baseAddress = bitStream->GetReadOffset();
DoHandleBehavior(context, bitStream, branch);
if (bitStream->ReadBit()) { // Immune
return;
}
if (bitStream->ReadBit()) { // Success
uint32_t unknown;
bitStream->Read(unknown);
uint32_t damageDealt;
bitStream->Read(damageDealt);
// A value that's too large may be a cheating attempt, so we set it to MIN too
if (damageDealt > this->m_maxDamage || damageDealt < this->m_minDamage) {
damageDealt = this->m_minDamage;
}
auto* entity = EntityManager::Instance()->GetEntity(branch.target);
bool died;
bitStream->Read(died);
if (entity != nullptr) {
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
PlayFx(u"onhit", entity->GetObjectID());
destroyableComponent->Damage(damageDealt, context->originator, context->skillID);
}
}
}
uint8_t successState;
bitStream->Read(successState);
switch (successState) {
case 1:
this->m_onSuccess->Handle(context, bitStream, branch);
break;
default:
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
break;
}
bitStream->SetReadOffset(baseAddress + allocatedBits);
}
void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* targetEntity = EntityManager::Instance()->GetEntity(branch.target);
if (!targetEntity) {
Game::logger->Log("BasicAttackBehavior", "Target targetEntity %llu not found.", branch.target);
return;
}
auto* destroyableComponent = targetEntity->GetComponent<DestroyableComponent>();
if (!destroyableComponent) {
Game::logger->Log("BasicAttackBehavior", "No destroyable found on the obj/lot %llu/%i", branch.target, targetEntity->GetLOT());
return;
}
bool isBlocked{};
bool isImmune{};
bool isSuccess{};
if (!bitStream->Read(isBlocked)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read isBlocked");
return;
}
if (isBlocked) {
destroyableComponent->SetAttacksToBlock(std::min(destroyableComponent->GetAttacksToBlock() - 1, 0U));
EntityManager::Instance()->SerializeEntity(targetEntity);
this->m_OnFailBlocked->Handle(context, bitStream, branch);
return;
}
if (!bitStream->Read(isImmune)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read isImmune");
return;
}
if (isImmune) {
this->m_OnFailImmune->Handle(context, bitStream, branch);
return;
}
if (!bitStream->Read(isSuccess)) {
Game::logger->Log("BasicAttackBehavior", "failed to read success from bitstream");
return;
}
if (isSuccess) {
uint32_t armorDamageDealt{};
if (!bitStream->Read(armorDamageDealt)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read armorDamageDealt");
return;
}
uint32_t healthDamageDealt{};
if (!bitStream->Read(healthDamageDealt)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read healthDamageDealt");
return;
}
uint32_t totalDamageDealt = armorDamageDealt + healthDamageDealt;
// A value that's too large may be a cheating attempt, so we set it to MIN
if (totalDamageDealt > this->m_MaxDamage) {
totalDamageDealt = this->m_MinDamage;
}
bool died{};
if (!bitStream->Read(died)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read died");
return;
}
auto previousArmor = destroyableComponent->GetArmor();
auto previousHealth = destroyableComponent->GetHealth();
PlayFx(u"onhit", targetEntity->GetObjectID());
destroyableComponent->Damage(totalDamageDealt, context->originator, context->skillID);
}
uint8_t successState{};
if (!bitStream->Read(successState)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read success state");
return;
}
switch (static_cast<eBasicAttackSuccessTypes>(successState)) {
case eBasicAttackSuccessTypes::SUCCESS:
this->m_OnSuccess->Handle(context, bitStream, branch);
break;
case eBasicAttackSuccessTypes::FAILARMOR:
this->m_OnFailArmor->Handle(context, bitStream, branch);
break;
default:
if (static_cast<eBasicAttackSuccessTypes>(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) {
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
return;
}
this->m_OnFailImmune->Handle(context, bitStream, branch);
break;
}
}
void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* self = EntityManager::Instance()->GetEntity(context->originator);
if (self == nullptr) {
Game::logger->Log("BasicAttackBehavior", "Invalid self entity (%llu)!", context->originator);
return;
}
bitStream->AlignWriteToByteBoundary();
const auto allocatedAddress = bitStream->GetWriteOffset();
bitStream->Write<uint16_t>(0);
bitStream->Write(uint16_t(0));
const auto startAddress = bitStream->GetWriteOffset();
DoBehaviorCalculation(context, bitStream, branch);
bitStream->Write0(); // Blocked
bitStream->Write0(); // Immune
bitStream->Write1(); // Success
if (true) {
uint32_t unknown3 = 0;
bitStream->Write(unknown3);
auto damage = this->m_minDamage;
auto* entity = EntityManager::Instance()->GetEntity(branch.target);
if (entity == nullptr) {
damage = 0;
bitStream->Write(damage);
bitStream->Write(false);
} else {
bitStream->Write(damage);
bitStream->Write(true);
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (damage != 0 && destroyableComponent != nullptr) {
PlayFx(u"onhit", entity->GetObjectID(), 1);
destroyableComponent->Damage(damage, context->originator, context->skillID, false);
context->ScheduleUpdate(branch.target);
}
}
}
uint8_t successState = 1;
bitStream->Write(successState);
switch (successState) {
case 1:
this->m_onSuccess->Calculate(context, bitStream, branch);
break;
default:
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
break;
}
const auto endAddress = bitStream->GetWriteOffset();
const uint16_t allocate = endAddress - startAddress + 1;
@@ -154,102 +139,12 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
bitStream->SetWriteOffset(startAddress + allocate);
}
void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* targetEntity = EntityManager::Instance()->GetEntity(branch.target);
if (!targetEntity) {
Game::logger->Log("BasicAttackBehavior", "Target entity %llu is null!", branch.target);
return;
}
auto* destroyableComponent = targetEntity->GetComponent<DestroyableComponent>();
if (!destroyableComponent || !destroyableComponent->GetParent()) {
Game::logger->Log("BasicAttackBehavior", "No destroyable component on %llu", branch.target);
return;
}
const bool isBlocking = destroyableComponent->GetAttacksToBlock() > 0;
bitStream->Write(isBlocking);
if (isBlocking) {
destroyableComponent->SetAttacksToBlock(destroyableComponent->GetAttacksToBlock() - 1);
EntityManager::Instance()->SerializeEntity(targetEntity);
this->m_OnFailBlocked->Calculate(context, bitStream, branch);
return;
}
const bool isImmune = destroyableComponent->IsImmune();
bitStream->Write(isImmune);
if (isImmune) {
this->m_OnFailImmune->Calculate(context, bitStream, branch);
return;
}
bool isSuccess = false;
const uint32_t previousHealth = destroyableComponent->GetHealth();
const uint32_t previousArmor = destroyableComponent->GetArmor();
const auto damage = this->m_MinDamage;
PlayFx(u"onhit", targetEntity->GetObjectID(), 1);
destroyableComponent->Damage(damage, context->originator, context->skillID, false);
context->ScheduleUpdate(branch.target);
const uint32_t armorDamageDealt = previousArmor - destroyableComponent->GetArmor();
const uint32_t healthDamageDealt = previousHealth - destroyableComponent->GetHealth();
isSuccess = armorDamageDealt > 0 || healthDamageDealt > 0 || (armorDamageDealt + healthDamageDealt) > 0;
bitStream->Write(isSuccess);
eBasicAttackSuccessTypes successState = eBasicAttackSuccessTypes::FAILIMMUNE;
if (isSuccess) {
if (healthDamageDealt >= 1) {
successState = eBasicAttackSuccessTypes::SUCCESS;
} else if (armorDamageDealt >= 1) {
successState = this->m_OnFailArmor->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR;
}
bitStream->Write(armorDamageDealt);
bitStream->Write(healthDamageDealt);
bitStream->Write(targetEntity->GetIsDead());
}
bitStream->Write(successState);
switch (static_cast<eBasicAttackSuccessTypes>(successState)) {
case eBasicAttackSuccessTypes::SUCCESS:
this->m_OnSuccess->Calculate(context, bitStream, branch);
break;
case eBasicAttackSuccessTypes::FAILARMOR:
this->m_OnFailArmor->Calculate(context, bitStream, branch);
break;
default:
if (static_cast<eBasicAttackSuccessTypes>(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) {
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
break;
}
this->m_OnFailImmune->Calculate(context, bitStream, branch);
break;
}
}
void BasicAttackBehavior::Load() {
this->m_MinDamage = GetInt("min damage");
if (this->m_MinDamage == 0) this->m_MinDamage = 1;
this->m_minDamage = GetInt("min damage");
if (this->m_minDamage == 0) this->m_minDamage = 1;
this->m_MaxDamage = GetInt("max damage");
if (this->m_MaxDamage == 0) this->m_MaxDamage = 1;
this->m_maxDamage = GetInt("max damage");
if (this->m_maxDamage == 0) this->m_maxDamage = 1;
// The client sets the minimum damage to maximum, so we'll do the same. These are usually the same value anyways.
if (this->m_MinDamage < this->m_MaxDamage) this->m_MinDamage = this->m_MaxDamage;
this->m_OnSuccess = GetAction("on_success");
this->m_OnFailArmor = GetAction("on_fail_armor");
this->m_OnFailImmune = GetAction("on_fail_immune");
this->m_OnFailBlocked = GetAction("on_fail_blocked");
this->m_onSuccess = GetAction("on_success");
}

View File

@@ -4,59 +4,18 @@
class BasicAttackBehavior final : public Behavior
{
public:
uint32_t m_minDamage;
uint32_t m_maxDamage;
Behavior* m_onSuccess;
explicit BasicAttackBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
}
/**
* @brief Reads a 16bit short from the bitStream and when the actual behavior handling finishes with all of its branches, the bitStream
* is then offset to after the allocated bits for this stream.
*
*/
void DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
/**
* @brief Handles a client initialized Basic Attack Behavior cast to be deserialized and verified on the server.
*
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
* @param bitStream The bitStream to deserialize. BitStreams will always check their bounds before reading in a behavior
* and will fail gracefully if an overread is detected.
* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
*/
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
/**
* @brief Writes a 16bit short to the bitStream and when the actual behavior calculation finishes with all of its branches, the number
* of bits used is then written to where the 16bit short initially was.
*
*/
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
/**
* @brief Calculates a server initialized Basic Attack Behavior cast to be serialized to the client
*
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
* @param bitStream The bitStream to serialize to.
* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
*/
void DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
/**
* @brief Loads this Behaviors parameters from the database. For this behavior specifically:
* max and min damage will always be the same. If min is less than max, they are both set to max.
* If an action is not in the database, then no action is taken for that result.
*
*/
void Load() override;
private:
uint32_t m_MinDamage;
uint32_t m_MaxDamage;
Behavior* m_OnSuccess;
Behavior* m_OnFailArmor;
Behavior* m_OnFailImmune;
Behavior* m_OnFailBlocked;
};

View File

@@ -42,13 +42,11 @@
#include "SkillCastFailedBehavior.h"
#include "SpawnBehavior.h"
#include "ForceMovementBehavior.h"
#include "RemoveBuffBehavior.h"
#include "ImmunityBehavior.h"
#include "InterruptBehavior.h"
#include "PlayEffectBehavior.h"
#include "DamageAbsorptionBehavior.h"
#include "VentureVisionBehavior.h"
#include "PropertyTeleportBehavior.h"
#include "BlockBehavior.h"
#include "ClearTargetBehavior.h"
#include "PullToPointBehavior.h"
@@ -61,8 +59,6 @@
#include "SpeedBehavior.h"
#include "DamageReductionBehavior.h"
#include "JetPackBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
#include "DarkInspirationBehavior.h"
//CDClient includes
#include "CDBehaviorParameterTable.h"
@@ -171,9 +167,7 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_SPEED:
behavior = new SpeedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
behavior = new DarkInspirationBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: break;
case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
behavior = new LootBuffBehavior(behaviorId);
break;
@@ -201,9 +195,7 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
behavior = new SkillCastFailedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
behavior = new ChangeIdleFlagsBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS: break;
case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
behavior = new ApplyBuffBehavior(behaviorId);
break;
@@ -234,9 +226,7 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
break;
case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
case BehaviorTemplates::BEHAVIOR_CAMERA: break;
case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
behavior = new RemoveBuffBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF: break;
case BehaviorTemplates::BEHAVIOR_GRAB: break;
case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
@@ -264,9 +254,7 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
behavior = new DamageReductionBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
behavior = new PropertyTeleportBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
behavior = new ClearTargetBehavior(behaviorId);
break;
@@ -442,7 +430,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
float Behavior::GetFloat(const std::string& name, const float defaultValue) const {
// Get the behavior parameter entry and return its value.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
return BehaviorParameterTable->GetValue(this->m_behaviorId, name, defaultValue);
return BehaviorParameterTable->GetEntry(this->m_behaviorId, name, defaultValue).value;
}

View File

@@ -15,8 +15,6 @@ struct BehaviorBranchContext
uint32_t start = 0;
bool isSync = false;
BehaviorBranchContext();
BehaviorBranchContext(LWOOBJID target, float duration = 0, const NiPoint3& referencePosition = NiPoint3(0, 0, 0));

View File

@@ -10,9 +10,8 @@
#include <sstream>
#include "dMessageIdentifiers.h"
#include "DestroyableComponent.h"
#include "EchoSyncSkill.h"
#include "PhantomPhysicsComponent.h"
#include "RebuildComponent.h"
@@ -46,14 +45,12 @@ uint32_t BehaviorContext::GetUniqueSkillId() const {
}
void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, bool ignoreInterrupts) {
void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext) {
auto entry = BehaviorSyncEntry();
entry.handle = syncId;
entry.behavior = behavior;
entry.branchContext = branchContext;
entry.branchContext.isSync = true;
entry.ignoreInterrupts = ignoreInterrupts;
this->syncEntries.push_back(entry);
}
@@ -217,7 +214,7 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime) {
}
// Echo sync
EchoSyncSkill echo;
GameMessages::EchoSyncSkill echo;
echo.bDone = true;
echo.uiBehaviorHandle = entry.handle;

View File

@@ -80,7 +80,7 @@ struct BehaviorContext
uint32_t GetUniqueSkillId() const;
void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, bool ignoreInterrupts = false);
void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext);
void RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);

View File

@@ -12,13 +12,11 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"BuffBehavior.cpp"
"CarBoostBehavior.cpp"
"ChainBehavior.cpp"
"ChangeIdleFlagsBehavior.cpp"
"ChangeOrientationBehavior.cpp"
"ChargeUpBehavior.cpp"
"ClearTargetBehavior.cpp"
"DamageAbsorptionBehavior.cpp"
"DamageReductionBehavior.cpp"
"DarkInspirationBehavior.cpp"
"DurationBehavior.cpp"
"EmptyBehavior.cpp"
"EndBehavior.cpp"
@@ -35,9 +33,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"OverTimeBehavior.cpp"
"PlayEffectBehavior.cpp"
"ProjectileAttackBehavior.cpp"
"PropertyTeleportBehavior.cpp"
"PullToPointBehavior.cpp"
"RemoveBuffBehavior.cpp"
"RepairBehavior.cpp"
"SkillCastFailedBehavior.cpp"
"SkillEventBehavior.cpp"

View File

@@ -4,19 +4,14 @@
#include "dLogger.h"
void ChainBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t chainIndex{};
uint32_t chain_index;
if (!bitStream->Read(chainIndex)) {
Game::logger->Log("ChainBehavior", "Unable to read chainIndex from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
bitStream->Read(chain_index);
chainIndex--;
chain_index--;
if (chainIndex < this->m_behaviors.size()) {
this->m_behaviors.at(chainIndex)->Handle(context, bitStream, branch);
} else {
Game::logger->Log("ChainBehavior", "chainIndex out of bounds, aborting handle of chain %i bits unread %i", chainIndex, bitStream->GetNumberOfUnreadBits());
if (chain_index < this->m_behaviors.size()) {
this->m_behaviors.at(chain_index)->Handle(context, bitStream, branch);
}
}

View File

@@ -1,37 +0,0 @@
#include "ChangeIdleFlagsBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
void ChangeIdleFlagsBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
if (!target) return;
GameMessages::SendChangeIdleFlags(target, m_FlagsOn, m_FlagsOff, UNASSIGNED_SYSTEM_ADDRESS);
if (branch.duration > 0.0f) {
context->RegisterTimerBehavior(this, branch);
} else if (branch.start > 0) {
context->RegisterEndBehavior(this, branch);
}
}
void ChangeIdleFlagsBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void ChangeIdleFlagsBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
if (!target) return;
// flip on and off to end behavior
GameMessages::SendChangeIdleFlags(target, m_FlagsOff, m_FlagsOn, UNASSIGNED_SYSTEM_ADDRESS);
}
void ChangeIdleFlagsBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
End(context, branch, second);
}
void ChangeIdleFlagsBehavior::Load() {
m_FlagsOff = static_cast<eAnimationFlags>(GetInt("flags_off", 0));
m_FlagsOn = static_cast<eAnimationFlags>(GetInt("flags_on", 0));
}

View File

@@ -1,23 +0,0 @@
#pragma once
#include "Behavior.h"
#include "eAninmationFlags.h"
class ChangeIdleFlagsBehavior final : public Behavior {
public:
/*
* Inherited
*/
explicit ChangeIdleFlagsBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void Load() override;
private:
eAnimationFlags m_FlagsOff;
eAnimationFlags m_FlagsOn;
};

View File

@@ -1,16 +1,12 @@
#include "ChargeUpBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
void ChargeUpBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t handle{};
uint32_t handle;
if (!bitStream->Read(handle)) {
Game::logger->Log("ChargeUpBehavior", "Unable to read handle from bitStream, aborting Handle! variable_type");
return;
};
bitStream->Read(handle);
context->RegisterSyncBehavior(handle, this, branch);
}

View File

@@ -1,52 +0,0 @@
#include "DarkInspirationBehavior.h"
#include "BehaviorBranchContext.h"
#include "Entity.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "BehaviorContext.h"
void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->LogDebug("DarkInspirationBehavior", "Failed to find target (%llu)!", branch.target);
return;
}
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
return;
}
if (destroyableComponent->HasFaction(m_FactionList)) {
this->m_ActionIfFactionMatches->Handle(context, bitStream, branch);
}
}
void DarkInspirationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->LogDebug("DarkInspirationBehavior", "Failed to find target (%llu)!", branch.target);
return;
}
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
return;
}
if (destroyableComponent->HasFaction(m_FactionList)) {
this->m_ActionIfFactionMatches->Calculate(context, bitStream, branch);
}
}
void DarkInspirationBehavior::Load() {
this->m_ActionIfFactionMatches = GetAction("action");
this->m_FactionList = GetInt("faction_list");
}

View File

@@ -1,22 +0,0 @@
#pragma once
#include "Behavior.h"
class DarkInspirationBehavior final : public Behavior
{
public:
/*
* Inherited
*/
explicit DarkInspirationBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
}
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
Behavior* m_ActionIfFactionMatches;
uint32_t m_FactionList;
};

View File

@@ -3,34 +3,23 @@
#include "BehaviorContext.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
uint32_t handle{};
if (!bitStream->Read(handle)) {
Game::logger->Log("ForceMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
uint32_t handle;
bitStream->Read(handle);
context->RegisterSyncBehavior(handle, this, branch);
}
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t next{};
if (!bitStream->Read(next)) {
Game::logger->Log("ForceMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}
uint32_t next;
bitStream->Read(next);
LWOOBJID target{};
if (!bitStream->Read(target)) {
Game::logger->Log("ForceMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}
LWOOBJID target;
bitStream->Read(target);
branch.target = target;
auto* behavior = CreateBehavior(next);
@@ -86,5 +75,5 @@ void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::Bi
this->m_hitAction->Calculate(context, bitStream, branch);
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
this->m_hitFactionAction->Calculate(context, bitStream, branch);
this->m_hitEnemyAction->Calculate(context, bitStream, branch);
}

View File

@@ -6,47 +6,28 @@
#include "Game.h"
#include "dLogger.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
auto* target = EntityManager::Instance()->GetEntity(branch.target);
if (!target) {
if (target == nullptr) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target);
return;
}
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
destroyableComponent->SetStatusImmunity(
eStateChangeType::PUSH,
this->m_ImmuneToBasicAttack,
this->m_ImmuneToDamageOverTime,
this->m_ImmuneToKnockback,
this->m_ImmuneToInterrupt,
this->m_ImmuneToSpeed,
this->m_ImmuneToImaginationGain,
this->m_ImmuneToImaginationLoss,
this->m_ImmuneToQuickbuildInterrupt,
this->m_ImmuneToPullToPoint
);
auto* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (destroyable == nullptr) {
return;
}
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) {
controllablePhysicsComponent->SetStunImmunity(
eStateChangeType::PUSH,
context->caster,
this->m_ImmuneToStunAttack,
this->m_ImmuneToStunEquip,
this->m_ImmuneToStunInteract,
this->m_ImmuneToStunJump,
this->m_ImmuneToStunMove,
this->m_ImmuneToStunTurn,
this->m_ImmuneToStunUseItem
);
if (!this->m_immuneBasicAttack) {
return;
}
destroyable->PushImmunity();
context->RegisterTimerBehavior(this, branch, target->GetObjectID());
}
@@ -57,60 +38,21 @@ void ImmunityBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bi
void ImmunityBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second) {
auto* target = EntityManager::Instance()->GetEntity(second);
if (!target) {
if (target == nullptr) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", second);
return;
}
auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
destroyableComponent->SetStatusImmunity(
eStateChangeType::POP,
this->m_ImmuneToBasicAttack,
this->m_ImmuneToDamageOverTime,
this->m_ImmuneToKnockback,
this->m_ImmuneToInterrupt,
this->m_ImmuneToSpeed,
this->m_ImmuneToImaginationGain,
this->m_ImmuneToImaginationLoss,
this->m_ImmuneToQuickbuildInterrupt,
this->m_ImmuneToPullToPoint
);
}
auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) {
controllablePhysicsComponent->SetStunImmunity(
eStateChangeType::POP,
context->caster,
this->m_ImmuneToStunAttack,
this->m_ImmuneToStunEquip,
this->m_ImmuneToStunInteract,
this->m_ImmuneToStunJump,
this->m_ImmuneToStunMove,
this->m_ImmuneToStunTurn,
this->m_ImmuneToStunUseItem
);
auto* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(COMPONENT_TYPE_DESTROYABLE));
if (destroyable == nullptr) {
return;
}
destroyable->PopImmunity();
}
void ImmunityBehavior::Load() {
//Stun
this->m_ImmuneToStunAttack = GetBoolean("immune_stun_attack", false);
this->m_ImmuneToStunEquip = GetBoolean("immune_stun_equip", false);
this->m_ImmuneToStunInteract = GetBoolean("immune_stun_interact", false);
this->m_ImmuneToStunMove = GetBoolean("immune_stun_move", false);
this->m_ImmuneToStunTurn = GetBoolean("immune_stun_rotate", false);
// Status
this->m_ImmuneToBasicAttack = GetBoolean("immune_basic_attack", false);
this->m_ImmuneToDamageOverTime = GetBoolean("immune_damage_over_time", false);
this->m_ImmuneToKnockback = GetBoolean("immune_knockback", false);
this->m_ImmuneToInterrupt = GetBoolean("immune_interrupt", false);
this->m_ImmuneToSpeed = GetBoolean("immune_speed", false);
this->m_ImmuneToImaginationGain = GetBoolean("immune_imagination_gain", false);
this->m_ImmuneToImaginationLoss = GetBoolean("immune_imagination_loss", false);
this->m_ImmuneToQuickbuildInterrupt = GetBoolean("immune_quickbuild_interrupts", false);
this->m_ImmuneToPullToPoint = GetBoolean("immune_pulltopoint", false);
this->m_immuneBasicAttack = GetBoolean("immune_basic_attack");
}

View File

@@ -4,6 +4,8 @@
class ImmunityBehavior final : public Behavior
{
public:
uint32_t m_immuneBasicAttack;
/*
* Inherited
*/
@@ -18,25 +20,4 @@ public:
void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void Load() override;
private:
// stuns
bool m_ImmuneToStunAttack = false;
bool m_ImmuneToStunEquip = false;
bool m_ImmuneToStunInteract = false;
bool m_ImmuneToStunJump = false; // Unused
bool m_ImmuneToStunMove = false;
bool m_ImmuneToStunTurn = false;
bool m_ImmuneToStunUseItem = false; // Unused
//status
bool m_ImmuneToBasicAttack = false;
bool m_ImmuneToDamageOverTime = false;
bool m_ImmuneToKnockback = false;
bool m_ImmuneToInterrupt = false;
bool m_ImmuneToSpeed = false;
bool m_ImmuneToImaginationGain = false;
bool m_ImmuneToImaginationLoss = false;
bool m_ImmuneToQuickbuildInterrupt = false;
bool m_ImmuneToPullToPoint = false; // Unused in cdclient, but used in client
};

View File

@@ -11,10 +11,7 @@ void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
if (branch.target != context->originator) {
bool unknown = false;
if (!bitStream->Read(unknown)) {
Game::logger->Log("InterruptBehavior", "Unable to read unknown1 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
bitStream->Read(unknown);
if (unknown) return;
}
@@ -22,10 +19,7 @@ void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
if (!this->m_interruptBlock) {
bool unknown = false;
if (!bitStream->Read(unknown)) {
Game::logger->Log("InterruptBehavior", "Unable to read unknown2 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
bitStream->Read(unknown);
if (unknown) return;
}
@@ -34,10 +28,7 @@ void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
{
bool unknown = false;
if (!bitStream->Read(unknown)) {
Game::logger->Log("InterruptBehavior", "Unable to read unknown3 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
bitStream->Read(unknown);
}
if (branch.target == context->originator) return;

View File

@@ -6,16 +6,11 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"
void KnockbackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
bool unknown{};
bool unknown;
if (!bitStream->Read(unknown)) {
Game::logger->Log("KnockbackBehavior", "Unable to read unknown from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
bitStream->Read(unknown);
}
void KnockbackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {

View File

@@ -4,20 +4,18 @@
#include "dLogger.h"
void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t movementType{};
if (!bitStream->Read(movementType)) {
if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_movingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
Game::logger->Log("MovementSwitchBehavior", "Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY &&
this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
};
}
uint32_t movementType;
bitStream->Read(movementType);
switch (movementType) {
case 1:
@@ -27,40 +25,34 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
this->m_jumpAction->Handle(context, bitStream, branch);
break;
case 3:
this->m_airAction->Handle(context, bitStream, branch);
this->m_fallingAction->Handle(context, bitStream, branch);
break;
case 4:
this->m_doubleJumpAction->Handle(context, bitStream, branch);
break;
case 5:
this->m_fallingAction->Handle(context, bitStream, branch);
this->m_airAction->Handle(context, bitStream, branch);
break;
case 6:
this->m_jetpackAction->Handle(context, bitStream, branch);
break;
default:
this->m_groundAction->Handle(context, bitStream, branch);
Game::logger->Log("MovementSwitchBehavior", "Invalid movement behavior type (%i)!", movementType);
break;
}
}
Behavior* MovementSwitchBehavior::LoadMovementType(std::string movementType) {
float actionValue = GetFloat(movementType, -1.0f);
auto loadedBehavior = GetAction(actionValue != -1.0f ? actionValue : 0.0f);
if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
loadedBehavior = this->m_groundAction;
}
return loadedBehavior;
}
void MovementSwitchBehavior::Load() {
float groundActionValue = GetFloat("ground_action", -1.0f);
this->m_groundAction = GetAction(groundActionValue != -1.0f ? groundActionValue : 0.0f);
this->m_airAction = GetAction("air_action");
this->m_airAction = LoadMovementType("air_action");
this->m_doubleJumpAction = LoadMovementType("double_jump_action");
this->m_fallingAction = LoadMovementType("falling_action");
this->m_jetpackAction = LoadMovementType("jetpack_action");
this->m_jumpAction = LoadMovementType("jump_action");
this->m_movingAction = LoadMovementType("moving_action");
this->m_doubleJumpAction = GetAction("double_jump_action");
this->m_fallingAction = GetAction("falling_action");
this->m_groundAction = GetAction("ground_action");
this->m_jetpackAction = GetAction("jetpack_action");
this->m_jumpAction = GetAction("jump_action");
}

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