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77 Commits

Author SHA1 Message Date
David Markowitz
f114b22aef Update Docker.md 2022-12-17 19:01:20 -08:00
631365b7f7 Add change idle flags behavior and GM (#871)
* update naming for animation flag enum value 0

* Add change idle flags behaviors and GM

* default to 0 when none is given
2022-12-16 15:24:13 -06:00
32f8bda538 Allow the player to be interrupted (#881) 2022-12-16 15:23:38 -06:00
David Markowitz
cd78a3dec7 Fix cannon super charge speed (#883)
* Fix cannon

* Update SGCannon.cpp
2022-12-16 15:23:09 -06:00
David Markowitz
a2ca273370 Cleanup behavior bitstream reads (#888)
* Add failArmor server side

Address out of bounds reading in behavior

Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.

Tested that attacking a wall anywhere with a projectile now does not crash the game.  Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.

Add back logs and add fail handle

Remove comment block

Revert "Add back logs and add fail handle"

This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.

Split out checks

* Cleanup Behavior streams
2022-12-16 15:23:02 -06:00
Daniel Seiler
1ed3af63b9 Log some recvfrom errors on linux (#885) 2022-12-15 22:32:36 -08:00
David Markowitz
213c3c37b0 Fix crash in BasicAttackBehavior (#862)
* Add failArmor server side

Address out of bounds reading in behavior

Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.

Tested that attacking a wall anywhere with a projectile now does not crash the game.  Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.

Add back logs and add fail handle

Remove comment block

Revert "Add back logs and add fail handle"

This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.

Split out checks

* Remove case 2

* Update SkillComponent.cpp
2022-12-15 22:10:58 -08:00
David Markowitz
b7341c8106 Resolve warnings, change config init order and remove unused Game variables for all servers (#877)
* Resolve warnings and change init order

Initialize dConfig first, before logger so we know whether or not to log to console
Initialize namespace Game variables to nullptr so they are a known value if accessed before initialization.
Removed unused Game variables
Replaced config with a pointer instead of referencing something on the stack.
Assign return values to system calls to silence warnings.

Tested that the server still compiles, runs and allows me to load into the game.

* Only start Master of config files exist

Also default the logging to console to on on the off chance the files exist but are wrong / corrupted.
2022-12-15 08:13:49 -06:00
David Markowitz
5292f36417 Packages updates (#864)
Update packages to not open if you dont have enough room.  Update packages to no longer allow them selves to be open unless you meet the pre-reqs.
2022-12-11 00:27:01 -08:00
David Markowitz
da910309a0 Remove unneeded commands (#880)
* Remove unneeded commands

* Thank you aron
2022-12-08 15:32:47 -06:00
Gie "Max" Vanommeslaeghe
430c6da4a7 Merge pull request #879 from EmosewaMC/main
Fdb NULL fixes
2022-12-08 13:51:55 +01:00
EmosewaMC
d5613b8034 hot fix 2022-12-08 04:44:56 -08:00
8886bf6547 Address Force movement behaviors triggering twice (#878) 2022-12-07 23:13:25 -08:00
Demetri Van Sickle
fde62a4777 Fixed typo (#875) 2022-12-06 08:36:42 -06:00
David Markowitz
18a0ae599b Add bandwidth limit of 10kb/s(#863) 2022-12-05 16:08:47 -08:00
David Markowitz
0a616f891f Change File Finder (#873) 2022-12-05 09:04:59 -06:00
David Markowitz
2ba3103a0c Implement FDB to SQLite (#872) 2022-12-05 00:57:58 -08:00
David Markowitz
e8ba3357e8 Add support to reload the config (#868) 2022-12-04 16:25:58 -06:00
David Markowitz
de3e53de6c Fix Model Vault (#870)
Allow pets, rockets and racecars to be stored in vault
2022-12-04 16:25:25 -06:00
Wincent Holm
ab5adea24c Move CDServer migration history table (#867) 2022-12-03 13:17:13 +01:00
David Markowitz
e1af528d9b Add SlashCommand for spawngroup (#858) 2022-12-02 03:47:27 -08:00
d8945e9067 Add migration to make play_key_id nullable (#857)
since there is an option not to use play_keys
2022-12-02 03:46:54 -08:00
2b9c014b86 Quiet activity manager timer logs (#861) 2022-12-02 00:44:20 -08:00
David Markowitz
63460ea00d Fix bricks not creating new stacks (#860)
Unintentionally, bricks were not creating new stacks if you tried to get another stack.  This prevents some missions from being completed.  This issue is now fixed
2022-11-30 01:04:46 -08:00
David Markowitz
09dfb6df3a Address news feed showing up on every world transfer (#855)
Addresses the news feed showing up on every world transfer
2022-11-27 22:19:15 -08:00
David Markowitz
56da3f8543 Remove Locale (#808)
* Remove Locale (finally)
2022-11-27 16:56:55 -08:00
David Markowitz
3222e78815 Implement undo action for pre-built models (#830)
Brick building as of right now does not implement the undo action properly.  This commit addresses the issue with undoing button being non-functional server side and implements the GM needed for addressing further issues.

Implement GameMessage UnUseModel which is called when a model in BrickBuilding is UnUsed.  Important for UGC content down the line.  Final code has been tested as follows:
1. Placed a model in brick build
2. saved placed a brick
3. repeat 2 and 3 twice more for 6 total models
4. Place a new model in brick mode and then edit all 7 models into one brick model instance
5. Pressing undo returns the converted model to the inventory and properly discards the other 6 without crashing.  Intended live behavior is to store this in the inventory instead however behind the scenes work is needed to implement UGC models properly.

Implement enum

Implement the BlueprintSaveResponseType enum so there are less magic numbers sent via packets.
Correct int sizes from unsigned int to uint32_t

Add deserialize test

Add a test for de-serializing a GM that is sent to the client.  Assertions verify the data is in the correct order and has no extra information.
2022-11-27 16:48:46 -08:00
David Markowitz
3939f19b08 Add Remove Buff Behavior and patch infinite use Imagination Backpack(#845)
Testing does not reveal any issues with existing buff removals sending this GM as well and may fix more bugs that were unknown, or cause more.
2022-11-27 16:40:14 -08:00
David Markowitz
1556f580d6 Improve Diagnostics logging (#841)
Improve diagnostics to write the file name and signal to the log file should there be a crash.
2022-11-27 13:47:14 -08:00
David Markowitz
d382eb3bc2 Fix Boogie Down (#854)
- Give entities that have a script component ID of zero a script component still
- Progress scripted entity missions within the for loop as we do for script calls

Tested that Boogie Down is (finally) completable.
Tested that Mission 737 is still completable
Checked that missions progressed inside OnEmoteReceived scripts to not double trigger progression
2022-11-27 04:03:30 -08:00
Jonathan Romano
f8f5b731f1 Allow servers to be run from directories other than build. Read/write files relative to binary instead of cwd (#834)
Allows the server to be run from a non-build directory.  Also only read or write files relative to the build directory, regardless of where the server is run from
2022-11-27 03:59:59 -08:00
David Markowitz
e40a597f18 Property Behavior deserialize definitions (#812)
* Implement basic functionality

Implements the basic functionality and parsing of property behaviors.

Unhandled messages and logged and discarded for the time being.  The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.
2022-11-27 01:24:35 -08:00
Jonathan Romano
af28d170fb Fix chat whitelist path in UserManager error log (#853) 2022-11-27 01:06:17 -08:00
David Markowitz
e2616c5f11 Move enums to a single directory
A technical change to move all emum files to a single directory
2022-11-26 14:22:00 -08:00
36eecd693d Brick stack sizes are now unlimited
Make brick stacks unlimited as they were in live.  If you have more than uint32_max bricks, the extra bricks are trashed.
2022-11-26 02:30:53 -08:00
Jonathan Romano
4569f62100 Fix three-part names coming across as INVALID with custom client path 2022-11-26 02:29:53 -08:00
Jonathan Romano
afb97a81b5 Address Mac CI using specific versions of OpenSSL
Corrected CI to use the version brew links in opt rather than the specific version in Cellar
2022-11-25 17:28:20 -08:00
Nico Mexis
b17ba56af1 Update workflow actions (#844) 2022-11-23 12:50:45 -06:00
Demetri Van Sickle
9d62a8cd0b Add backwards compatibility with servers using previous setup method
* MasterServer will nolonger require cdclient.fdb

* Added support for packed/unpacked clients not requiring .fdb file if .sqlite exsits
2022-11-21 14:19:37 -08:00
David Markowitz
416021c208 Remove need for Avant Gardens Survival Client Fix
This addresses the Avant Gardens Survival bug
Does not conflict with clients that have the fix.
2022-11-21 14:18:01 -08:00
3fa6ea4cea Fix ninjago crashes (#837)
Fixed reading speed from rail paths
Made the config of rail paths be read in sanely due to not having a type
Fixes #835
2022-11-14 13:57:49 -06:00
37524af549 fix trigger loading (#838)
Fixes #836
2022-11-14 12:55:40 -06:00
Jonathan Romano
53b559bef3 Make build script fail if any command fails (#832) 2022-11-14 08:08:49 -06:00
848c066924 Not every scene has triggers, that is normal (#831)
Quell the onslaught of meaningless logs
2022-11-12 08:44:37 -06:00
7429902a64 Prevent adding movingplatform components to all entites with an attached_path (#829)
* Stop adding movingpla comps where they aren't needed

* move stuff around to make it more congruent

* invert if else block logic patter
Since setting up the comp will be longer han just adding the path
will make the readability flow better

* address feedback
2022-11-12 08:44:27 -06:00
22e5d02400 Use Property path name and desc when claiming (#827) 2022-11-12 08:44:13 -06:00
cf7fa8e52d cleanup and define all unknowns in zone reading (#826)
* cleanup and define all unknowns in zone reading
fix for movement path config reading

* simplify reading and don't use intermediates

* fix spelling

* remove dup variable in struct
read to the proper name that relates to the enum
2022-11-12 08:44:03 -06:00
1eff3ae454 Add checks to AssetBuffers before they are used (#820)
* add checks to buffers before they are used
to avoid crashing

* address feedback
2022-11-10 12:59:31 -06:00
Jack Kawell
7c2437173b Fixed docker installation (#823) 2022-11-07 17:04:20 -06:00
Jonathan Romano
2570c74b71 Remove hardcoded port number in AuthPackets
Removes the hard coded port numbers in AuthPackets
2022-11-07 01:27:48 -08:00
Jonathan Romano
2f48981801 Address socket issues with MariaDB
Use a new method of determining how to send the connection information to the database
2022-11-07 01:26:15 -08:00
David Markowitz
1464762bcd Implement GTest and change windows output path
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent
2022-11-07 00:12:35 -08:00
9c58ea5c41 add 1261 to the disable landing animation switch case (#819) 2022-11-05 19:09:39 -05:00
David Markowitz
1d5c71eb9b Fix Pet Taming causing seg fault (#818)
* Fix Pet Taming

* Fix Pet Taming

* fix pet taming path loading
just make it go to build file since the asset managet handles intermediate steps
there is never res in the path in the live db, so no need to check

* special case BrickModels to uppercase if unpacked
remove redundent variable

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2022-11-05 19:09:26 -05:00
162f84e285 simplify path fixing for packed vs unpacked (#816)
fix slashes for hasfile for unpacked client checking
2022-11-04 19:45:04 -05:00
David Markowitz
8880486c8b Fix chat message reads (#817)
* Fix chat message reads

* Fix teams
2022-11-04 12:28:19 -07:00
David Markowitz
8d37d9b681 Organize dScripts (#814)
* Organize dScripts

whitespace

Remove parent scope

Remove parent scope from initial setter

Remove debug

Remove helper programs

* Fix NtImagimeterVisibility script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-11-03 12:57:54 -05:00
Jett
b974eed8f5 Make changes to certain database functions and a debug assert (#804)
- Replace all interaction of std::string and sqlString.
- Add a return before a debug assertion can be triggered by lvl chunks being loaded on server start.
2022-11-02 22:53:45 -05:00
David Markowitz
8edade5f98 Fix client paths (#811) 2022-11-02 20:30:35 -07:00
353c328485 compile fixes and default client_location (#809)
* support for gcc9 on ubuntu 18.04
This is needed to make filesystem work

* fix default for client location
2022-11-02 22:05:52 -05:00
Jett
4a6f3e44ee Add support for packed clients (#802)
* First iteration of pack reader and interface

* Fix memory leak and remove logs

* Complete packed asset interface and begin on file loading replacement

* Implement proper BinaryIO error

* Improve AssetMemoryBuffer for reading and implement more reading

* Repair more file loading code and improve how navmeshes are loaded

* Missing checks implementation

* Revert addition of Manifest class and migration changes

* Resolved all feedback.
2022-11-01 13:21:26 -05:00
David Markowitz
971e0fb3b6 Modularize gargantuan objects (#797) 2022-10-31 17:32:17 -05:00
David Markowitz
62213cd701 Implement basic functionality (#794)
Implements the basic functionality and parsing of property behaviors.

Unhandled messages and logged and discarded for the time being.  The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.

Tested that the User Interface properly shows up with zero behaviors on it.  No other functionality is changed.
2022-10-31 17:32:07 -05:00
David Markowitz
d4af7d76a2 Add property behaviors migration (#790)
* Add behaviors migration

Add migration for behaviors.  Tested that the tables get altered correctly, names are set correctly.

Tested that I can place models, both regular and Brick-by-Brick ones and that they get deleted properly.  Tested that picking up models and re-placing them down properly updates them in the tables.

* Only update when empty
2022-10-31 17:31:49 -05:00
David Markowitz
89fb66c4a9 Change AMFArray getters to use Templates and fix CI halting when one matrix fails (#796)
* Change AMFArray getters to use Templates

Move Template definition to header

* Add more tests

Add tests for casting to wrong template type
Add tests for going out of bounds in the array.

* Try continue-on-error

* Update build-and-test.yml

* Try continue-on-error

Update build-and-test.yml

* change version

* Update CMakeMariaDBLists.txt

Update CMakeMariaDBLists.txt
2022-10-30 13:06:05 -07:00
David Markowitz
906887bda9 Add automatic cdclient migration runner support and setup (#789)
* Add automatic migrations for CDServer

Add support to automatically migrate and update CDServers with new migrations.  Also adds support to simplify the setup process by simply putting the fdb in the res folder and letting the server convert it to sqlite.

This reduces the amount of back and forth when setting up a server.

* Remove transaction language

* Add DML execution
`poggers`
Add a way to execute DML commands through the sqlite connection on the server.

* Make DML Commands more robust

On the off chance the server is shutdown before the whole migration is run, lets just not add it to our "finished list" until the whole file is done.

* Update README
2022-10-30 00:38:43 -07:00
Jett
a745cdb727 Implement a shared config between servers (#795)
* Implement a shared config between servers

* Auto move config file on CMake run
2022-10-29 16:17:35 -07:00
David Markowitz
d8e73def9d Update GameMessages.cpp (#793) 2022-10-29 10:12:29 +02:00
Demetri Van Sickle
2bdbf129cf removed migration runner from build script (#788) 2022-10-25 15:32:46 -05:00
David Markowitz
c13937bd1f Address Brick-By-Brick builds not properly saving and make migrations automatic (#725)
* Properly store BBB in database

Store the BBB data in the database as the received SD0 packet as opposed to just the raw lxfml.  Addressed several memory leaks as well.

* Add Sd0Conversion

Add brick by brick conversion commands with 2 parameters to tell the program what to do with the data.

Add zlib -> sd0 conversion.  Files look good at a glance but should be tested in game to ensure stability.  Tests to come.

* moving to laptop

ignore this commit.  I need to move this to my laptop

* Add functionality to delete bad models

Adds functionality to delete bad models.  Models are batched together and deleted in one commit.

More testing is needed to ensure data safety.  Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully.  Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time.

Valgrind tests need to be run as well to ensure no memory leaks exist.

* Delete from query change

Changed from delete to delete cascade and instead deleting from properties_contents as opposed to ugc.

* Address numerous bugs

DELETE CASCADE is not a valid SQL command so this was changed to a better delete statement.

Added user confirmation before deleting a broken model.
Address appending the string model appending bad data, causing excess deletion.
Addressed memory leaks with sql::Blob

* Error handling for string

* Even more proper handling...

* Add bounds check for cli command

Output a message if a bad command is used.

Update MasterServer.cpp

* Remove user interference

-Add back in mariadb build jobs so i dont nuke others systems
- Remove all user interference and consolidate work into one command since 1 depends on the next.

* Add comments

test

Revert "test"

This reverts commit fb831f268b7a2f0ccd20595aff64902ab4f4b4ee.

* Update CMakeMariaDBLists.txt

Test

* Improve migration runner

Migration runner now runs automatically.
- Resolved an issue where extremely large sql queries caused the database to go into an invalid state.
- Made migrations run automatically on server start.
- Resolved a tiny memory leak in migration runner? (discarded returned pointer)
- Moved sd0 migrations of brick models to be run automatically with migration runner.
- Created dummy file to tell when brick migrations have been run.

* Update README

Updated the README to reflect the new server migration state.

* Make model deleter actually delete models

My complicated sql actually did nothing...  Tested that this new SQL properly gets rid of bad data.

* Revert "Update CMakeMariaDBLists.txt"

This reverts commit 8b859d8529.
2022-10-24 17:20:36 -05:00
8d44f2f5da Add missing property path checks for new zones (#783)
Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
2022-10-24 00:54:21 -05:00
366c3db7fe fix reading respawn for older maps (#784) 2022-10-23 21:54:59 -05:00
David Markowitz
f02e9c0f6a Address being able to friend yourself (#779)
* Address being able to friend yourself

Fix an issue where players could friend themselves.  Also stops yourself as appearing as a friend on your own friends list.

* Send a Response instead

Send a MYTHRAN response since the player is attempting to friend a Mythran.
2022-10-21 19:35:12 -05:00
409d682c9d fix loading scenes in some older formats (#782)
This fix is based on lcdr's luzviewer
2022-10-21 19:34:38 -05:00
David Markowitz
63af2c8da7 Add ZLIB for Windows (#768)
Added ZLIB for Windows.  Packets for character creation are now compressed on windows before sending and ZCompression can now be used on Windows.
2022-09-05 20:28:47 -07:00
Jett
ce2e6f595b Resolve incorrectly marked consumables being unusable (#770)
A change was made in the mounts pull request that broke consumables without correctly marked types such as the picnic basket
2022-09-05 17:28:32 -05:00
c552f46780 ignore empty.lua and empty scripts (#769)
* ignore empty.lua and empty scripts
and return early if it's an ignored script

* return it else if logic
2022-09-04 21:43:16 -05:00
741 changed files with 5520 additions and 1764 deletions

View File

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

2
.gitignore vendored
View File

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

View File

@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.14)
cmake_minimum_required(VERSION 3.18)
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")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC -lstdc++fs")
endif()
if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic")
@@ -76,6 +76,15 @@ 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})
@@ -83,14 +92,11 @@ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
# Create a /res directory
make_directory(${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 "authconfig.ini" "chatconfig.ini" "worldconfig.ini" "masterconfig.ini" "blacklist.dcf")
set(RESOURCE_FILES "sharedconfig.ini" "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(
@@ -101,6 +107,17 @@ 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})
@@ -108,13 +125,25 @@ foreach(file ${VANITY_FILES})
endforeach()
# Move our migrations for MasterServer to run
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/)
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/dlu/)
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql)
foreach(file ${SQL_FILES})
get_filename_component(file ${file} NAME)
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/${file})
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/dlu/${file})
configure_file(
${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/${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}
COPYONLY
)
endif()
@@ -123,6 +152,8 @@ endforeach()
# Create our list of include directories
set(INCLUDED_DIRECTORIES
"dCommon"
"dCommon/dClient"
"dCommon/dEnums"
"dChatFilter"
"dGame"
"dGame/dBehaviors"
@@ -131,6 +162,7 @@ set(INCLUDED_DIRECTORIES
"dGame/dInventory"
"dGame/dMission"
"dGame/dEntity"
"dGame/dPropertyBehaviors"
"dGame/dUtilities"
"dPhysics"
"dNavigation"
@@ -140,12 +172,85 @@ set(INCLUDED_DIRECTORIES
"dDatabase/Tables"
"dNet"
"dScripts"
"dScripts/02_server"
"dScripts/ai"
"dScripts/client"
"dScripts/EquipmentScripts"
"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)
@@ -160,7 +265,6 @@ 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(${PROJECT_BINARY_DIR})
@@ -228,8 +332,6 @@ if (UNIX)
endif()
endif()
add_subdirectory(tests)
# Include all of our binary directories
add_subdirectory(dWorldServer)
add_subdirectory(dAuthServer)
@@ -262,3 +364,7 @@ target_precompile_headers(
tinyxml2 PRIVATE
"$<$<COMPILE_LANGUAGE:CXX>:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>"
)
if (${__enable_testing__} MATCHES "1")
add_subdirectory(tests)
endif()

View File

@@ -1,126 +1,131 @@
{
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 14,
"patch": 0
},
"configurePresets": [
{
"name": "default",
"displayName": "Default configure step",
"description": "Use 'build' dir and Unix makefiles",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 14,
"patch": 0
},
{
"name": "ci-ubuntu-20.04",
"displayName": "CI configure step for Ubuntu",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default"
},
{
"name": "ci-macos-11",
"displayName": "CI configure step for MacOS",
"description": "Same as default, Used in GitHub actions workflow",
"inherits": "default",
"cacheVariables": {
"OPENSSL_ROOT_DIR": "/usr/local/Cellar/openssl@3/3.0.5/"
}
},
{
"name": "ci-windows-2022",
"displayName": "CI configure step for Windows",
"description": "Set architecture to 64-bit (b/c RakNet)",
"inherits": "default",
"generator": "Visual Studio 17 2022",
"architecture": {
"value": "x64"
"configurePresets": [
{
"name": "default",
"displayName": "Default configure step",
"description": "Use 'build' dir and Unix makefiles",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
},
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
{
"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/opt/openssl@3/"
}
},
{
"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": "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": {
],
"buildPresets": [
{
"name": "default",
"configurePreset": "default",
"displayName": "Default Build",
"description": "Default Build",
"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": {
{
"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
},
"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": {
{
"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
},
"output": {
"outputOnFailure": true
{
"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
},
"filter": {
"exclude": {
"name": "((example)|(minigzip))+"
}
}
}
]
}

View File

@@ -15,6 +15,8 @@ __dynamic=1
# __include_backtrace__=1
# Set __include_backtrace__ to 1 to includes the backtrace library for better crashlogs.
# __compile_backtrace__=1
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
__maria_db_connector_compile_jobs__=1
# Set to the number of jobs (make -j equivalent) to compile the mariadbconn files with.
__enable_testing__=1
# When set to 1 and uncommented, compiling and linking testing folders and libraries will be done.

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 packed Client. Check the main [README](./README.md) for details on this.
- LEGO® Universe Client. Check the main [README](./README.md) for details on this.
## Run server inside Docker

View File

@@ -38,10 +38,14 @@ Some tools utilized to streamline the setup process require Python 3, make sure
### 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.
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.
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.
### Enabling testing
While it is highly recommended to enable testing, if you would like to save compilation time, you'll want to comment out the enable_testing variable in CMakeVariables.txt.
It is recommended that after building and if testing is enabled, to run `ctest` and make sure all the tests pass.
### Using Docker
Refer to [Docker.md](/Docker.md).
@@ -169,7 +173,7 @@ Known good SHA256 checksums of the client:
- `0d862f71eedcadc4494c4358261669721b40b2131101cbd6ef476c5a6ec6775b` (unpacked client, includes extra locales, rar compressed)
Known good *SHA1* checksum of the DLU client:
- `91498e09b83ce69f46baf9e521d48f23fe502985` (packed client, zip compressed)
- `91498e09b83ce69f46baf9e521d48f23fe502985` (packed client, zip compressed)
How to generate a SHA256 checksum:
```bash
@@ -196,23 +200,25 @@ certutil -hashfile <file> SHA256
* 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
* Move the file `res/cdclient.fdb` from the unpacked client to the `build/res` folder on the server.
* The server will automatically copy and convert the file from fdb to sqlite should `CDServer.sqlite` not already exist.
* You can also convert the database manually using `fdb_to_sqlite.py` using lcdr's utilities. Just make sure to rename the file to `CDServer.sqlite` instead of `cdclient.sqlite`.
* Migrations to the database are automatically run on server start. When migrations are needed to be ran, the server may take a bit longer to start.
### 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
* All that you need to do is create a database to connect to. As long as the server can connect to the database, the schema will always be kept up to date when you start the server.
#### 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.
After the server has been built there should be four `ini` files in the build director: `sharedconfig.ini`, `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
#### 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.
The database is automatically setup and migrated to what it should look like for the latest commit whenever you start the server.
#### Verify
@@ -228,7 +234,7 @@ Your build directory should now look like this:
* **locale/**
* locale.xml
* **res/**
* CDServer.sqlite
* cdclient.fdb
* chatplus_en_us.txt
* **macros/**
* ...
@@ -267,16 +273,6 @@ 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.
### Survival
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
If you still experience the bug, try deleting/renaming `res/pack/scripts.pk`.
### Brick-By-Brick building
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.
@@ -334,7 +330,7 @@ Here is a summary of the commands available in-game. All commands are prefixed b
/instanceinfo
</td>
<td>
Displays in the chat the current zone, clone, and instance id.
Displays in the chat the current zone, clone, and instance id.
</td>
<td>
</td>

View File

@@ -1,3 +1,6 @@
# Error if any command fails
set -e
# Create the build directory, preserving it if it already exists
mkdir -p build
cd build
@@ -8,5 +11,3 @@ 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

@@ -11,6 +11,7 @@
#include "Database.h"
#include "dConfig.h"
#include "Diagnostics.h"
#include "BinaryPathFinder.h"
//RakNet includes:
#include "RakNetDefines.h"
@@ -21,9 +22,9 @@
#include "Game.h"
namespace Game {
dLogger* logger;
dServer* server;
dConfig* config;
dLogger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
}
dLogger* SetupLogger();
@@ -36,22 +37,22 @@ int main(int argc, char** argv) {
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return 0;
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");
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 = 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");
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");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
@@ -60,7 +61,7 @@ int main(int argc, char** argv) {
Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
return 0;
return EXIT_FAILURE;
}
//Find out the master's IP:
@@ -79,10 +80,10 @@ int main(int argc, char** argv) {
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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());
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());
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config);
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
@@ -144,13 +145,13 @@ 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 = "./logs/AuthServer_" + std::to_string(time(nullptr)) + ".log";
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/AuthServer_" + std::to_string(time(nullptr)) + ".log")).string();
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

View File

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

View File

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

View File

@@ -33,9 +33,10 @@ 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;"));
"WHERE fr.requested_player IS NOT NULL AND fr.requested_player != ?;"));
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;
@@ -113,6 +114,10 @@ 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
@@ -389,7 +394,7 @@ void ChatPacketHandler::HandleChatMessage(Packet* packet) {
uint8_t channel = 0;
inStream.Read(channel);
std::string message = PacketUtils::ReadString(0x66, packet, true);
std::string message = PacketUtils::ReadString(0x66, packet, true, 512);
Game::logger->Log("ChatPacketHandler", "Got a message from (%s) [%d]: %s", senderName.c_str(), channel, message.c_str());
@@ -431,7 +436,7 @@ 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);
std::string message = PacketUtils::ReadString(0xAA, packet, true, 512);
//Get the bois:
auto goonA = playerContainer.GetPlayerData(senderID);

View File

@@ -12,16 +12,19 @@
#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;
dLogger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
dChatFilter* chatFilter = nullptr;
AssetManager* assetManager = nullptr;
}
//RakNet includes:
@@ -39,22 +42,37 @@ int main(int argc, char** argv) {
//Create all the objects we need to run our service:
Game::logger = SetupLogger();
if (!Game::logger) return 0;
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");
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__);
//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");
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;
}
//Connect to the MySQL Database
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");
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");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
@@ -63,7 +81,7 @@ int main(int argc, char** argv) {
Database::Destroy("ChatServer");
delete Game::server;
delete Game::logger;
return 0;
return EXIT_FAILURE;
}
//Find out the master's IP:
@@ -82,12 +100,12 @@ int main(int argc, char** argv) {
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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());
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());
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat);
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config);
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(Game::config->GetValue("dont_generate_dcf"))));
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
@@ -149,13 +167,13 @@ 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 = "./logs/ChatServer_" + std::to_string(time(nullptr)) + ".log";
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/ChatServer_" + std::to_string(time(nullptr)) + ".log")).string();
bool logToConsole = false;
bool logDebugStatements = false;
#ifdef _DEBUG

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@@ -58,16 +58,6 @@ 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();
@@ -93,11 +83,6 @@ 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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@@ -75,7 +75,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFUndefined; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFUndefined;
};
//! The null value AMF type
@@ -85,7 +87,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFNull; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFNull;
};
//! The false value AMF type
@@ -95,7 +99,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFFalse; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFFalse;
};
//! The true value AMF type
@@ -105,7 +111,9 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFTrue; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFTrue;
};
//! The integer value AMF type
@@ -117,9 +125,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFInteger; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFInteger;
//! Sets the integer value
/*!
\param value The value to set
@@ -142,9 +151,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFDouble; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFDouble;
//! Sets the double value
/*!
\param value The value to set to
@@ -167,9 +177,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFString; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFString;
//! Sets the string value
/*!
\param value The string value to set to
@@ -192,9 +203,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFXMLDoc; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFXMLDoc;
//! Sets the XML Doc value
/*!
\param value The value to set to
@@ -217,9 +229,10 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFDate; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFDate;
//! Sets the date time
/*!
\param value The value to set to
@@ -244,9 +257,11 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFArray; }
AMFValueType GetValueType() { return ValueType; }
public:
static const AMFValueType ValueType = AMFArray;
~AMFArrayValue() override;
//! Inserts an item into the array map for a specific key
/*!
@@ -265,7 +280,15 @@ public:
/*!
\return The AMF value if found, nullptr otherwise
*/
AMFValue* FindValue(const std::string& key);
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;
};
//! Returns where the associative iterator begins
/*!
@@ -298,7 +321,12 @@ public:
/*!
\param index The index to get
*/
AMFValue* GetValueAt(uint32_t index);
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;
};
//! Returns where the dense iterator begins
/*!
@@ -334,10 +362,11 @@ private:
/*!
\return The AMF value type
*/
AMFValueType GetValueType() { return AMFObject; }
AMFValueType GetValueType() { return ValueType; }
~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::ifstream& instream) {
std::string BinaryIO::ReadString(std::istream& instream) {
std::string toReturn;
char buffer;
@@ -25,7 +25,7 @@ std::string BinaryIO::ReadString(std::ifstream& instream) {
}
//For reading strings of a specific size
std::string BinaryIO::ReadString(std::ifstream& instream, size_t size) {
std::string BinaryIO::ReadString(std::istream& instream, size_t size) {
std::string toReturn;
char buffer;
@@ -37,7 +37,7 @@ std::string BinaryIO::ReadString(std::ifstream& instream, size_t size) {
return toReturn;
}
std::string BinaryIO::ReadWString(std::ifstream& instream) {
std::string BinaryIO::ReadWString(std::istream& instream) {
size_t size;
BinaryRead(instream, size);
//toReturn.resize(size);

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

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@@ -0,0 +1,71 @@
#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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@@ -0,0 +1,15 @@
#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__

180
dCommon/BrickByBrickFix.cpp Normal file
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@@ -0,0 +1,180 @@
#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;
}

20
dCommon/BrickByBrickFix.h Normal file
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@@ -0,0 +1,20 @@
#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();
};

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@@ -13,15 +13,51 @@ set(DCOMMON_SOURCES "AMFFormat.cpp"
"NiQuaternion.cpp"
"SHA512.cpp"
"Type.cpp"
"ZCompression.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()
include_directories(${PROJECT_SOURCE_DIR}/dCommon/)
add_library(dCommon STATIC ${DCOMMON_SOURCES})
target_link_libraries(dCommon bcrypt)
target_link_libraries(dCommon bcrypt dDatabase tinyxml2)
if (UNIX)
find_package(ZLIB REQUIRED)
target_link_libraries(dCommon ZLIB::ZLIB)
endif()
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)

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@@ -1,4 +1,6 @@
#include "Diagnostics.h"
#include "Game.h"
#include "dLogger.h"
// If we're on Win32, we'll include our minidump writer
#ifdef _WIN32
@@ -26,7 +28,7 @@ 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;
@@ -81,6 +83,7 @@ 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);
@@ -114,6 +117,8 @@ 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();
}
@@ -124,7 +129,6 @@ 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
@@ -142,19 +146,18 @@ void CatchUnhandled(int sig) {
demangled = demangle(functionName.c_str());
if (demangled.empty()) {
printf("[%02zu] %s\n", i, demangled.c_str());
Game::logger->Log("Diagnostics", "[%02zu] %s", i, demangled.c_str());
} else {
printf("[%02zu] %s\n", i, functionName.c_str());
Game::logger->Log("Diagnostics", "[%02zu] %s", i, functionName.c_str());
}
} else {
printf("[%02zu] %s\n", i, functionName.c_str());
Game::logger->Log("Diagnostics", "[%02zu] %s", 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

248
dCommon/FdbToSqlite.cpp Normal file
View File

@@ -0,0 +1,248 @@
#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 "eSqliteDataType.h"
std::map<eSqliteDataType, std::string> FdbToSqlite::Convert::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 basePath) {
this->basePath = basePath;
}
bool FdbToSqlite::Convert::ConvertDatabase() {
fdb.open(basePath + "/cdclient.fdb", std::ios::binary);
try {
CDClientDatabase::Connect(basePath + "/CDServer.sqlite");
CDClientDatabase::ExecuteQuery("BEGIN TRANSACTION;");
int32_t numberOfTables = ReadInt32();
ReadTables(numberOfTables);
CDClientDatabase::ExecuteQuery("COMMIT;");
} catch (CppSQLite3Exception& e) {
Game::logger->Log("FdbToSqlite", "Encountered error %s converting FDB to SQLite", e.errorMessage());
return false;
}
fdb.close();
return true;
}
int32_t FdbToSqlite::Convert::ReadInt32() {
int32_t nextInt{};
BinaryIO::BinaryRead(fdb, nextInt);
return nextInt;
}
int64_t FdbToSqlite::Convert::ReadInt64() {
int32_t prevPosition = SeekPointer();
int64_t value{};
BinaryIO::BinaryRead(fdb, value);
fdb.seekg(prevPosition);
return value;
}
std::string FdbToSqlite::Convert::ReadString() {
int32_t prevPosition = SeekPointer();
auto readString = BinaryIO::ReadString(fdb);
fdb.seekg(prevPosition);
return readString;
}
int32_t FdbToSqlite::Convert::SeekPointer() {
int32_t position{};
BinaryIO::BinaryRead(fdb, position);
int32_t prevPosition = fdb.tellg();
fdb.seekg(position);
return prevPosition;
}
std::string FdbToSqlite::Convert::ReadColumnHeader() {
int32_t prevPosition = SeekPointer();
int32_t numberOfColumns = ReadInt32();
std::string tableName = ReadString();
auto columns = ReadColumns(numberOfColumns);
std::string newTable = "CREATE TABLE IF NOT EXISTS '" + tableName + "' (" + columns + ");";
CDClientDatabase::ExecuteDML(newTable);
fdb.seekg(prevPosition);
return tableName;
}
void FdbToSqlite::Convert::ReadTables(int32_t& numberOfTables) {
int32_t prevPosition = SeekPointer();
for (int32_t i = 0; i < numberOfTables; i++) {
auto columnHeader = ReadColumnHeader();
ReadRowHeader(columnHeader);
}
fdb.seekg(prevPosition);
}
std::string FdbToSqlite::Convert::ReadColumns(int32_t& numberOfColumns) {
std::stringstream columnsToCreate;
int32_t prevPosition = SeekPointer();
std::string name{};
eSqliteDataType dataType{};
for (int32_t i = 0; i < numberOfColumns; i++) {
if (i != 0) columnsToCreate << ", ";
dataType = static_cast<eSqliteDataType>(ReadInt32());
name = ReadString();
columnsToCreate << "'" << name << "' " << FdbToSqlite::Convert::sqliteType[dataType];
}
fdb.seekg(prevPosition);
return columnsToCreate.str();
}
void FdbToSqlite::Convert::ReadRowHeader(std::string& tableName) {
int32_t prevPosition = SeekPointer();
int32_t numberOfAllocatedRows = ReadInt32();
if (numberOfAllocatedRows != 0) assert((numberOfAllocatedRows & (numberOfAllocatedRows - 1)) == 0); // assert power of 2 allocation size
ReadRows(numberOfAllocatedRows, tableName);
fdb.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRows(int32_t& numberOfAllocatedRows, std::string& tableName) {
int32_t prevPosition = SeekPointer();
int32_t rowid = 0;
for (int32_t row = 0; row < numberOfAllocatedRows; row++) {
int32_t rowPointer = ReadInt32();
if (rowPointer == -1) rowid++;
else ReadRow(rowid, rowPointer, tableName);
}
fdb.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRow(int32_t& rowid, int32_t& position, std::string& tableName) {
int32_t prevPosition = fdb.tellg();
fdb.seekg(position);
while (true) {
ReadRowInfo(tableName);
int32_t linked = ReadInt32();
rowid += 1;
if (linked == -1) break;
fdb.seekg(linked);
}
fdb.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRowInfo(std::string& tableName) {
int32_t prevPosition = SeekPointer();
int32_t numberOfColumns = ReadInt32();
ReadRowValues(numberOfColumns, tableName);
fdb.seekg(prevPosition);
}
void FdbToSqlite::Convert::ReadRowValues(int32_t& numberOfColumns, std::string& tableName) {
int32_t prevPosition = SeekPointer();
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())) {
case eSqliteDataType::NONE:
BinaryIO::BinaryRead(fdb, emptyValue);
assert(emptyValue == 0);
insertedRow << "NULL";
break;
case eSqliteDataType::INT32:
intValue = ReadInt32();
insertedRow << intValue;
break;
case eSqliteDataType::REAL:
BinaryIO::BinaryRead(fdb, 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();
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(fdb, boolValue);
insertedRow << static_cast<bool>(boolValue);
break;
case eSqliteDataType::INT64:
int64Value = ReadInt64();
insertedRow << std::to_string(int64Value);
break;
default:
throw std::invalid_argument("Unsupported SQLite type encountered.");
break;
}
}
insertedRow << ");";
auto copiedString = insertedRow.str();
CDClientDatabase::ExecuteDML(copiedString);
fdb.seekg(prevPosition);
}

49
dCommon/FdbToSqlite.h Normal file
View File

@@ -0,0 +1,49 @@
#ifndef __FDBTOSQLITE__H__
#define __FDBTOSQLITE__H__
#pragma once
#include <cstdint>
#include <iosfwd>
#include <map>
enum class eSqliteDataType : int32_t;
namespace FdbToSqlite {
class Convert {
public:
Convert(std::string inputFile);
bool ConvertDatabase();
int32_t ReadInt32();
int64_t ReadInt64();
std::string ReadString();
int32_t SeekPointer();
std::string ReadColumnHeader();
void ReadTables(int32_t& numberOfTables);
std::string ReadColumns(int32_t& numberOfColumns);
void ReadRowHeader(std::string& tableName);
void ReadRows(int32_t& numberOfAllocatedRows, std::string& tableName);
void ReadRow(int32_t& rowid, int32_t& position, std::string& tableName);
void ReadRowInfo(std::string& tableName);
void ReadRowValues(int32_t& numberOfColumns, std::string& tableName);
private:
static std::map<eSqliteDataType, std::string> sqliteType;
std::string basePath{};
std::ifstream fdb{};
}; // class FdbToSqlite
}; //! namespace FdbToSqlite
#endif //!__FDBTOSQLITE__H__

View File

@@ -5,22 +5,20 @@
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;
}

View File

@@ -4,6 +4,8 @@
#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) {
@@ -50,6 +52,7 @@ 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];
@@ -289,51 +292,30 @@ std::u16string GeneralUtils::ReadWString(RakNet::BitStream* inStream) {
return string;
}
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
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 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;
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));
}
while ((entry = readdir(dir)) != NULL) {
std::string value(entry->d_name, strlen(entry->d_name));
if (value == "." || value == "..") {
continue;
// 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;
}
names.push_back(value);
if (oldest->first > fileIterator->first) oldest = fileIterator;
fileIterator++;
}
closedir(dir);
return names;
return sortedFiles;
}
#endif

View File

@@ -12,6 +12,7 @@
#include <BitStream.h>
#include "Game.h"
#include "dLogger.h"
/*!
\file GeneralUtils.hpp
@@ -138,7 +139,7 @@ namespace GeneralUtils {
std::vector<std::string> SplitString(const std::string& str, char delimiter);
std::vector<std::string> GetFileNamesFromFolder(const std::string& folder);
std::vector<std::string> GetSqlFileNamesFromFolder(const std::string& folder);
template <typename T>
T Parse(const char* value);

View File

@@ -1,7 +1,5 @@
#include "ZCompression.h"
#ifndef _WIN32
#include <zlib.h>
namespace ZCompression {
@@ -27,7 +25,6 @@ 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) {
@@ -48,26 +45,6 @@ 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

@@ -2,16 +2,17 @@
#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

@@ -0,0 +1,207 @@
#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();
this->UnpackRequiredAssets();
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);
}
void AssetManager::UnpackRequiredAssets() {
if (std::filesystem::exists(m_ResPath / "cdclient.fdb")) return;
char* data;
uint32_t size;
bool success = this->GetFile("cdclient.fdb", &data, &size);
if (!success) {
Game::logger->Log("AssetManager", "Failed to extract required files from the packs.");
delete data;
return;
}
std::ofstream cdclientOutput(m_ResPath / "cdclient.fdb", std::ios::out | std::ios::binary);
cdclientOutput.write(data, size);
cdclientOutput.close();
delete data;
return;
}
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

@@ -0,0 +1,78 @@
#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();
void UnpackRequiredAssets();
// 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;
};

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

119
dCommon/dClient/Pack.cpp Normal file
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@@ -0,0 +1,119 @@
#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;
}

38
dCommon/dClient/Pack.h Normal file
View File

@@ -0,0 +1,38 @@
#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

@@ -0,0 +1,54 @@
#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

@@ -0,0 +1,40 @@
#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

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

View File

@@ -1,20 +1,34 @@
#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::vector<std::string> m_Keys;
std::vector<std::string> m_Values;
std::string m_EmptyString;
std::map<std::string, std::string> m_ConfigValues;
std::string m_ConfigFilePath;
};

View File

@@ -1,5 +1,8 @@
#pragma once
#ifndef __DCOMMONVARS__H__
#define __DCOMMONVARS__H__
#include <cstdint>
#include <string>
#include <set>
@@ -30,6 +33,8 @@ 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
@@ -429,6 +434,7 @@ enum eInventoryType : uint32_t {
ITEMS = 0,
VAULT_ITEMS,
BRICKS,
MODELS_IN_BBB,
TEMP_ITEMS = 4,
MODELS,
TEMP_MODELS,
@@ -554,6 +560,7 @@ 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,
@@ -648,3 +655,5 @@ inline T const& clamp(const T& val, const T& low, const T& high) {
return val;
}
#endif //!__DCOMMONVARS__H__

View File

@@ -433,6 +433,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_ORIENT_TO_POSITION = 906,
GAME_MSG_ORIENT_TO_ANGLE = 907,
GAME_MSG_BOUNCER_ACTIVE_STATUS = 942,
GAME_MSG_UN_USE_BBB_MODEL = 999,
GAME_MSG_BBB_LOAD_ITEM_REQUEST = 1000,
GAME_MSG_BBB_SAVE_REQUEST = 1001,
GAME_MSG_BBB_SAVE_RESPONSE = 1006,
@@ -487,6 +488,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_MATCH_UPDATE = 1310,
GAME_MSG_MODULE_ASSEMBLY_DB_DATA_FOR_CLIENT = 1131,
GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA = 1132,
GAME_MSG_CHANGE_IDLE_FLAGS = 1338,
GAME_MSG_VEHICLE_ADD_PASSIVE_BOOST_ACTION = 1340,
GAME_MSG_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION = 1341,
GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION = 1342,
@@ -537,6 +539,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_REMOVE_RUN_SPEED_MODIFIER = 1506,
GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST = 1547,
GAME_MSG_PROPERTY_ENTRANCE_BEGIN = 1553,
GAME_MSG_REMOVE_BUFF = 1648,
GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES = 1666,
GAME_MSG_RESPONSE_MOVE_ITEM_BETWEEN_INVENTORY_TYPES = 1667,
GAME_MSG_PLAYER_SET_CAMERA_CYCLING_MODE = 1676,

View File

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

View File

@@ -0,0 +1,16 @@
#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

@@ -0,0 +1,26 @@
#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

@@ -14,6 +14,11 @@ 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

@@ -40,6 +40,14 @@ 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

@@ -14,8 +14,6 @@ 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();
@@ -23,7 +21,24 @@ void Database::Connect(const string& host, const string& database, const string&
driver = sql::mariadb::get_driver_instance();
sql::Properties properties;
properties["hostName"] = szHost;
// 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["user"] = szUsername;
properties["password"] = szPassword;
properties["autoReconnect"] = "true";
@@ -35,8 +50,14 @@ void Database::Connect(const string& host, const string& database, const string&
}
void Database::Connect() {
con = driver->connect(Database::props);
con->setSchema(Database::database);
// `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());
}
void Database::Destroy(std::string source, bool log) {
@@ -83,3 +104,15 @@ 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

@@ -23,6 +23,8 @@ 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

@@ -1,65 +1,20 @@
#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 <fstream>
#include <algorithm>
#include <thread>
#include <istream>
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 LoadMigration(std::string path) {
Migration migration{};
std::ifstream file("./migrations/" + path);
std::ifstream file(BinaryPathFinder::GetBinaryDir() / "migrations/" / path);
if (file.is_open()) {
std::hash<std::string> hash;
std::string line;
std::string total = "";
@@ -75,3 +30,129 @@ Migration MigrationRunner::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 == "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

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

View File

@@ -44,13 +44,19 @@ 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 ${DSCRIPT_SOURCES})
foreach(file ${DSCRIPTS_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "${PROJECT_SOURCE_DIR}/dScripts/${file}")
endforeach()

View File

@@ -264,14 +264,17 @@ 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(currentChild->Attribute("id"));
value = std::stoull(temp);
index = std::stoul(id);
value = std::stoull(temp);
m_PlayerFlags.insert(std::make_pair(index, value));
m_PlayerFlags.insert(std::make_pair(index, value));
}
currentChild = currentChild->NextSiblingElement();
}
}
@@ -351,6 +354,13 @@ 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:
@@ -361,6 +371,31 @@ 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);
@@ -372,12 +407,6 @@ void Character::SaveXMLToDatabase() {
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

@@ -23,6 +23,10 @@ public:
Character(uint32_t id, User* parentUser);
~Character();
/**
* Write the current m_Doc to the database for saving.
*/
void WriteToDatabase();
void SaveXMLToDatabase();
void UpdateFromDatabase();
@@ -32,6 +36,15 @@ 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
@@ -427,7 +440,7 @@ 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

@@ -317,15 +317,6 @@ 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");
@@ -463,7 +454,7 @@ void Entity::Initialize() {
*/
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance()->GetTable<CDScriptComponentTable>("ScriptComponent");
int scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_SCRIPT);
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_SCRIPT, -1);
std::string scriptName = "";
bool client = false;
@@ -505,7 +496,7 @@ void Entity::Initialize() {
scriptName = customScriptServer;
}
if (!scriptName.empty() || client || m_Character) {
if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) {
m_Components.insert(std::make_pair(COMPONENT_TYPE_SCRIPT, new ScriptComponent(this, scriptName, true, client && scriptName.empty())));
}
@@ -696,6 +687,26 @@ void Entity::Initialize() {
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
}
std::string pathName = GetVarAsString(u"attached_path");
const Path* 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){
// TODO: set path in existing movementAIComp
} else {
// TODO: create movementAIcomp and set path
}
}*/
}
int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_PROXIMITY_MONITOR);
if (proximityMonitorID > 0) {
CDProximityMonitorComponentTable* proxCompTable = CDClientManager::Instance()->GetTable<CDProximityMonitorComponentTable>("ProximityMonitorComponent");

View File

@@ -20,6 +20,7 @@
#include "Entity.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "AssetManager.h"
UserManager* UserManager::m_Address = nullptr;
@@ -32,43 +33,59 @@ 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;
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')) {
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::string name = line;
StripCR(name);
m_FirstNames.push_back(name);
}
fnBuff.close();
while (std::getline(mnFile, line, '\n')) {
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')) {
std::string name = line;
StripCR(name);
m_MiddleNames.push_back(name);
}
mnBuff.close();
while (std::getline(lnFile, line, '\n')) {
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')) {
std::string name = line;
StripCR(name);
m_LastNames.push_back(name);
}
fnFile.close();
mnFile.close();
lnFile.close();
lnBuff.close();
//Load our pre-approved names:
std::fstream chatList("./res/chatplus_en_us.txt", std::ios::in);
while (std::getline(chatList, line, '\n')) {
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')) {
StripCR(line);
m_PreapprovedNames.push_back(line);
}
chatListBuff.close();
}
UserManager::~UserManager() {
@@ -210,6 +227,7 @@ 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

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

View File

@@ -9,11 +9,16 @@
#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{};
bitStream->Read(targetCount);
if (!bitStream->Read(targetCount)) {
Game::logger->Log("AreaOfEffectBehavior", "Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
if (targetCount > this->m_maxTargets) {
return;
@@ -24,9 +29,12 @@ void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* b
targets.reserve(targetCount);
for (auto i = 0u; i < targetCount; ++i) {
LWOOBJID target;
LWOOBJID target{};
bitStream->Read(target);
if (!bitStream->Read(target)) {
Game::logger->Log("AreaOfEffectBehavior", "failed to read in target %i from bitStream, aborting target Handle!", i);
return;
};
targets.push_back(target);
}

View File

@@ -5,9 +5,12 @@
#include "dLogger.h"
void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t handle;
uint32_t handle{};
bitStream->Read(handle);
if (!bitStream->Read(handle)) {
Game::logger->Log("AttackDelayBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
for (auto i = 0u; i < this->m_numIntervals; ++i) {
context->RegisterSyncBehavior(handle, this, branch);

View File

@@ -14,43 +14,65 @@ 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;
bitStream->Read(allocatedBits);
uint16_t allocatedBits{};
if (!bitStream->Read(allocatedBits) || allocatedBits == 0) {
Game::logger->LogDebug("BasicAttackBehavior", "No allocated bits");
return;
}
Game::logger->LogDebug("BasicAttackBehavior", "Number of allocated bits %i", allocatedBits);
const auto baseAddress = bitStream->GetReadOffset();
if (bitStream->ReadBit()) { // Blocked
bool isBlocked{};
bool isImmune{};
bool isSuccess{};
if (!bitStream->Read(isBlocked)) {
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read isBlocked");
return;
}
if (bitStream->ReadBit()) { // Immune
if (isBlocked) return;
if (!bitStream->Read(isImmune)) {
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read isImmune");
return;
}
if (bitStream->ReadBit()) { // Success
uint32_t unknown;
bitStream->Read(unknown);
if (isImmune) return;
uint32_t damageDealt;
bitStream->Read(damageDealt);
if (bitStream->Read(isSuccess) && isSuccess) { // Success
uint32_t unknown{};
if (!bitStream->Read(unknown)) {
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read unknown");
return;
}
uint32_t damageDealt{};
if (!bitStream->Read(damageDealt)) {
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read damageDealt");
return;
}
// 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;
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);
bool died{};
if (!bitStream->Read(died)) {
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read died");
return;
}
if (entity != nullptr) {
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
@@ -61,15 +83,18 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
}
}
uint8_t successState;
bitStream->Read(successState);
uint8_t successState{};
if (!bitStream->Read(successState)) {
Game::logger->LogDebug("BasicAttackBehavior", "Unable to read success state");
return;
}
switch (successState) {
case 1:
this->m_onSuccess->Handle(context, bitStream, branch);
this->m_OnSuccess->Handle(context, bitStream, branch);
break;
default:
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
Game::logger->LogDebug("BasicAttackBehavior", "Unknown success state (%i)!", successState);
break;
}
@@ -79,7 +104,7 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
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);
Game::logger->LogDebug("BasicAttackBehavior", "Invalid self entity (%llu)!", context->originator);
return;
}
@@ -99,7 +124,7 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
uint32_t unknown3 = 0;
bitStream->Write(unknown3);
auto damage = this->m_minDamage;
auto damage = this->m_MinDamage;
auto* entity = EntityManager::Instance()->GetEntity(branch.target);
if (entity == nullptr) {
@@ -124,10 +149,10 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
switch (successState) {
case 1:
this->m_onSuccess->Calculate(context, bitStream, branch);
this->m_OnSuccess->Calculate(context, bitStream, branch);
break;
default:
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
Game::logger->LogDebug("BasicAttackBehavior", "Unknown success state (%i)!", successState);
break;
}
@@ -140,11 +165,13 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
}
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;
this->m_onSuccess = GetAction("on_success");
this->m_OnSuccess = GetAction("on_success");
this->m_OnFailArmor = GetAction("on_fail_armor");
}

View File

@@ -4,12 +4,6 @@
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) {
}
@@ -18,4 +12,12 @@ public:
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
uint32_t m_MinDamage;
uint32_t m_MaxDamage;
Behavior* m_OnSuccess;
Behavior* m_OnFailArmor;
};

View File

@@ -42,6 +42,7 @@
#include "SkillCastFailedBehavior.h"
#include "SpawnBehavior.h"
#include "ForceMovementBehavior.h"
#include "RemoveBuffBehavior.h"
#include "ImmunityBehavior.h"
#include "InterruptBehavior.h"
#include "PlayEffectBehavior.h"
@@ -59,6 +60,7 @@
#include "SpeedBehavior.h"
#include "DamageReductionBehavior.h"
#include "JetPackBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
//CDClient includes
#include "CDBehaviorParameterTable.h"
@@ -195,7 +197,9 @@ 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: break;
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
behavior = new ChangeIdleFlagsBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
behavior = new ApplyBuffBehavior(behaviorId);
break;
@@ -226,7 +230,9 @@ 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: break;
case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
behavior = new RemoveBuffBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_GRAB: break;
case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:

View File

@@ -12,6 +12,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"BuffBehavior.cpp"
"CarBoostBehavior.cpp"
"ChainBehavior.cpp"
"ChangeIdleFlagsBehavior.cpp"
"ChangeOrientationBehavior.cpp"
"ChargeUpBehavior.cpp"
"ClearTargetBehavior.cpp"
@@ -34,6 +35,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"PlayEffectBehavior.cpp"
"ProjectileAttackBehavior.cpp"
"PullToPointBehavior.cpp"
"RemoveBuffBehavior.cpp"
"RepairBehavior.cpp"
"SkillCastFailedBehavior.cpp"
"SkillEventBehavior.cpp"

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

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@@ -0,0 +1,37 @@
#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));
}

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@@ -0,0 +1,23 @@
#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;
};

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@@ -1,12 +1,16 @@
#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{};
bitStream->Read(handle);
if (!bitStream->Read(handle)) {
Game::logger->Log("ChargeUpBehavior", "Unable to read handle from bitStream, aborting Handle! variable_type");
return;
};
context->RegisterSyncBehavior(handle, this, branch);
}

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

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

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

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@@ -13,9 +13,11 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
return;
}
uint32_t movementType;
bitStream->Read(movementType);
uint32_t movementType{};
if (!bitStream->Read(movementType)) {
Game::logger->Log("MovementSwitchBehavior", "Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
switch (movementType) {
case 1:
@@ -55,4 +57,3 @@ void MovementSwitchBehavior::Load() {
this->m_jumpAction = GetAction("jump_action");
}

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@@ -8,9 +8,12 @@
#include "../dWorldServer/ObjectIDManager.h"
void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
LWOOBJID target;
LWOOBJID target{};
bitStream->Read(target);
if (!bitStream->Read(target)) {
Game::logger->Log("ProjectileAttackBehavior", "Unable to read target from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
auto* entity = EntityManager::Instance()->GetEntity(context->originator);
@@ -30,15 +33,21 @@ void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStrea
if (m_useMouseposit) {
NiPoint3 targetPosition = NiPoint3::ZERO;
bitStream->Read(targetPosition);
if (!bitStream->Read(targetPosition)) {
Game::logger->Log("ProjectileAttackBehavior", "Unable to read targetPosition from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
}
auto* targetEntity = EntityManager::Instance()->GetEntity(target);
for (auto i = 0u; i < this->m_projectileCount; ++i) {
LWOOBJID projectileId;
LWOOBJID projectileId{};
bitStream->Read(projectileId);
if (!bitStream->Read(projectileId)) {
Game::logger->Log("ProjectileAttackBehavior", "Unable to read projectileId from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
branch.target = target;
branch.isProjectile = true;
@@ -98,7 +107,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
for (auto i = 0u; i < this->m_projectileCount; ++i) {
auto id = static_cast<LWOOBJID>(ObjectIDManager::Instance()->GenerateObjectID());
id = GeneralUtils::SetBit(id, OBJECT_BIT_CLIENT);
id = GeneralUtils::SetBit(id, OBJECT_BIT_SPAWNED);
bitStream->Write(id);

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@@ -0,0 +1,21 @@
#include "RemoveBuffBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "BuffComponent.h"
void RemoveBuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* entity = EntityManager::Instance()->GetEntity(context->caster);
if (!entity) return;
auto* buffComponent = entity->GetComponent<BuffComponent>();
if (!buffComponent) return;
buffComponent->RemoveBuff(m_BuffId, false, m_RemoveImmunity);
}
void RemoveBuffBehavior::Load() {
this->m_RemoveImmunity = GetBoolean("remove_immunity");
this->m_BuffId = GetInt("buff_id");
}

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

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@@ -14,8 +14,11 @@ void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
return;
}
bool blocked;
bitStream->Read(blocked);
bool blocked{};
if (!bitStream->Read(blocked)) {
Game::logger->Log("StunBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
auto* target = EntityManager::Instance()->GetEntity(branch.target);

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@@ -10,7 +10,10 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
auto state = true;
if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
bitStream->Read(state);
if (!bitStream->Read(state)) {
Game::logger->Log("SwitchBehavior", "Unable to read state from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
}
auto* entity = EntityManager::Instance()->GetEntity(context->originator);
@@ -25,7 +28,7 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
return;
}
Game::logger->Log("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) {
this->m_actionTrue->Handle(context, bitStream, branch);

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@@ -9,10 +9,12 @@
#include "EntityManager.h"
void SwitchMultipleBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) {
float value;
void SwitchMultipleBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
float value{};
bit_stream->Read(value);
if (!bitStream->Read(value)) {
Game::logger->Log("SwitchMultipleBehavior", "Unable to read value from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
};
uint32_t trigger = 0;
@@ -30,10 +32,10 @@ void SwitchMultipleBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
auto* behavior = this->m_behaviors.at(trigger).second;
behavior->Handle(context, bit_stream, branch);
behavior->Handle(context, bitStream, branch);
}
void SwitchMultipleBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) {
void SwitchMultipleBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
// TODO
}

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@@ -20,12 +20,16 @@ void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
bool hit = false;
bitStream->Read(hit);
if (!bitStream->Read(hit)) {
Game::logger->Log("TacArcBehavior", "Unable to read hit from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
};
if (this->m_checkEnv) {
bool blocked = false;
bitStream->Read(blocked);
if (!bitStream->Read(blocked)) {
Game::logger->Log("TacArcBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
};
if (blocked) {
this->m_blockedAction->Handle(context, bitStream, branch);
@@ -37,7 +41,9 @@ void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
if (hit) {
uint32_t count = 0;
bitStream->Read(count);
if (!bitStream->Read(count)) {
Game::logger->Log("TacArcBehavior", "Unable to read count from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
};
if (count > m_maxTargets && m_maxTargets > 0) {
count = m_maxTargets;
@@ -46,9 +52,11 @@ void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
std::vector<LWOOBJID> targets;
for (auto i = 0u; i < count; ++i) {
LWOOBJID id;
LWOOBJID id{};
bitStream->Read(id);
if (!bitStream->Read(id)) {
Game::logger->Log("TacArcBehavior", "Unable to read id from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
};
targets.push_back(id);
}

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@@ -123,13 +123,15 @@ void BuffComponent::ApplyBuff(const int32_t id, const float duration, const LWOO
m_Buffs.emplace(id, buff);
}
void BuffComponent::RemoveBuff(int32_t id) {
void BuffComponent::RemoveBuff(int32_t id, bool fromUnEquip, bool removeImmunity) {
const auto& iter = m_Buffs.find(id);
if (iter == m_Buffs.end()) {
return;
}
GameMessages::SendRemoveBuff(m_Parent, fromUnEquip, removeImmunity, id);
m_Buffs.erase(iter);
RemoveBuffEffect(id);

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@@ -78,8 +78,9 @@ public:
/**
* Removes a buff from the parent entity, reversing its effects
* @param id the id of the buff to remove
* @param removeImmunity whether or not to remove immunity on removing the buff
*/
void RemoveBuff(int32_t id);
void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false);
/**
* Returns whether or not the entity has a buff identified by `id`

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@@ -47,6 +47,7 @@ bool CharacterComponent::LandingAnimDisabled(int zoneID) {
case 1202:
case 1203:
case 1204:
case 1261:
case 1301:
case 1302:
case 1303:

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@@ -138,25 +138,17 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
if (m_IsSmashable) {
outBitStream->Write(m_HasBricks);
if (m_ExplodeFactor != 1.0f) {
outBitStream->Write1();
outBitStream->Write(m_ExplodeFactor);
} else {
outBitStream->Write0();
}
outBitStream->Write(m_ExplodeFactor != 1.0f);
if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor);
}
}
m_DirtyHealth = false;
}
outBitStream->Write(m_DirtyThreatList || bIsInitialUpdate);
if (m_DirtyThreatList || bIsInitialUpdate) {
outBitStream->Write1();
outBitStream->Write(m_HasThreats);
m_DirtyThreatList = false;
} else {
outBitStream->Write0();
}
}
@@ -438,7 +430,6 @@ void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
void DestroyableComponent::SetIsSmashable(bool value) {
m_DirtyHealth = true;
m_IsSmashable = value;
//m_HasBricks = value;
}
void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {

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@@ -239,7 +239,7 @@ public:
* Sets the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
* @param value the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
*/
void SetExplodeFactor(float value);
void SetExplodeFactor(float value) { m_ExplodeFactor = value; };
/**
* Returns the current multiplier for explosions
@@ -414,6 +414,14 @@ public:
*/
void AddOnHitCallback(const std::function<void(Entity*)>& callback);
/**
* Pushes a faction back to the list of factions.
* @param value Faction to add to list.
*
* This method should only be used for testing. Use AddFaction(int32_t, bool) for adding a faction properly.
*/
void AddFactionNoLookup(int32_t faction) { m_FactionIDs.push_back(faction); };
private:
/**
* Whether or not the health should be serialized

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@@ -209,9 +209,11 @@ void InventoryComponent::AddItem(
auto stack = static_cast<uint32_t>(info.stackSize);
bool isBrick = inventoryType == eInventoryType::BRICKS || (stack == 0 && info.itemType == 1);
// info.itemType of 1 is item type brick
if (inventoryType == eInventoryType::BRICKS || (stack == 0 && info.itemType == 1)) {
stack = 999;
if (isBrick) {
stack = UINT32_MAX;
} else if (stack == 0) {
stack = 1;
}
@@ -232,7 +234,8 @@ void InventoryComponent::AddItem(
}
}
while (left > 0) {
// If we have some leftover and we aren't bricks, make a new stack
while (left > 0 && (!isBrick || (isBrick && !existing))) {
const auto size = std::min(left, stack);
left -= size;
@@ -327,7 +330,9 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
const auto lot = item->GetLot();
if (item->GetConfig().empty() && !item->GetBound() || (item->GetBound() && item->GetInfo().isBOP)) {
const auto subkey = item->GetSubKey();
if (subkey == LWOOBJID_EMPTY && item->GetConfig().empty() && (!item->GetBound() || (item->GetBound() && item->GetInfo().isBOP))) {
auto left = std::min<uint32_t>(count, origin->GetLotCount(lot));
while (left > 0) {
@@ -358,7 +363,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
const auto delta = std::min<uint32_t>(item->GetCount(), count);
AddItem(lot, delta, eLootSourceType::LOOT_SOURCE_NONE, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, item->GetBound(), preferredSlot);
AddItem(lot, delta, eLootSourceType::LOOT_SOURCE_NONE, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, subkey, origin->GetType(), 0, item->GetBound(), preferredSlot);
item->SetCount(item->GetCount() - delta, false, false);
}
@@ -605,16 +610,17 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
return;
}
std::vector<Inventory*> inventories;
std::vector<Inventory*> inventoriesToSave;
// Need to prevent some transfer inventories from being saved
for (const auto& pair : this->m_Inventories) {
auto* inventory = pair.second;
if (inventory->GetType() == VENDOR_BUYBACK) {
if (inventory->GetType() == VENDOR_BUYBACK || inventory->GetType() == eInventoryType::MODELS_IN_BBB) {
continue;
}
inventories.push_back(inventory);
inventoriesToSave.push_back(inventory);
}
inventoryElement->SetAttribute("csl", m_Consumable);
@@ -629,7 +635,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
bags->DeleteChildren();
for (const auto* inventory : inventories) {
for (const auto* inventory : inventoriesToSave) {
auto* bag = document->NewElement("b");
bag->SetAttribute("t", inventory->GetType());
@@ -648,7 +654,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
items->DeleteChildren();
for (auto* inventory : inventories) {
for (auto* inventory : inventoriesToSave) {
if (inventory->GetSize() == 0) {
continue;
}
@@ -985,6 +991,7 @@ void InventoryComponent::ApplyBuff(Item* item) const {
}
}
// TODO Something needs to send the remove buff GameMessage as well when it is unequipping items that would remove buffs.
void InventoryComponent::RemoveBuff(Item* item) const {
const auto buffs = FindBuffs(item, false);
@@ -1258,7 +1265,7 @@ BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
}
bool InventoryComponent::IsTransferInventory(eInventoryType type) {
return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS;
return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
}
uint32_t InventoryComponent::FindSkill(const LOT lot) {

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@@ -194,21 +194,7 @@ void PetComponent::OnUse(Entity* originator) {
return;
}
auto lxfAsset = std::string(result.getStringField(0));
std::vector<std::string> lxfAssetSplit = GeneralUtils::SplitString(lxfAsset, '\\');
lxfAssetSplit.erase(lxfAssetSplit.begin());
buildFile = "res/BrickModels";
for (auto part : lxfAssetSplit) {
std::transform(part.begin(), part.end(), part.begin(), [](unsigned char c) {
return std::tolower(c);
});
buildFile += "/" + part;
}
buildFile = std::string(result.getStringField(0));
PetPuzzleData data;
data.buildFile = buildFile;

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@@ -34,8 +34,8 @@ void PossessableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
outBitStream->Write(m_Possessor != LWOOBJID_EMPTY);
if (m_Possessor != LWOOBJID_EMPTY) outBitStream->Write(m_Possessor);
outBitStream->Write(m_AnimationFlag != eAnimationFlags::IDLE_INVALID);
if (m_AnimationFlag != eAnimationFlags::IDLE_INVALID) outBitStream->Write(m_AnimationFlag);
outBitStream->Write(m_AnimationFlag != eAnimationFlags::IDLE_NONE);
if (m_AnimationFlag != eAnimationFlags::IDLE_NONE) outBitStream->Write(m_AnimationFlag);
outBitStream->Write(m_ImmediatelyDepossess);
m_ImmediatelyDepossess = false; // reset flag

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@@ -109,7 +109,7 @@ private:
* @brief What animaiton flag to use
*
*/
eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_INVALID;
eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_NONE;
/**
* @brief Should this be immediately depossessed

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@@ -200,6 +200,16 @@ bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
// If we are not on our clone do not allow us to claim the property
if (propertyCloneId != playerCloneId) return false;
std::string name = zone->GetZoneName();
std::string description = "";
auto prop_path = zone->GetPath(m_Parent->GetVarAsString(u"propertyName"));
if (prop_path){
if (!prop_path->property.displayName.empty()) name = prop_path->property.displayName;
description = prop_path->property.displayDesc;
}
SetOwnerId(playerId);
propertyId = ObjectIDManager::GenerateRandomObjectID();
@@ -207,14 +217,15 @@ bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
auto* insertion = Database::CreatePreppedStmt(
"INSERT INTO properties"
"(id, owner_id, template_id, clone_id, name, description, rent_amount, rent_due, privacy_option, last_updated, time_claimed, rejection_reason, reputation, zone_id, performance_cost)"
"VALUES (?, ?, ?, ?, ?, '', 0, 0, 0, UNIX_TIMESTAMP(), UNIX_TIMESTAMP(), '', 0, ?, 0.0)"
"VALUES (?, ?, ?, ?, ?, ?, 0, 0, 0, UNIX_TIMESTAMP(), UNIX_TIMESTAMP(), '', 0, ?, 0.0)"
);
insertion->setUInt64(1, propertyId);
insertion->setUInt64(2, (uint32_t)playerId);
insertion->setUInt(3, templateId);
insertion->setUInt64(4, playerCloneId);
insertion->setString(5, zone->GetZoneName().c_str());
insertion->setInt(6, propertyZoneId);
insertion->setString(5, name.c_str());
insertion->setString(6, description.c_str());
insertion->setInt(7, propertyZoneId);
// Try and execute the query, print an error if it fails.
try {
@@ -463,7 +474,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
settings.push_back(propertyObjectID);
settings.push_back(modelType);
inventoryComponent->AddItem(6662, 1, eLootSourceType::LOOT_SOURCE_DELETION, eInventoryType::HIDDEN, settings, LWOOBJID_EMPTY, false, false, spawnerId);
inventoryComponent->AddItem(6662, 1, eLootSourceType::LOOT_SOURCE_DELETION, eInventoryType::MODELS_IN_BBB, settings, LWOOBJID_EMPTY, false, false, spawnerId);
auto* item = inventoryComponent->FindItemBySubKey(spawnerId);
if (item == nullptr) {
@@ -656,7 +667,7 @@ void PropertyManagementComponent::Save() {
return;
}
auto* insertion = Database::CreatePreppedStmt("INSERT INTO properties_contents VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);");
auto* insertion = Database::CreatePreppedStmt("INSERT INTO properties_contents VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);");
auto* update = Database::CreatePreppedStmt("UPDATE properties_contents SET x = ?, y = ?, z = ?, rx = ?, ry = ?, rz = ?, rw = ? WHERE id = ?;");
auto* lookup = Database::CreatePreppedStmt("SELECT id FROM properties_contents WHERE property_id = ?;");
auto* remove = Database::CreatePreppedStmt("DELETE FROM properties_contents WHERE id = ?;");
@@ -706,6 +717,13 @@ void PropertyManagementComponent::Save() {
insertion->setDouble(9, rotation.y);
insertion->setDouble(10, rotation.z);
insertion->setDouble(11, rotation.w);
insertion->setString(12, "Objects_" + std::to_string(entity->GetLOT()) + "_name"); // Model name. TODO make this customizable
insertion->setString(13, ""); // Model description. TODO implement this.
insertion->setDouble(14, 0); // behavior 1. TODO implement this.
insertion->setDouble(15, 0); // behavior 2. TODO implement this.
insertion->setDouble(16, 0); // behavior 3. TODO implement this.
insertion->setDouble(17, 0); // behavior 4. TODO implement this.
insertion->setDouble(18, 0); // behavior 5. TODO implement this.
try {
insertion->execute();
} catch (sql::SQLException& ex) {

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