Exemple #1
0
        public void EnterForce(NecClient client, MapPosition mapPosition = null)
        {
            Enter(client, mapPosition);
            _server.Router.Send(new RecvMapChangeForce(this, mapPosition, _server.Setting), client);

            // currently required to prevent disconnect by force changing
            _server.Router.Send(new RecvMapChangeSyncOk(), client);
        }
        /// <summary>
        /// Adds a Client.
        /// </summary>
        public void Add(NecClient client)
        {
            if (client == null)
            {
                return;
            }

            lock (_lock)
            {
                _clients.Add(client);
            }
        }
Exemple #3
0
        /// <summary>
        ///     Returns a Character by CharacterName if it exists or null.
        /// </summary>
        public Character GetCharacterByCharacterId(int characterId)
        {
            NecClient client = GetByCharacterId(characterId);

            if (client == null)
            {
                return(null);
            }

            Character character = client.character;

            return(character);
        }
        MonsterOrient(NecServer server,
                      NecClient client) // Need to change this to a recv_ with a time attribute, monsters shouldn't turn instantly
        {
            IBuffer res = BufferProvider.Provide();

            res.WriteUInt32(instanceId);

            res.WriteFloat(x);
            res.WriteFloat(y);
            res.WriteFloat(z);
            res.WriteByte(heading);
            res.WriteByte(1);
            server.router.Send(client, (ushort)AreaPacketId.recv_0x6B6A, res, ServerType.Area);
        }
        public void MonsterStop(NecServer server, NecClient client, byte pose, byte animation, float travelTime)
        {
            IBuffer res = BufferProvider.Provide();

            res.WriteUInt32(instanceId); //Monster ID
            res.WriteFloat(x);
            res.WriteFloat(y);
            res.WriteFloat(z);
            res.WriteFloat(0.0F);           //X per tick
            res.WriteFloat(0.0F);           //Y Per tick
            res.WriteFloat(0.0F);           //verticalMovementSpeedMultiplier

            res.WriteFloat(1 / travelTime); //movementMultiplier
            res.WriteFloat(travelTime);     //Seconds to move

            res.WriteByte(pose);            //MOVEMENT ANIM
            res.WriteByte(animation);       //JUMP & FALLING ANIM
            server.router.Send(client, (ushort)AreaPacketId.recv_0x8D92, res, ServerType.Area);
        }
Exemple #6
0
        public void Leave(NecClient client)
        {
            Logger.Info(client, $"Leaving Map: {Id}:{FullName}");
            ClientLookup.Remove(client);
            if (!_server.Database.UpdateCharacter(client.Character))
            {
                Logger.Error("Could not update the database with last known player position");
            }

            client.Map = null;

            RecvObjectDisappearNotify objectDisappearData = new RecvObjectDisappearNotify(client.Character.InstanceId);

            _server.Router.Send(this, objectDisappearData, client);
            if (ClientLookup.GetAll().Count == 0)
            {
                foreach (MonsterSpawn monsterSpawn in this.MonsterSpawns.Values)
                {
                    monsterSpawn.SpawnActive = false;
                }
            }

            Logger.Debug($"Client Lookup count is now : {ClientLookup.GetAll().Count}  for map  {this.Id} ");
        }
        public void Move(NecServer server, NecClient client)
        {
            InventoryItem fromInvItem = client.Character.GetInventoryItem(fromStoreType, fromBagId, fromSlot);
            InventoryItem toInvItem   = client.Character.GetInventoryItem(toStoreType, toBagId, toSlot);

            if (toInvItem != null && (fromInvItem.StorageCount + toInvItem.StorageCount > 255))
            {
                RecvNormalSystemMessage unlikeItems =
                    new RecvNormalSystemMessage("The move would place too many items in destination slot!");
                server.Router.Send(unlikeItems, client);
                return;
            }

            if (fromInvItem.StorageCount == itemCount)
            {
                if (toInvItem != null)
                {
                    toInvItem.StorageCount =
                        (byte)(fromInvItem.StorageCount +
                               toInvItem.StorageCount);  // huh??? byte - byte is cast as int????
                    RecvItemUpdateNum itemNum = new RecvItemUpdateNum(toInvItem.InstanceId, toInvItem.StorageCount);
                    server.Router.Send(itemNum, client);
                    RecvItemRemove removeItem = new RecvItemRemove(fromInvItem.InstanceId);
                    server.Router.Send(removeItem, client);
                    client.Character.RemoveInventoryItem(fromInvItem);
                    client.Character.UpdateInventoryItem(toInvItem);
                }
                else
                {
                    fromInvItem.StorageType = toStoreType;
                    fromInvItem.StorageId   = toBagId;
                    fromInvItem.StorageSlot = toSlot;
                    RecvItemUpdatePlace itemPlace = new RecvItemUpdatePlace(fromInvItem.InstanceId,
                                                                            fromInvItem.StorageType, fromInvItem.StorageId, fromInvItem.StorageSlot);
                    server.Router.Send(itemPlace, client);
                    client.Character.UpdateInventoryItem(fromInvItem);
                }
            }
            else
            {
                byte remainCount =
                    (byte)(fromInvItem.StorageCount - itemCount);  // huh??? byte - byte is cast as int????
                if (toInvItem != null)
                {
                    toInvItem.StorageCount =
                        (byte)(itemCount + toInvItem.StorageCount);  // huh??? byte - byte is cast as int????
                    fromInvItem.StorageCount = remainCount;
                    RecvItemUpdateNum toItemNum = new RecvItemUpdateNum(toInvItem.InstanceId, toInvItem.StorageCount);
                    server.Router.Send(toItemNum, client);
                    RecvItemUpdateNum fromItemNum =
                        new RecvItemUpdateNum(fromInvItem.InstanceId, fromInvItem.StorageCount);
                    server.Router.Send(fromItemNum, client);
                    client.Character.RemoveInventoryItem(fromInvItem);
                    client.Character.UpdateInventoryItem(toInvItem);
                }
                else
                {
                    RecvItemUpdateNum updateNum = new RecvItemUpdateNum(fromInvItem.InstanceId, remainCount);
                    server.Router.Send(updateNum, client);
                    InventoryItem newInvItem = client.Character.GetNextInventoryItem(server);
                    newInvItem.StorageCount = (byte)itemCount;
                    newInvItem.StorageType  = toStoreType;
                    newInvItem.StorageId    = toBagId;
                    newInvItem.StorageSlot  = toSlot;
                    newInvItem.StorageItem  = item;
                    RecvItemInstanceUnidentified itemUnidentified = new RecvItemInstanceUnidentified(newInvItem);
                    server.Router.Send(itemUnidentified, client);
                    fromInvItem.StorageCount = remainCount;
                    client.Character.UpdateInventoryItem(fromInvItem);
                }
            }
        }
Exemple #8
0
 public void Update(NecServer server, NecClient client)
 {
 }
 public void Leave(NecClient client)
 {
     partyMembers.Remove(client); //to-do  try/catch
 }
 public void Join(NecClient client)
 {
     partyMembers.Add(client);
 }
        public void Enter(NecClient client, MapPosition mapPosition = null)
        {
            if (client.map != null)
            {
                client.map.Leave(client);
            }
            client.map = this;

            _Logger.Info(client, $"Entering Map: {id}:{fullName}");
            // If position is passed in use it and set character position, if null then use map default coords
            // If this isn't set here, the wrong coords are in character until send_movement_info updates it.
            if (mapPosition != null)
            {
                client.character.x       = mapPosition.x;
                client.character.y       = mapPosition.y;
                client.character.z       = mapPosition.z;
                client.character.heading = mapPosition.heading;
            }
            //set character coords to default map entry coords If arriving form another map.
            else if (client.character.mapId != id)
            {
                client.character.x       = x;
                client.character.y       = y;
                client.character.z       = z;
                client.character.heading = orientation;
            }

            client.character.mapId     = id;
            client.character.mapChange = false;
            clientLookup.Add(client);
            _Logger.Debug($"Client Lookup count is now : {clientLookup.GetAll().Count}  for map  {id} ");
            _Logger.Debug($"Character State for character {client.character.name} is {client.character.state}");
            //Send your character data to the other living or dead players on the map.

            //on successful map entry, update the client database position
            if (!_server.database.UpdateCharacter(client.character))
            {
                _Logger.Error("Could not update the database with current known player position");
            }
            if (!_server.database.UpdateSoul(client.soul))
            {
                _Logger.Error("Could not update the database with soul details ");
            }

            //ToDo  move all this rendering logic to Send_Map_Entry.   We dont need a copy of this logic on every map instance.
            RecvDataNotifyCharaData myCharacterData = new RecvDataNotifyCharaData(client.character, client.soul.name);

            //dead
            //you are dead here.  only getting soul form characters. sorry bro.
            if (client.character.state.HasFlag(CharacterState.SoulForm))
            {
                foreach (NecClient otherClient in clientLookup.GetAll())
                {
                    if (otherClient == client)
                    {
                        continue;
                    }
                    if (otherClient.character.state.HasFlag(CharacterState.SoulForm))
                    {
                        _server.router.Send(myCharacterData, otherClient);
                    }
                }
            }
            else //Bro, you alive! You gon see living characters!
            {
                foreach (NecClient otherClient in clientLookup.GetAll())
                {
                    if (otherClient == client)
                    {
                        continue;
                    }
                    if (otherClient.character.state.HasFlag(CharacterState.SoulForm))
                    {
                        continue;
                    }
                    _server.router.Send(myCharacterData, otherClient);
                }
            }

            if (client.union != null)
            {
                RecvDataNotifyUnionData myUnionData = new RecvDataNotifyUnionData(client.character, client.union.name);
                _server.router.Send(this, myUnionData, client);
            }

            Task.Delay(TimeSpan.FromSeconds(10)).ContinueWith
                (t1 =>
            {
                foreach (MonsterSpawn monsterSpawn in monsterSpawns.Values)
                {
                    if (monsterSpawn.active)
                    {
                        monsterSpawn.spawnActive = true;
                        if (!monsterSpawn.taskActive)
                        {
                            MonsterTask monsterTask = new MonsterTask(_server, monsterSpawn);
                            if (monsterSpawn.defaultCoords)
                            {
                                monsterTask.monsterHome = monsterSpawn.monsterCoords[0];
                            }
                            else
                            {
                                monsterTask.monsterHome = monsterSpawn.monsterCoords.Find(x => x.coordIdx == 64);
                            }
                            monsterTask.Start();
                        }
                        else
                        {
                            if (monsterSpawn.monsterVisible)
                            {
                                _Logger.Debug($"MonsterTask already running for [{monsterSpawn.name}]");
                                RecvDataNotifyMonsterData monsterData = new RecvDataNotifyMonsterData(monsterSpawn);
                                _server.router.Send(monsterData, client);
                                if (!monsterSpawn.GetAgro())
                                {
                                    monsterSpawn.MonsterMove(_server, client, monsterSpawn.monsterWalkVelocity, 2,
                                                             0);
                                }
                            }
                        }
                    }
                }
            }
                );
        }
Exemple #12
0
 public void Leave(NecClient client)
 {
     _logger.Info($"Leaving Map: {Id}", client);
     ClientLookup.Remove(client);
     client.Map = null;
 }
Exemple #13
0
 public void Enter(NecClient client)
 {
     _logger.Info($"Entering Map: {Id}", client);
     ClientLookup.Add(client);
     client.Map = this;
 }
Exemple #14
0
        public void Enter(NecClient client, MapPosition mapPosition = null)
        {
            if (client.Map != null)
            {
                client.Map.Leave(client);
            }

            Logger.Info(client, $"Entering Map: {Id}:{FullName}");
            // If position is passed in use it and set character position, if null then use map default coords
            // If this isn't set here, the wrong coords are in character until send_movement_info updates it.
            if (mapPosition != null)
            {
                client.Character.X       = mapPosition.X;
                client.Character.Y       = mapPosition.Y;
                client.Character.Z       = mapPosition.Z;
                client.Character.Heading = mapPosition.Heading;
            }
            else
            {
                client.Character.X       = this.X;
                client.Character.Y       = this.Y;
                client.Character.Z       = this.Z;
                client.Character.Heading = this.Orientation;
            }

            client.Map                 = this;
            client.Character.MapId     = Id;
            client.Character.mapChange = false;
            ClientLookup.Add(client);
            Logger.Debug($"Client Lookup count is now : {ClientLookup.GetAll().Count}  for map  {this.Id} ");

            RecvDataNotifyCharaData myCharacterData = new RecvDataNotifyCharaData(client.Character, client.Soul.Name);

            _server.Router.Send(this, myCharacterData, client);
            if (client.Union != null)
            {
                RecvDataNotifyUnionData myUnionData = new RecvDataNotifyUnionData(client.Character, client.Union.Name);
                _server.Router.Send(this, myUnionData, client);
            }

            foreach (MonsterSpawn monsterSpawn in this.MonsterSpawns.Values)
            {
                if (monsterSpawn.Active == true)
                {
                    monsterSpawn.SpawnActive = true;
                    if (!monsterSpawn.TaskActive)
                    {
                        MonsterTask monsterTask = new MonsterTask(_server, monsterSpawn);
                        if (monsterSpawn.defaultCoords)
                        {
                            monsterTask.monsterHome = monsterSpawn.monsterCoords[0];
                        }
                        else
                        {
                            monsterTask.monsterHome = monsterSpawn.monsterCoords.Find(x => x.CoordIdx == 64);
                        }
                        monsterTask.Start();
                    }
                    else
                    {
                        if (monsterSpawn.MonsterVisible)
                        {
                            Logger.Debug($"MonsterTask already running for [{monsterSpawn.Name}]");
                            RecvDataNotifyMonsterData monsterData = new RecvDataNotifyMonsterData(monsterSpawn);
                            _server.Router.Send(monsterData, client);
                            if (!monsterSpawn.GetAgro())
                            {
                                monsterSpawn.MonsterMove(_server, client, monsterSpawn.MonsterWalkVelocity, (byte)2,
                                                         (byte)0);
                            }
                        }
                    }
                }
            }

            //on successful map entry, update the client database position
            if (!_server.Database.UpdateCharacter(client.Character))
            {
                Logger.Error("Could not update the database with current known player position");
            }
        }