Пример #1
0
        public override void ExecuteCommand(ShardSession session, ShardRequest request, PlayerLogin header)
        {
            Character player = new CharacterDao().GetCharacterByID(session.Server.ShardDB, header.CharacterID);

            log.DebugFormat("character '{0}' loaded successfully", player.Name);

            // initialize the character if it has never logged in before now
            if (player.FirstLogin)
            {
                log.DebugFormat("character '{0}' first login, initializing", player.Name);
                player.Initialize(session.Server.World);
            }

            // set session status to ingame and add the player to the Shard
            session.Player = player;
            session.Status = SessionStatus.Ingame;
            session.Server.Shard.AddCharacter(player);

            // send logon player response packet
            using (ByteBuffer packet = new ByteBuffer())
            {
                packet.Append(player.MapID);
                packet.Append(player.Position);

                session.Send(ShardServerOpcode.LoginVerifyWorld, packet);
            }

            // not sure what this does
            session.Send(ShardServerOpcode.AccountDataTimes, new byte[128]);

            // not sure what this does, either
            session.Send(ShardServerOpcode.LoginSetRestStart, BitConverter.GetBytes(0));

            // update bind point
            using (ByteBuffer packet = new ByteBuffer())
            {
                // TODO: implement bind point other than initial world position
                CharacterTemplate ct = session.Server.World.CharacterTemplates[player.Race][player.Class];

                packet.Append(ct.PositionX); // x
                packet.Append(ct.PositionY); // y
                packet.Append(ct.PositionZ); // z
                packet.Append(ct.MapID);     // map id
                packet.Append(ct.ZoneID);    // zone id

                session.Send(ShardServerOpcode.BindPointUpdate, packet);
            }

            // set tutorial state
            using (ByteBuffer buffer = new ByteBuffer())
            {
                for (int i = 0; i < 8; ++i)
                {
                    buffer.Append(-1);
                }

                session.Send(ShardServerOpcode.LoginTutorialFlags, buffer);
            }

            // set initial spells
            using (ByteBuffer packet = new ByteBuffer())
            {
                packet.Append((byte)0);
                packet.Append((ushort)player.Spells.Where(spell => spell.Enabled).Count());

                foreach (Character.Spell spell in player.Spells.Where(spell => spell.Enabled))
                {
                    packet.Append((ushort)spell.SpellID);
                    packet.Append((short)0);
                }

                packet.Append((ushort)0); // spell cooldown count

                session.Send(ShardServerOpcode.LoginInitializeSpells, packet);
            }

            // set initial action buttons
            using (ByteBuffer packet = new ByteBuffer())
            {
                for (int i = 0; i < Character.MaxActionButtons; ++i)
                {
                    if (i < player.ActionButtons.Count)
                    {
                        packet.Append(player.ActionButtons[i]);
                    }
                    else
                    {
                        packet.Append(0);
                    }
                }

                session.Send(ShardServerOpcode.LoginInitializeActionButtons, packet);
            }

            // set initial faction standing

            /*using (ByteBuffer packet = new ByteBuffer())
             * {
             *  packet.Append(FactionCount);
             *
             *  for(int i = 0; i < FactionCount; ++i)
             *  {
             *      packet.Append((byte)0); // faction flags
             *      packet.Append(0); // faction standing
             *  }
             *
             *  session.Send(ShardServerOpcode.LoginInitializeFactions, packet);
             * }*/

            // set initial time and speed
            using (ByteBuffer packet = new ByteBuffer())
            {
                packet.Append(DateTimes.GetBitfield(DateTime.Now));
                packet.Append(GameSpeed);

                session.Send(ShardServerOpcode.LoginSetTimeAndSpeed, packet);
            }

            // trigger cinematic if this is the character's first login
            if (player.FirstLogin)
            {
                RaceDefinition rd;
                if (session.Server.World.RaceDefinitions.TryGetValue(player.Race, out rd))
                {
                    session.Send(ShardServerOpcode.TriggerCinematic, BitConverter.GetBytes(rd.FirstLoginCinematicID));
                }
                else
                {
                    log.WarnFormat("cannot send first login cinematic for undefined race '{0}'", player.Race);
                }
            }

            // send friend list and ignore list (empty for now)
            session.Send(ShardServerOpcode.FriendList, (byte)0);
            session.Send(ShardServerOpcode.IgnoreList, (byte)0);

            // initialize world state
            using (ByteBuffer packet = new ByteBuffer())
            {
                packet.Append(player.MapID);
                packet.Append(player.ZoneID);

                packet.Append((ushort)0); // special map int64s (for battleground, outdoor pvp areas)

                session.Send(ShardServerOpcode.InitializeWorldState, packet);
            }
        }
Пример #2
0
 protected override void Write(BinaryWriter writer)
 {
     writer.Write(DateTimes.GetBitfield(ServerTime));
     writer.Write(GameSpeed);
 }