Пример #1
0
        public void handlePacket(Player player, Packet packet)
        {
            switch (packet.getPacketId())
            {
                case PacketHandlers.PacketId.IDLE:
                case PacketHandlers.PacketId.MOVE_CAMERA:
                case PacketHandlers.PacketId.PING:
                    player.getConnection().setPinged();
                    break;

                case PacketHandlers.PacketId.FOCUS:
                case PacketHandlers.PacketId.CLICK_MOUSE:
                case PacketHandlers.PacketId.SOUND_SETTINGS:
                    break;

                case PacketHandlers.PacketId.WINDOW_TYPE:
                    handleScreenSettings(player, packet);
                    break;
            }
        }
Пример #2
0
        /**
         * Update the specified player.
         * @param p
         */
        public static void update(Player player)
        {
            //Creates a list of new players in area. [This only happens once.. no rebuilding like all runescape 2 servers.]
            player.getLocalEnvironment().updatePlayersInArea();

            //Attempt to skip a pointless update if possible.
            //Any current users on screen got a update for me.
            bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenPlayers().Exists(new Predicate<Player>(delegate(Player p) { return p.getUpdateFlags().hasAnyUpdate(); }));
            //No new pending players and no players pending to get removed from screen.
            bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewPlayers().Count > 0 || player.getLocalEnvironment().getRemovedPlayers().Count > 0);
            //no updates.. exit.

            if (!hasAppearanceUpdate && !hasAddRemoveUpdate && !player.getUpdateFlags().hasAnyUpdate() && !player.getUpdateFlags().didMapRegionChange() && player.getConnection().getPingCount() < 7) return;

            player.getConnection().resetPingCount();

            if (player.getUpdateFlags().didMapRegionChange())
                player.getPackets().sendMapRegion();

            PacketBuilder mainPacket = new PacketBuilder().setId(225).setSize(Packet.Size.VariableShort).initBitAccess();
            PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare);

            if (player.getUpdateFlags().isTeleporting())
            { //teleport
                mainPacket.addBits(1, 1);
                mainPacket.addBits(2, 3);
                mainPacket.addBits(7, player.getLocation().getLocalY(player.getUpdateFlags().getLastRegion())); //currentX
                mainPacket.addBits(1, 1);
                mainPacket.addBits(2, player.getLocation().getZ()); //heightLevel
                mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                mainPacket.addBits(7, player.getLocation().getLocalX(player.getUpdateFlags().getLastRegion())); //currentY
            }
            else
            {
                if (player.getSprites().getPrimarySprite() == -1)
                { //no movement
                    mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                    if (player.getUpdateFlags().isUpdateRequired())
                        mainPacket.addBits(2, 0);
                }
                else
                { //movement.
                    mainPacket.addBits(1, 1);
                    if (player.getSprites().getSecondarySprite() == -1)
                    { //not running
                        mainPacket.addBits(2, 1);
                        mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk
                        mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                    }
                    else
                    {
                        mainPacket.addBits(2, 2);
                        mainPacket.addBits(1, 1);
                        mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk
                        mainPacket.addBits(3, player.getSprites().getSecondarySprite()); //run
                        mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                    }
                }
            }
            if (player.getUpdateFlags().isUpdateRequired())
                appendUpdateBlock(player, updateBlock, false); //update my own updates.

            mainPacket.addBits(8, player.getLocalEnvironment().getSeenPlayers().Count); //All players I've seen already (not new players)

            //Send information of all the players in our own location.
            foreach (Player p in player.getLocalEnvironment().getSeenPlayers())
            {
                if (player.getLocalEnvironment().getRemovedPlayers().Contains(p))
                {
                    mainPacket.addBits(1, 1); //update required.
                    mainPacket.addBits(2, 3); //delete player.
                    continue;
                }
                else if (p.getSprites().getPrimarySprite() == -1)
                {
                    if (p.getUpdateFlags().isUpdateRequired())
                    {
                        mainPacket.addBits(1, 1); //update required.
                        mainPacket.addBits(2, 0); //finish
                    }
                    else
                    {
                        mainPacket.addBits(1, 0); //no update required, either region changed or no movement change.
                    }
                }
                else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() == -1)
                {
                    mainPacket.addBits(1, 1); //update required.
                    mainPacket.addBits(2, 1); //update just walk direction sprite
                    mainPacket.addBits(3, p.getSprites().getPrimarySprite());
                    mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                }
                else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() != -1)
                { //Bit 2 = 2, updates both sprites.
                    mainPacket.addBits(1, 1); //update required.
                    mainPacket.addBits(2, 2); //update both walk & run sprites.
                    mainPacket.addBits(1, 1);
                    mainPacket.addBits(3, p.getSprites().getPrimarySprite());
                    mainPacket.addBits(3, p.getSprites().getSecondarySprite());
                    mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                }
                if (p.getUpdateFlags().isUpdateRequired())
                    appendUpdateBlock(p, updateBlock, false);
            }

            //Send information of all the new players in our own location.
            foreach (Player p in player.getLocalEnvironment().getNewPlayers())
            {
                mainPacket.addBits(11, p.getIndex()); //playerId of new player.

                int yPos = p.getLocation().getY() - player.getLocation().getY();
                int xPos = p.getLocation().getX() - player.getLocation().getX();

                mainPacket.addBits(1, 1);
                mainPacket.addBits(5, xPos < 0 ? xPos + 32 : xPos);
                mainPacket.addBits(3, p.getWalkingQueue().getLastDirection());
                mainPacket.addBits(1, 1);
                mainPacket.addBits(5, yPos < 0 ? yPos + 32 : yPos);
                appendUpdateBlock(p, updateBlock, true); //force appearance update.
            }

            /**
             * Done with with all our updates.. fine to refine our environment lists.
             * Remove players who either moved away from our location or plain old disconnected.
             * Mix new players with old players into one playerlist.
             * Clear new players list, for more new players again
             */
            player.getLocalEnvironment().organizePlayers();

            if (updateBlock.getLength() > 0)
                mainPacket.addBits(11, 2047); //2047 max players in server,area.
            mainPacket.finishBitAccess();
            if (updateBlock.getLength() > 0)
                mainPacket.addBytes(updateBlock.toPacket().getData());
            if (player.getConnection() != null)
                player.getConnection().SendPacket(mainPacket.toPacket());
        }
Пример #3
0
 public Packets(Player player)
 {
     this.player = player;
     this.connection = player.getConnection();
 }
Пример #4
0
        /**
         * Update the specified player's Npcs.
         * @param p
         */
        public static void update(Player player)
        {
            //Creates a list of new players in area. [This only happens once.. no rebuilding like all runescape 2 servers.]
            player.getLocalEnvironment().updateNpcsInArea();
            //Attempt to skip a pointless update if possible.
            //Any current npcs on screen got a update for me, if no we just return this whole method.
            bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenNpcs().Exists(new Predicate<Npc>(delegate(Npc n) { return n.getUpdateFlags().isUpdateRequired(); }));
            //No new pending npcs and no npcs pending to get removed from screen.
            bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewNpcs().Count > 0 || player.getLocalEnvironment().getRemovedNpcs().Count > 0);
            //no updates.. exit.
            if (!hasAppearanceUpdate && !hasAddRemoveUpdate) return;

            PacketBuilder mainPacket = new PacketBuilder().setId(32).setSize(Packet.Size.VariableShort).initBitAccess();
            PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare);
            mainPacket.addBits(8, player.getLocalEnvironment().getSeenNpcs().Count);

            //Send information of all the npcs in our own location.
            foreach (Npc n in player.getLocalEnvironment().getSeenNpcs())
            {
                if (player.getLocalEnvironment().getRemovedNpcs().Contains(n))
                {
                    mainPacket.addBits(1, 1); //update required.
                    mainPacket.addBits(2, 3); //delete npc.
                    continue;
                }
                else
                {
                    if (n.getSprites().getPrimarySprite() == -1)
                    {
                        if (n.getUpdateFlags().isUpdateRequired())
                        {
                            mainPacket.addBits(1, 1);
                            mainPacket.addBits(2, 0);
                        }
                        else
                        {
                            mainPacket.addBits(1, 0);
                        }
                    }
                    else if (n.getSprites().getSecondarySprite() == -1)
                    {
                        mainPacket.addBits(1, 1);
                        mainPacket.addBits(2, 1);
                        mainPacket.addBits(3, XLATE_DIRECTION_TO_CLIENT[n.getSprites().getPrimarySprite()]);
                        mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                    }
                    else
                    {
                        mainPacket.addBits(1, 1);
                        mainPacket.addBits(2, 2);
                        mainPacket.addBits(3, n.getSprites().getPrimarySprite());
                        mainPacket.addBits(3, n.getSprites().getSecondarySprite());
                        mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                    }
                    if (n.getUpdateFlags().isUpdateRequired())
                        appendUpdateBlock(n, updateBlock);
                }
            }

            //Send information of all the new npcs in our own location.
            foreach (Npc n in player.getLocalEnvironment().getNewNpcs())
            {
                int y = n.getLocation().getY() - player.getLocation().getY();
                if (y < 0)
                {
                    y += 32;
                }
                int x = n.getLocation().getX() - player.getLocation().getX();
                if (x < 0)
                {
                    x += 32;
                }
                mainPacket.addBits(15, n.getIndex());
                mainPacket.addBits(1, 1);
                mainPacket.addBits(3, n.getFaceDirection());
                mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0);
                mainPacket.addBits(5, y < 0 ? y + 32 : y);
                mainPacket.addBits(14, n.getId());
                mainPacket.addBits(5, x < 0 ? x + 32 : x);

                if (n.getUpdateFlags().isUpdateRequired())
                    appendUpdateBlock(n, updateBlock);
            }

            /**
             * Done with with all our updates.. fine to refine our environment lists.
             * Remove npcs who either moved away from our location or hidden / dead etc..
             * Mix new npcs with old npcs into one npclist.
             * Clear new npc list, for more new npcs again
             */
            player.getLocalEnvironment().organizeNpcs();

            if (updateBlock.getLength() >= 3)
            {
                mainPacket.addBits(15, 32767);
            }
            mainPacket.finishBitAccess();
            mainPacket.addBytes(updateBlock.toPacket().getData());
            player.getConnection().SendPacket(mainPacket.toPacket());
        }