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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-10 14:34:32 +02:00
fixed import script, improved db import times, fixed logging and warp command (should be 5000% legit now)
- improved import times for gamedata tables (there's prolly other innodb tables too, i didnt check though) - fixed issue where player wouldnt be readded to zone on warping if destination wasnt valid - corrected typo in warp command lua description - added logger for lua cause i forgot to last time
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parent
7f65cfcbbf
commit
065fe05795
14 changed files with 60 additions and 12 deletions
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@ -88,7 +88,7 @@ namespace FFXIVClassic_Map_Server
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if (cmd.Any())
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{
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// if client isnt null, take player to be the player actor
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var player = client.GetActor();
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var player = client?.GetActor();
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if (cmd.Equals("help"))
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{
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@ -53,6 +53,7 @@
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<!-- add your logging rules here -->
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<logger name='*' minlevel='Trace' writeTo='file' />
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<logger name='FFXIVClassic_Map_Server.Program' minlevel='Trace' writeTo='console' />
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<logger name='FFXIVClassic_Map_Server.lua.*' minlevel='Trace' writeTo='console' />
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<logger name='FFXIVClassic_Map_Server.packets.*' minlevel='Debug' writeTo='packets' />
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<!--
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Write all events with minimal level of Debug (So Debug, Info, Warn, Error and Fatal, but not Trace) to "f"
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@ -360,12 +360,10 @@ namespace FFXIVClassic_Map_Server
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//Moves actor to new zone, and sends packets to spawn at the given coords.
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public void DoZoneChange(Player player, uint destinationZoneId, string destinationPrivateArea, byte spawnType, float spawnX, float spawnY, float spawnZ, float spawnRotation)
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{
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Area oldZone;
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Area oldZone = player.zone;
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//Remove player from currentZone if transfer else it's login
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if (player.zone != null)
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{
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oldZone = player.zone;
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oldZone.RemoveActorFromZone(player);
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}
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@ -376,9 +374,20 @@ namespace FFXIVClassic_Map_Server
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newArea = GetZone(destinationZoneId);
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else
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newArea = GetZone(destinationZoneId).GetPrivateArea(destinationPrivateArea, 0);
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//This server does not contain that zoneId
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if (newArea == null)
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{
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if (oldZone != null)
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{
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oldZone.AddActorToZone(player);
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}
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var message = "WorldManager.DoZoneChange: unable to change areas, new area is not valid.";
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player.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM, "[Debug]", message);
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Program.Log.Debug(message);
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return;
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}
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newArea.AddActorToZone(player);
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