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Cleaned up namespaces (still have to do Map Project) and removed references to FFXIV Classic from the code. Removed the Launcher Editor project as it is no longer needed (host file editing is cleaner).
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544 changed files with 54548 additions and 55498 deletions
146
Map Server/actors/StaticActors.cs
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146
Map Server/actors/StaticActors.cs
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/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using Meteor.Common;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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namespace FFXIVClassic_Map_Server.Actors
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{
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class StaticActors
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{
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private Dictionary<uint, Actor> mStaticActors = new Dictionary<uint, Actor>();
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public StaticActors(string path)
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{
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byte[] data = File.ReadAllBytes(path);
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if (data[0] == 's' && data[1] == 'a' && data[2] == 'n' && data[3] == 'e')
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data = DecryptStaticActorsFile(data);
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LoadStaticActors(data);
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}
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private byte[] DecryptStaticActorsFile(byte[] encoded)
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{
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byte[] decoded = new byte[encoded.Length - 13];
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MemoryStream sIn = new MemoryStream(encoded);
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MemoryStream sOut = new MemoryStream(decoded);
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BinaryReader binReader = new BinaryReader(sIn);
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BinaryWriter binWriter = new BinaryWriter(sOut);
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binReader.BaseStream.Seek(13, SeekOrigin.Begin);
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while (true)
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{
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try
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{
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byte byteIn = binReader.ReadByte();
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byte byteOut = (Byte)(byteIn ^ 0x73);
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binWriter.Write((Byte)byteOut);
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}
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catch (EndOfStreamException) { break; }
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}
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binReader.Close();
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binWriter.Close();
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return decoded;
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}
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private bool LoadStaticActors(byte[] data)
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{
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try
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{
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using (MemoryStream s = new MemoryStream(data))
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{
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using (BinaryReader binReader = new BinaryReader(s))
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{
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while (binReader.BaseStream.Position != binReader.BaseStream.Length)
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{
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uint id = Utils.SwapEndian(binReader.ReadUInt32()) | 0xA0F00000;
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List<byte> list = new List<byte>();
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byte readByte;
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while ((readByte = binReader.ReadByte()) != 0)
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list.Add(readByte);
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string output = Encoding.UTF8.GetString(list.ToArray());
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string actorType = output.Split('/')[1];
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string actorName = output.Substring(1 + output.LastIndexOf("/"));
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if (actorType.Equals("Command"))
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mStaticActors.Add(id, new Command(id, actorName));
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else if (actorType.Equals("Quest"))
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mStaticActors.Add(id, new Quest(id, actorName));
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//else if (actorType.Equals("Status"))
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//mStaticActors.Add(id, new Status(id, actorName));
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else if (actorType.Equals("Judge"))
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mStaticActors.Add(id, new Judge(id, actorName));
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}
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}
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}
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}
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catch(FileNotFoundException)
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{ Program.Log.Error("Could not find staticactors file."); return false; }
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Program.Log.Info("Loaded {0} static actors.", mStaticActors.Count());
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return true;
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}
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public bool Exists(uint actorId)
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{
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return mStaticActors[actorId] != null;
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}
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public Actor FindStaticActor(string name)
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{
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foreach (Actor a in mStaticActors.Values)
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{
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if (a.actorName.Equals(name))
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return a;
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}
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return null;
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}
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public Actor GetActor(uint actorId)
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{
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if (mStaticActors.ContainsKey(actorId))
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return mStaticActors[actorId];
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else
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return null;
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}
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}
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}
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