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).

This commit is contained in:
Filip Maj 2019-06-19 00:05:18 -04:00
parent 7587a6e142
commit 0f61c4c0e1
544 changed files with 54548 additions and 55498 deletions

View file

@ -0,0 +1,316 @@
/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using FFXIVClassic_Map_Server.actors.chara.player;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
using System.Collections.Generic;
using System.Diagnostics;
namespace FFXIVClassic_Map_Server.actors.chara
{
class ReferencedItemPackage
{
const uint EMPTY = 0xFFFFFFFF;
private readonly Player owner;
private readonly InventoryItem[] referenceList;
private readonly ushort itemPackageCode;
private readonly ushort itemPackageCapacity;
private bool writeToDB = false;
public ReferencedItemPackage(Player owner, ushort capacity, ushort code)
{
this.owner = owner;
itemPackageCode = code;
itemPackageCapacity = capacity;
referenceList = new InventoryItem[capacity];
if (code == ItemPackage.EQUIPMENT)
writeToDB = true;
}
public void ToggleDBWrite(bool flag)
{
writeToDB = flag;
}
#region Package Management
public void SetList(InventoryItem[] toSet)
{
Debug.Assert(referenceList.Length == itemPackageCapacity);
toSet.CopyTo(referenceList, 0);
}
public void Set(ushort[] positions, ushort[] itemSlots, ushort itemPackage)
{
Debug.Assert(positions.Length == itemSlots.Length);
for (int i = 0; i < positions.Length; i++)
{
InventoryItem item = owner.GetItemPackage(itemPackage)?.GetItemAtSlot(itemSlots[i]);
if (item == null)
continue;
Database.EquipItem(owner, positions[i], item.uniqueId);
referenceList[positions[i]] = item;
}
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
public void Set(ushort position, ushort itemPackagePosition, ushort itemPackageCode)
{
InventoryItem item = owner.GetItemPackage(itemPackageCode).GetItemAtSlot(itemPackagePosition);
if (item == null)
return;
Set(position, item);
}
public void Set(ushort position, InventoryItem item)
{
if (position >= referenceList.Length)
return;
if (writeToDB)
Database.EquipItem(owner, position, item.uniqueId);
ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
ItemPackage oldPackage = null;
if (referenceList[position] != null)
{
oldPackage = owner.GetItemPackage(referenceList[position].itemPackage);
InventoryItem oldItem = referenceList[position];
oldPackage.MarkDirty(oldItem);
}
newPackage.MarkDirty(item);
referenceList[position] = item;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
if (oldPackage != null)
oldPackage.SendUpdate();
newPackage.SendUpdate();
SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
public void Clear(ushort position)
{
if (position >= referenceList.Length)
return;
if (writeToDB)
Database.UnequipItem(owner, position);
ItemPackage oldItemPackage = owner.GetItemPackage(referenceList[position].itemPackage);
oldItemPackage.MarkDirty(referenceList[position]);
referenceList[position] = null;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
oldItemPackage.SendUpdate();
SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
public void ClearAll()
{
List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
for (int i = 0; i < referenceList.Length; i++)
{
if (referenceList[i] == null)
continue;
if (writeToDB)
Database.UnequipItem(owner, (ushort)i);
ItemPackage package = owner.GetItemPackage(referenceList[i].itemPackage);
package.MarkDirty(referenceList[i]);
packagesToRefresh.Add(package);
referenceList[i] = null;
}
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
for (int i = 0; i < packagesToRefresh.Count; i++)
packagesToRefresh[i].SendUpdate();
SendUpdate();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
#endregion
#region Send Update Functions
public void SendSingleUpdate(ushort position)
{
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendSingleLinkedItemPacket(owner, position);
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void SendUpdate()
{
SendUpdate(owner);
}
public void SendUpdate(Player targetPlayer)
{
List<ushort> slotsToUpdate = new List<ushort>();
for (ushort i = 0; i < referenceList.Length; i++)
{
if (referenceList[i] != null)
slotsToUpdate.Add(i);
}
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendLinkedItemPackets(targetPlayer, slotsToUpdate);
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void SendUpdateAsItemPackage(Player targetPlayer)
{
SendUpdateAsItemPackage(targetPlayer, itemPackageCapacity, itemPackageCode);
}
public void SendUpdateAsItemPackage(Player targetPlayer, ushort destinationCapacity, ushort destinationCode)
{
List<InventoryItem> items = new List<InventoryItem>();
for (ushort i = 0; i < referenceList.Length; i++)
{
if (referenceList[i] == null)
continue;
InventoryItem item = referenceList[i];
item.linkSlot = i; //We have to set the linkSlot as this is the position in the Referenced IP, not the original IP it's linked from.
items.Add(referenceList[i]);
}
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
SendItemPackets(targetPlayer, items);
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
//Clean Up linkSlots
for (ushort i = 0; i < referenceList.Length; i++)
{
if (referenceList[i] == null)
continue;
InventoryItem item = referenceList[i];
item.linkSlot = 0xFFFF;
}
}
#endregion
#region Packet Functions (Private)
private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
{
if (referenceList[position] == null)
targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
else
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, referenceList[position]));
}
private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
{
int currentIndex = 0;
while (true)
{
if (slotsToUpdate.Count - currentIndex >= 64)
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 32)
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 16)
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex > 1)
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex == 1)
{
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], referenceList[slotsToUpdate[currentIndex]]));
currentIndex++;
}
else
break;
}
}
private void SendItemPackets(Player player, List<InventoryItem> items)
{
int currentIndex = 0;
while (true)
{
if (items.Count - currentIndex >= 64)
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex >= 32)
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex >= 16)
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex > 1)
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex == 1)
{
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
currentIndex++;
}
else
break;
}
}
#endregion
#region Getters/Setters
public ushort GetCode()
{
return itemPackageCode;
}
public int GetCapacity()
{
return itemPackageCapacity;
}
public Player GetOwner()
{
return owner;
}
public InventoryItem GetItemAtSlot(ushort position)
{
if (position < referenceList.Length)
return referenceList[position];
else
return null;
}
#endregion
}
}