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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
94
World Server/DataObjects/Session.cs
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94
World Server/DataObjects/Session.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.World.Packets.Send.Subpackets;
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namespace Meteor.World.DataObjects
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{
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class Session
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{
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public enum Channel {ZONE, CHAT};
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public readonly uint sessionId;
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public string characterName;
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public uint currentZoneId;
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public string activeLinkshellName = "";
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public readonly ClientConnection clientConnection;
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public readonly Channel type;
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public ZoneServer routing1, routing2;
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public Session(uint sessionId, ClientConnection connection, Channel type)
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{
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this.sessionId = sessionId;
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this.clientConnection = connection;
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this.type = type;
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connection.owner = this;
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Database.LoadZoneSessionInfo(this);
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}
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public void SendGameMessage(uint actorId, ushort textId, byte log, params object[] msgParams)
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{
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if (msgParams == null || msgParams.Length == 0)
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{
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, actorId, 0x5FF80001, textId, log));
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}
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else
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, actorId, 0x5FF80001, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage( ushort textId, byte log, params object[] msgParams)
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{
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if (msgParams == null || msgParams.Length == 0)
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, 0x5FF80001, textId, log));
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else
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, 0x5FF80001, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage( ushort textId, byte log, string customSender, params object[] msgParams)
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{
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if (msgParams == null || msgParams.Length == 0)
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, 0x5FF80001, textId, customSender, log));
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else
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, 0x5FF80001, textId, customSender, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public void SendGameMessage(ushort textId, byte log, uint displayId, params object[] msgParams)
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{
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if (msgParams == null || msgParams.Length == 0)
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, 0x5FF80001, textId, displayId, log));
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else
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clientConnection.QueuePacket(GameMessagePacket.BuildPacket(0x5FF80001, 0x5FF80001, textId, displayId, log, LuaUtils.CreateLuaParamList(msgParams)));
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}
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public bool SetActiveLS(string name)
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{
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if (Database.SetActiveLS(this, name))
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{
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activeLinkshellName = name;
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return true;
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}
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return false;
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}
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}
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}
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