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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-08 21:44:35 +02:00
mass replaced all methods to pascal case
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parent
ed0a0a58f7
commit
24f55139dd
179 changed files with 1585 additions and 1585 deletions
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@ -29,7 +29,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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actorInstanceList.Add(playerActor);
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}
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public void setConnection(int type, ClientConnection conn)
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public void SetConnection(int type, ClientConnection conn)
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{
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conn.connType = type;
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switch (type)
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@ -43,55 +43,55 @@ namespace FFXIVClassic_Map_Server.dataobjects
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}
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}
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public bool isClientConnectionsReady()
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public bool IsClientConnectionsReady()
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{
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return (zoneConnection != null && chatConnection != null);
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}
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public void disconnect()
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public void Disconnect()
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{
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zoneConnection.disconnect();
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chatConnection.disconnect();
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zoneConnection.Disconnect();
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chatConnection.Disconnect();
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}
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public bool isDisconnected()
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public bool IsDisconnected()
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{
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return (!zoneConnection.isConnected() && !chatConnection.isConnected());
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return (!zoneConnection.IsConnected() && !chatConnection.IsConnected());
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}
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public void queuePacket(BasePacket basePacket)
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public void QueuePacket(BasePacket basePacket)
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{
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zoneConnection.queuePacket(basePacket);
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zoneConnection.QueuePacket(basePacket);
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}
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public void queuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
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{
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zoneConnection.queuePacket(subPacket, isAuthed, isEncrypted);
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zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
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}
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public Player getActor()
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public Player GetActor()
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{
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return playerActor;
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}
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public void ping()
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public void Ping()
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{
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lastPingPacket = Utils.UnixTimeStampUTC();
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}
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public bool checkIfDCing()
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public bool CheckIfDCing()
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{
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uint currentTime = Utils.UnixTimeStampUTC();
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if (currentTime - lastPingPacket >= 5000) //Show D/C flag
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playerActor.setDCFlag(true);
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playerActor.SetDCFlag(true);
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else if (currentTime - lastPingPacket >= 30000) //DCed
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return true;
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else
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playerActor.setDCFlag(false);
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playerActor.SetDCFlag(false);
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return false;
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}
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public void updatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
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public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
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{
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playerActor.oldPositionX = playerActor.positionX;
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playerActor.oldPositionY = playerActor.positionY;
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@ -104,11 +104,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
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playerActor.rotation = rot;
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playerActor.moveState = moveState;
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getActor().zone.updateActorPosition(getActor());
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GetActor().zone.UpdateActorPosition(GetActor());
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}
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public void updateInstance(List<Actor> list)
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public void UpdateInstance(List<Actor> list)
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{
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List<BasePacket> basePackets = new List<BasePacket>();
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List<SubPacket> removeActorSubpackets = new List<SubPacket>();
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@ -119,7 +119,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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{
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if (!list.Contains(actorInstanceList[i]))
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{
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getActor().queuePacket(RemoveActorPacket.buildPacket(playerActor.actorId, actorInstanceList[i].actorId));
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GetActor().QueuePacket(RemoveActorPacket.BuildPacket(playerActor.actorId, actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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}
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}
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@ -134,18 +134,18 @@ namespace FFXIVClassic_Map_Server.dataobjects
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if (actorInstanceList.Contains(actor))
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{
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getActor().queuePacket(actor.createPositionUpdatePacket(playerActor.actorId));
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GetActor().QueuePacket(actor.CreatePositionUpdatePacket(playerActor.actorId));
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}
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else
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{
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getActor().queuePacket(actor.getSpawnPackets(playerActor.actorId, 1));
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getActor().queuePacket(actor.getInitPackets(playerActor.actorId));
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getActor().queuePacket(actor.getSetEventStatusPackets(playerActor.actorId));
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GetActor().QueuePacket(actor.GetSpawnPackets(playerActor.actorId, 1));
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GetActor().QueuePacket(actor.GetInitPackets(playerActor.actorId));
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GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId));
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actorInstanceList.Add(actor);
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if (actor is Npc)
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{
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LuaEngine.doActorOnSpawn(getActor(), (Npc)actor);
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LuaEngine.DoActorOnSpawn(GetActor(), (Npc)actor);
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}
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}
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}
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@ -153,7 +153,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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}
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public void clearInstance()
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public void ClearInstance()
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{
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actorInstanceList.Clear();
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}
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