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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-08 05:24:34 +02:00
implemented sendpacket and speed commands
- fixed data race on logging in - todo: implement reloadzones, reloaditems, property, property2
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parent
7a25c818f2
commit
30b0d4a97d
11 changed files with 74 additions and 81 deletions
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@ -112,7 +112,7 @@ namespace FFXIVClassic_Map_Server
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if (packet.header.connectionType == BasePacket.TYPE_ZONE)
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{
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while (!mPlayers.ContainsKey(client.owner))
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while (mPlayers != null && !mPlayers.ContainsKey(client.owner))
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{ }
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player = mPlayers[client.owner];
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}
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@ -127,9 +127,9 @@ namespace FFXIVClassic_Map_Server
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player.SetConnection(packet.header.connectionType, client);
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if (packet.header.connectionType == BasePacket.TYPE_ZONE)
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Program.Log.Debug("Got {0} connection for ActorID {1} @ {2}.", "zone", actorID, client.GetAddress());
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Program.Log.Info("Got {0} connection for ActorID {1} @ {2}.", "zone", actorID, client.GetAddress());
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else if (packet.header.connectionType == BasePacket.TYPE_CHAT)
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Program.Log.Debug("Got {0} connection for ActorID {1} @ {2}.", "chat", actorID, client.GetAddress());
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Program.Log.Info("Got {0} connection for ActorID {1} @ {2}.", "chat", actorID, client.GetAddress());
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//Create player actor
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reply1.DebugPrintPacket();
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@ -139,12 +139,14 @@ namespace FFXIVClassic_Map_Server
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}
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else if (subpacket.header.type == 0x07)
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{
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BasePacket init = Login0x7ResponsePacket.BuildPacket(BitConverter.ToUInt32(packet.data, 0x10), Utils.UnixTimeStampUTC());
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BasePacket init = Login0x7ResponsePacket.BuildPacket(BitConverter.ToUInt32(packet.data, 0x10), Utils.UnixTimeStampUTC(), 0x08);
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//client.QueuePacket(init);
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}
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else if (subpacket.header.type == 0x08)
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{
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//Response, client's current [actorID][time]
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{
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//Response, client's current [actorID][time]
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//BasePacket init = Login0x7ResponsePacket.BuildPacket(BitConverter.ToUInt32(packet.data, 0x10), Utils.UnixTimeStampUTC(), 0x07);
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//client.QueuePacket(init);
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packet.DebugPrintPacket();
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}
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else if (subpacket.header.type == 0x03)
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@ -154,7 +156,7 @@ namespace FFXIVClassic_Map_Server
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if(mPlayers.ContainsKey(client.owner))
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player = mPlayers[client.owner];
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if (player == null)
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if (player == null || !player.IsClientConnectionsReady())
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return;
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//Normal Game Opcode
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