More inventory fixing after I broke it. Added preliminary final trade code. Moved recalc stats to the end of equipcommand, not on every modification of the referred item package.

This commit is contained in:
Filip Maj 2019-06-04 00:11:36 -04:00
parent 88ff22e55e
commit 69d4b19979
13 changed files with 388 additions and 170 deletions

View file

@ -13,7 +13,7 @@ namespace FFXIVClassic_Map_Server.actors.chara
const uint EMPTY = 0xFFFFFFFF;
private readonly Player owner;
private readonly uint[] contentList;
private readonly InventoryItem[] referenceList;
private readonly ushort itemPackageCode;
private readonly ushort itemPackageCapacity;
private bool writeToDB = false;
@ -23,13 +23,10 @@ namespace FFXIVClassic_Map_Server.actors.chara
this.owner = owner;
itemPackageCode = code;
itemPackageCapacity = capacity;
contentList = new uint[capacity];
referenceList = new InventoryItem[capacity];
if (code == ItemPackage.EQUIPMENT)
writeToDB = true;
for (int i = 0; i < contentList.Length; i++)
contentList[i] = EMPTY;
}
public void ToggleDBWrite(bool flag)
@ -38,25 +35,25 @@ namespace FFXIVClassic_Map_Server.actors.chara
}
#region Package Management
public void SetList(uint[] toSet)
public void SetList(InventoryItem[] toSet)
{
Debug.Assert(contentList.Length == itemPackageCapacity);
toSet.CopyTo(contentList, 0);
Debug.Assert(referenceList.Length == itemPackageCapacity);
toSet.CopyTo(referenceList, 0);
}
public void SetList(ushort[] positions, uint[] values)
public void SetList(ushort[] positions, InventoryItem[] values)
{
Debug.Assert(positions.Length == values.Length);
for (int i = 0; i < positions.Length; i++)
{
InventoryItem item = GetItem(values[i]);
InventoryItem item = values[i];
if (item == null)
continue;
//Database.EquipItem(owner, positions[i], item.uniqueId);
contentList[positions[i]] = values[i];
referenceList[positions[i]] = values[i];
}
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
@ -76,70 +73,70 @@ namespace FFXIVClassic_Map_Server.actors.chara
public void Set(ushort position, InventoryItem item)
{
if (position >= contentList.Length)
if (position >= referenceList.Length)
return;
if (writeToDB)
Database.EquipItem(owner, position, item.uniqueId);
ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
ItemPackage oldPackage = GetItemPackage(contentList[position]);
InventoryItem oldItem = GetItem(contentList[position]);
ItemPackage oldPackage = null;
if (oldPackage != null && oldItem != null)
if (referenceList[position] != null)
{
oldPackage = owner.GetItemPackage(referenceList[position].itemPackage);
InventoryItem oldItem = referenceList[position];
oldPackage.MarkDirty(oldItem);
}
newPackage.MarkDirty(item);
contentList[position] = GetValue(item.itemPackage, item.slot);
referenceList[position] = item;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
if (oldPackage != null)
oldPackage.SendUpdate();
newPackage.SendUpdate();
SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.CalculateBaseStats();// RecalculateStats();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
public void Clear(ushort position)
{
if (position >= contentList.Length)
if (position >= referenceList.Length)
return;
if (writeToDB)
Database.UnequipItem(owner, position);
ItemPackage oldItemPackage = GetItemPackage(contentList[position]);
ItemPackage oldItemPackage = owner.GetItemPackage(referenceList[position].itemPackage);
oldItemPackage.MarkDirty(GetItem(contentList[position]));
contentList[position] = EMPTY;
oldItemPackage.MarkDirty(referenceList[position]);
referenceList[position] = null;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
oldItemPackage.SendUpdate();
SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.RecalculateStats();
}
public void ClearAll()
{
List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
for (int i = 0; i < contentList.Length; i++)
for (int i = 0; i < referenceList.Length; i++)
{
if (contentList[i] == EMPTY)
if (referenceList[i] == null)
continue;
if (writeToDB)
Database.UnequipItem(owner, (ushort)i);
ItemPackage package = GetItemPackage(contentList[i]);
package.MarkDirty(GetItem(contentList[i]));
ItemPackage package = owner.GetItemPackage(referenceList[i].itemPackage);
package.MarkDirty(referenceList[i]);
packagesToRefresh.Add(package);
contentList[i] = EMPTY;
referenceList[i] = null;
}
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
@ -147,8 +144,6 @@ namespace FFXIVClassic_Map_Server.actors.chara
packagesToRefresh[i].SendUpdate();
SendUpdate();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.RecalculateStats();
}
#endregion
@ -169,9 +164,9 @@ namespace FFXIVClassic_Map_Server.actors.chara
{
List<ushort> slotsToUpdate = new List<ushort>();
for (ushort i = 0; i < contentList.Length; i++)
for (ushort i = 0; i < referenceList.Length; i++)
{
if (contentList[i] != EMPTY)
if (referenceList[i] != null)
slotsToUpdate.Add(i);
}
@ -189,14 +184,14 @@ namespace FFXIVClassic_Map_Server.actors.chara
{
List<InventoryItem> items = new List<InventoryItem>();
for (ushort i = 0; i < contentList.Length; i++)
for (ushort i = 0; i < referenceList.Length; i++)
{
if (contentList[i] == EMPTY)
if (referenceList[i] == null)
continue;
InventoryItem item = GetItem(contentList[i]);
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(GetItem(contentList[i]));
items.Add(referenceList[i]);
}
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
@ -204,11 +199,11 @@ namespace FFXIVClassic_Map_Server.actors.chara
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
//Clean Up linkSlots
for (ushort i = 0; i < contentList.Length; i++)
for (ushort i = 0; i < referenceList.Length; i++)
{
if (contentList[i] == EMPTY)
if (referenceList[i] == null)
continue;
InventoryItem item = GetItem(contentList[i]);
InventoryItem item = referenceList[i];
item.linkSlot = 0xFFFF;
}
}
@ -217,10 +212,10 @@ namespace FFXIVClassic_Map_Server.actors.chara
#region Packet Functions (Private)
private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
{
if (contentList[position] == EMPTY)
if (referenceList[position] == null)
targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
else
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, contentList[position]));
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, referenceList[position]));
}
private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
@ -230,16 +225,16 @@ namespace FFXIVClassic_Map_Server.actors.chara
while (true)
{
if (slotsToUpdate.Count - currentIndex >= 64)
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 32)
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 16)
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex > 1)
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex == 1)
{
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], contentList[slotsToUpdate[currentIndex]]));
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], referenceList[slotsToUpdate[currentIndex]]));
currentIndex++;
}
else
@ -290,35 +285,11 @@ namespace FFXIVClassic_Map_Server.actors.chara
public InventoryItem GetItemAtSlot(ushort position)
{
if (position < contentList.Length)
return GetItem(contentList[position]);
if (position < referenceList.Length)
return referenceList[position];
else
return null;
}
#endregion
#region Utils
private ItemPackage GetItemPackage(uint value)
{
if (value == EMPTY)
return null;
return owner.GetItemPackage((ushort)((value >> 16) & 0xFFFF));
}
private InventoryItem GetItem(uint value)
{
if (value == EMPTY)
return null;
ItemPackage package = GetItemPackage(value);
if (package != null)
return package.GetItemAtSlot((ushort)(value & 0xFFFF));
return null;
}
private uint GetValue(ushort code, ushort slot)
{
return (uint) ((code << 16) | slot);
}
#endregion
#endregion
}
}