mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-09 05:54:50 +02:00
Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
parent
18ef69f3d1
commit
91549bff7a
1823 changed files with 102704 additions and 901 deletions
186
Map Server/DataObjects/Session.cs
Normal file
186
Map Server/DataObjects/Session.cs
Normal file
|
@ -0,0 +1,186 @@
|
|||
/*
|
||||
===========================================================================
|
||||
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 Meteor.Common;
|
||||
|
||||
using Meteor.Map.Actors;
|
||||
using Meteor.Map.packets.send.actor;
|
||||
using System.Collections.Generic;
|
||||
using Meteor.Map.actors.chara.npc;
|
||||
|
||||
namespace Meteor.Map.dataobjects
|
||||
{
|
||||
class Session
|
||||
{
|
||||
public uint id = 0;
|
||||
Player playerActor;
|
||||
public List<Actor> actorInstanceList = new List<Actor>();
|
||||
public uint languageCode = 1;
|
||||
private uint lastPingPacket = Utils.UnixTimeStampUTC();
|
||||
|
||||
public bool isUpdatesLocked = true;
|
||||
|
||||
public string errorMessage = "";
|
||||
|
||||
public Session(uint sessionId)
|
||||
{
|
||||
this.id = sessionId;
|
||||
playerActor = new Player(this, sessionId);
|
||||
}
|
||||
|
||||
public void QueuePacket(List<SubPacket> packets)
|
||||
{
|
||||
foreach (SubPacket s in packets)
|
||||
QueuePacket(s);
|
||||
}
|
||||
|
||||
public void QueuePacket(SubPacket subPacket)
|
||||
{
|
||||
subPacket.SetTargetId(id);
|
||||
Server.GetWorldConnection().QueuePacket(subPacket);
|
||||
}
|
||||
|
||||
public Player GetActor()
|
||||
{
|
||||
return playerActor;
|
||||
}
|
||||
|
||||
public void Ping()
|
||||
{
|
||||
lastPingPacket = Utils.UnixTimeStampUTC();
|
||||
}
|
||||
|
||||
public bool CheckIfDCing()
|
||||
{
|
||||
uint currentTime = Utils.UnixTimeStampUTC();
|
||||
if (currentTime - lastPingPacket >= 5000) //Show D/C flag
|
||||
playerActor.SetDCFlag(true);
|
||||
else if (currentTime - lastPingPacket >= 30000) //DCed
|
||||
return true;
|
||||
else
|
||||
playerActor.SetDCFlag(false);
|
||||
return false;
|
||||
}
|
||||
|
||||
public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
|
||||
{
|
||||
if (isUpdatesLocked)
|
||||
return;
|
||||
|
||||
if (playerActor.positionX == x && playerActor.positionY == y && playerActor.positionZ == z && playerActor.rotation == rot)
|
||||
return;
|
||||
|
||||
/*
|
||||
playerActor.oldPositionX = playerActor.positionX;
|
||||
playerActor.oldPositionY = playerActor.positionY;
|
||||
playerActor.oldPositionZ = playerActor.positionZ;
|
||||
playerActor.oldRotation = playerActor.rotation;
|
||||
|
||||
playerActor.positionX = x;
|
||||
playerActor.positionY = y;
|
||||
playerActor.positionZ = z;
|
||||
*/
|
||||
playerActor.rotation = rot;
|
||||
playerActor.moveState = moveState;
|
||||
|
||||
//GetActor().GetZone().UpdateActorPosition(GetActor());
|
||||
playerActor.QueuePositionUpdate(new Vector3(x,y,z));
|
||||
}
|
||||
|
||||
public void UpdateInstance(List<Actor> list)
|
||||
{
|
||||
if (isUpdatesLocked)
|
||||
return;
|
||||
|
||||
List<BasePacket> basePackets = new List<BasePacket>();
|
||||
List<SubPacket> RemoveActorSubpackets = new List<SubPacket>();
|
||||
List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
|
||||
|
||||
//Remove missing actors
|
||||
for (int i = 0; i < actorInstanceList.Count; i++)
|
||||
{
|
||||
//Retainer Instance
|
||||
if (actorInstanceList[i] is Retainer && playerActor.currentSpawnedRetainer == null)
|
||||
{
|
||||
QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId));
|
||||
actorInstanceList.RemoveAt(i);
|
||||
}
|
||||
else if (!list.Contains(actorInstanceList[i]) && !(actorInstanceList[i] is Retainer))
|
||||
{
|
||||
QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId));
|
||||
actorInstanceList.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
//Retainer Instance
|
||||
if (playerActor.currentSpawnedRetainer != null && !playerActor.sentRetainerSpawn)
|
||||
{
|
||||
Actor actor = playerActor.currentSpawnedRetainer;
|
||||
QueuePacket(actor.GetSpawnPackets(playerActor, 1));
|
||||
QueuePacket(actor.GetInitPackets());
|
||||
QueuePacket(actor.GetSetEventStatusPackets());
|
||||
actorInstanceList.Add(actor);
|
||||
((Npc)actor).DoOnActorSpawn(playerActor);
|
||||
playerActor.sentRetainerSpawn = true;
|
||||
}
|
||||
|
||||
//Add new actors or move
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
Actor actor = list[i];
|
||||
|
||||
if (actor.actorId == playerActor.actorId)
|
||||
continue;
|
||||
|
||||
if (actorInstanceList.Contains(actor))
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
QueuePacket(actor.GetSpawnPackets(playerActor, 1));
|
||||
|
||||
QueuePacket(actor.GetInitPackets());
|
||||
QueuePacket(actor.GetSetEventStatusPackets());
|
||||
actorInstanceList.Add(actor);
|
||||
|
||||
if (actor is Npc)
|
||||
{
|
||||
((Npc)actor).DoOnActorSpawn(playerActor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void ClearInstance()
|
||||
{
|
||||
actorInstanceList.Clear();
|
||||
}
|
||||
|
||||
|
||||
public void LockUpdates(bool f)
|
||||
{
|
||||
isUpdatesLocked = f;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue