Cleaned up a lot of the "ConnectedPlayer" objects, turning them into "Session" objects. A lot of duplicate lists were also removed.

This commit is contained in:
Filip Maj 2016-08-29 12:37:41 -04:00
parent 06e7ea59f4
commit cf38454c8f
7 changed files with 131 additions and 159 deletions

View file

@ -1,40 +1,24 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using System.Threading;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.dataobjects;
using System.IO;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server;
using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.dataobjects.chara;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.chara.player;
using FFXIVClassic_Map_Server.Properties;
namespace FFXIVClassic_Map_Server
{
class CommandProcessor
{
private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList;
private static Dictionary<uint, Item> gamedataItems = Server.GetGamedataItems();
// For the moment, this is the only predefined item
// TODO: make a list/enum in the future so that items can be given by name, instead of by id
const UInt32 ITEM_GIL = 1000001;
public CommandProcessor(Dictionary<uint, ConnectedPlayer> playerList)
{
mConnectedPlayerList = playerList;
}
public void ChangeProperty(uint id, uint value, string target)
{
SetActorPropetyPacket ChangeProperty = new SetActorPropetyPacket(target);
@ -43,9 +27,11 @@ namespace FFXIVClassic_Map_Server
ChangeProperty.AddInt(id, value);
ChangeProperty.AddTarget();
foreach (KeyValuePair<uint, ConnectedPlayer> entry in mConnectedPlayerList)
Dictionary<uint, Session> sessionList = Server.GetServer().GetSessionList();
foreach (KeyValuePair<uint, Session> entry in sessionList)
{
SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.actorID), (entry.Value.actorID));
SubPacket ChangePropertyPacket = ChangeProperty.BuildPacket((entry.Value.id), (entry.Value.id));
BasePacket packet = BasePacket.CreatePacket(ChangePropertyPacket, true, false);
packet.DebugPrintPacket();
@ -60,13 +46,13 @@ namespace FFXIVClassic_Map_Server
/// </summary>
/// <param name="client"></param>
/// <param name="message"></param>
private void SendMessage(ConnectedPlayer client, String message)
private void SendMessage(Session session, String message)
{
if (client != null)
client.GetActor().QueuePacket(SendMessagePacket.BuildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
if (session != null)
session.GetActor().QueuePacket(SendMessagePacket.BuildPacket(session.id, session.id, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
}
internal bool DoCommand(string input, ConnectedPlayer client)
internal bool DoCommand(string input, Session session)
{
if (!input.Any() || input.Equals(""))
return false;
@ -88,7 +74,7 @@ namespace FFXIVClassic_Map_Server
if (cmd.Any())
{
// if client isnt null, take player to be the player actor
var player = client.GetActor();
var player = session.GetActor();
if (cmd.Equals("help"))
{
@ -125,11 +111,11 @@ namespace FFXIVClassic_Map_Server
if (split[0].Equals("reloaditems"))
{
Program.Log.Info(String.Format("Got request to reload item gamedata"));
SendMessage(client, "Reloading Item Gamedata...");
SendMessage(session, "Reloading Item Gamedata...");
gamedataItems.Clear();
gamedataItems = Database.GetItemGamedata();
Program.Log.Info(String.Format("Loaded {0} items.", gamedataItems.Count));
SendMessage(client, String.Format("Loaded {0} items.", gamedataItems.Count));
SendMessage(session, String.Format("Loaded {0} items.", gamedataItems.Count));
return true;
}
#endregion