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Redid the initial handshake code to handle the found connection type field. Server should no longer create two player objects and code has been reduced. Removed instances of connection1/2 getters... server simply sends packets down zone connection. Fixed issue with world manager not zoning in player due to missing 0x2 packet.
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parent
093d3b7c15
commit
d90dc0cb80
7 changed files with 102 additions and 127 deletions
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@ -35,7 +35,7 @@ namespace FFXIVClassic_Lobby_Server
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#region Socket Handling
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public bool startServer()
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{
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mWorldManager = new WorldManager();
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mWorldManager = new WorldManager(this);
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mWorldManager.LoadZoneList();
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IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), FFXIV_MAP_PORT);
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@ -226,9 +226,9 @@ namespace FFXIVClassic_Lobby_Server
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#endregion
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public void sendPacket(string path, int conn)
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public void sendPacket(string path)
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{
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mProcessor.sendPacket(path, conn);
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mProcessor.sendPacket(path);
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}
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public void testCodePacket(uint id, uint value, string target)
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@ -245,14 +245,8 @@ namespace FFXIVClassic_Lobby_Server
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BasePacket packet = BasePacket.createPacket(changePropertyPacket, true, false);
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packet.debugPrintPacket();
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if (entry.Value.getConnection1() != null)
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entry.Value.getConnection1().queuePacket(packet);
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else
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Log.error("Connection was null");
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if (entry.Value.getConnection2() != null)
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entry.Value.getConnection2().queuePacket(packet);
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else
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Log.error("Connection was null");
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entry.Value.queuePacket(packet);
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}
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}
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@ -268,8 +262,7 @@ namespace FFXIVClassic_Lobby_Server
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SubPacket changePropertyPacket = changeProperty.buildPacket((entry.Value.actorID), (entry.Value.actorID));
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BasePacket packet = BasePacket.createPacket(changePropertyPacket, true, false);
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packet.debugPrintPacket();
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entry.Value.getConnection1().queuePacket(packet);
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entry.Value.getConnection2().queuePacket(packet);
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entry.Value.queuePacket(packet);
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}
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}
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