mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
0c104e819d
* Logger to Server class Dont handle master packets from our clients * move to namespace Revert "remove extra headers" This reverts commit ac7b901ece22165cdb0f38fca4be7d8fdf004de8. remove extra headers no changes otherwise. * Merge branch 'main' into server_consolidation_of_work * Update WorldServer.cpp * fix submodule version --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
314 lines
9.4 KiB
C++
314 lines
9.4 KiB
C++
#include <iostream>
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#include <string>
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#include <chrono>
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#include <thread>
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//DLU Includes:
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#include "dCommonVars.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "dChatFilter.h"
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#include "Diagnostics.h"
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#include "AssetManager.h"
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#include "BinaryPathFinder.h"
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#include "eConnectionType.h"
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#include "PlayerContainer.h"
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#include "ChatPacketHandler.h"
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#include "eChatMessageType.h"
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#include "eChatInternalMessageType.h"
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#include "eWorldMessageType.h"
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#include "ChatIgnoreList.h"
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#include "Game.h"
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#include "Server.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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#include "MessageIdentifiers.h"
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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dChatFilter* chatFilter = nullptr;
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AssetManager* assetManager = nullptr;
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Game::signal_t lastSignal = 0;
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std::mt19937 randomEngine;
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PlayerContainer playerContainer;
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}
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t chatFramerate = mediumFramerate;
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constexpr uint32_t chatFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Chat");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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std::signal(SIGINT, Game::OnSignal);
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std::signal(SIGTERM, Game::OnSignal);
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Game::config = new dConfig("chatconfig.ini");
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//Create all the objects we need to run our service:
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Server::SetupLogger("ChatServer");
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if (!Game::logger) return EXIT_FAILURE;
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//Read our config:
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LOG("Starting Chat server...");
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LOG("Version: %s", PROJECT_VERSION);
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LOG("Compiled on: %s", __TIMESTAMP__);
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try {
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std::string clientPathStr = Game::config->GetValue("client_location");
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if (clientPathStr.empty()) clientPathStr = "./res";
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std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
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if (clientPath.is_relative()) {
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clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
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}
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Game::assetManager = new AssetManager(clientPath);
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} catch (std::runtime_error& ex) {
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LOG("Got an error while setting up assets: %s", ex.what());
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return EXIT_FAILURE;
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}
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//Connect to the MySQL Database
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try {
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Database::Connect();
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} catch (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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Database::Destroy("ChatServer");
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delete Game::server;
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delete Game::logger;
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return EXIT_FAILURE;
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}
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//Find out the master's IP:
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std::string masterIP;
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uint32_t masterPort = 1000;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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uint32_t maxClients = 999;
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uint32_t ourPort = 1501;
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std::string ourIP = "localhost";
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GeneralUtils::TryParse(Game::config->GetValue("max_clients"), maxClients);
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GeneralUtils::TryParse(Game::config->GetValue("chat_server_port"), ourPort);
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const auto externalIPString = Game::config->GetValue("external_ip");
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if (!externalIPString.empty()) ourIP = externalIPString;
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Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Chat, Game::config, &Game::lastSignal);
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bool dontGenerateDCF = false;
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GeneralUtils::TryParse(Game::config->GetValue("dont_generate_dcf"), dontGenerateDCF);
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", dontGenerateDCF);
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Game::randomEngine = std::mt19937(time(0));
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Game::playerContainer.Initialize();
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= chatFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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//In world we'd update our other systems here.
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//Check for packets here:
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Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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//Delete our objects here:
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Database::Destroy("ChatServer");
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delete Game::server;
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delete Game::logger;
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delete Game::config;
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return EXIT_SUCCESS;
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}
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void HandlePacket(Packet* packet) {
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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LOG("A server has disconnected, erasing their connected players from the list.");
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}
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if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
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LOG("A server is connecting, awaiting user list.");
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}
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if (packet->length < 4) return; // Nothing left to process. Need 4 bytes to continue.
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if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::CHAT_INTERNAL) {
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switch (static_cast<eChatInternalMessageType>(packet->data[3])) {
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case eChatInternalMessageType::PLAYER_ADDED_NOTIFICATION:
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Game::playerContainer.InsertPlayer(packet);
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break;
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case eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION:
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Game::playerContainer.RemovePlayer(packet);
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break;
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case eChatInternalMessageType::MUTE_UPDATE:
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Game::playerContainer.MuteUpdate(packet);
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break;
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case eChatInternalMessageType::CREATE_TEAM:
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Game::playerContainer.CreateTeamServer(packet);
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break;
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case eChatInternalMessageType::ANNOUNCEMENT: {
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//we just forward this packet to every connected server
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CINSTREAM;
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Game::server->Send(&inStream, packet->systemAddress, true); //send to everyone except origin
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break;
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}
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default:
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LOG("Unknown CHAT_INTERNAL id: %i", int(packet->data[3]));
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}
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}
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if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::CHAT) {
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switch (static_cast<eChatMessageType>(packet->data[3])) {
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case eChatMessageType::GET_FRIENDS_LIST:
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ChatPacketHandler::HandleFriendlistRequest(packet);
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break;
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case eChatMessageType::GET_IGNORE_LIST:
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ChatIgnoreList::GetIgnoreList(packet);
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break;
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case eChatMessageType::ADD_IGNORE:
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ChatIgnoreList::AddIgnore(packet);
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break;
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case eChatMessageType::REMOVE_IGNORE:
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ChatIgnoreList::RemoveIgnore(packet);
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break;
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case eChatMessageType::TEAM_GET_STATUS:
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ChatPacketHandler::HandleTeamStatusRequest(packet);
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break;
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case eChatMessageType::ADD_FRIEND_REQUEST:
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//this involves someone sending the initial request, the response is below, response as in from the other player.
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//We basically just check to see if this player is online or not and route the packet.
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ChatPacketHandler::HandleFriendRequest(packet);
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break;
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case eChatMessageType::ADD_FRIEND_RESPONSE:
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//This isn't the response a server sent, rather it is a player's response to a received request.
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//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
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ChatPacketHandler::HandleFriendResponse(packet);
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break;
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case eChatMessageType::REMOVE_FRIEND:
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ChatPacketHandler::HandleRemoveFriend(packet);
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break;
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case eChatMessageType::GENERAL_CHAT_MESSAGE:
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ChatPacketHandler::HandleChatMessage(packet);
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break;
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case eChatMessageType::PRIVATE_CHAT_MESSAGE:
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//This message is supposed to be echo'd to both the sender and the receiver
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//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
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ChatPacketHandler::HandlePrivateChatMessage(packet);
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break;
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case eChatMessageType::TEAM_INVITE:
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ChatPacketHandler::HandleTeamInvite(packet);
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break;
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case eChatMessageType::TEAM_INVITE_RESPONSE:
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ChatPacketHandler::HandleTeamInviteResponse(packet);
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break;
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case eChatMessageType::TEAM_LEAVE:
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ChatPacketHandler::HandleTeamLeave(packet);
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break;
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case eChatMessageType::TEAM_SET_LEADER:
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ChatPacketHandler::HandleTeamPromote(packet);
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break;
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case eChatMessageType::TEAM_KICK:
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ChatPacketHandler::HandleTeamKick(packet);
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break;
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case eChatMessageType::TEAM_SET_LOOT:
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ChatPacketHandler::HandleTeamLootOption(packet);
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break;
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default:
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LOG("Unknown CHAT id: %i", int(packet->data[3]));
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}
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}
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if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::WORLD) {
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switch (static_cast<eWorldMessageType>(packet->data[3])) {
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case eWorldMessageType::ROUTE_PACKET: {
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LOG("Routing packet from world");
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break;
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}
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default:
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LOG("Unknown World id: %i", int(packet->data[3]));
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}
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}
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}
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