implement extended $loadchar on GC
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+46
-5
@@ -1458,8 +1458,8 @@ static void server_command_savechar(shared_ptr<Client> c, const std::string& arg
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}
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static void server_command_loadchar(shared_ptr<Client> c, const std::string& args) {
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if (!is_v1_or_v2(c->version())) {
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send_text_message(c, "$C7This command can only\nbe used on v1 or v2");
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if (!is_v1_or_v2(c->version()) && c->version() != Version::GC_V3) {
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send_text_message(c, "$C7This command can only\nbe used on v1, v2,\nand GC");
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return;
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}
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if (c->login->account->check_flag(Account::Flag::IS_SHARED_ACCOUNT)) {
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@@ -1476,9 +1476,50 @@ static void server_command_loadchar(shared_ptr<Client> c, const std::string& arg
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}
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c->load_backup_character(c->login->account->account_id, index);
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auto s = c->require_server_state();
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send_player_leave_notification(l, c->lobby_client_id);
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s->send_lobby_join_notifications(l, c);
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if (c->version() == Version::GC_V3) {
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// TODO: Support extended player info on other versions
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auto s = c->require_server_state();
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if (c->config.check_flag(Client::Flag::NO_SEND_FUNCTION_CALL) ||
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c->config.check_flag(Client::Flag::SEND_FUNCTION_CALL_CHECKSUM_ONLY)) {
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send_text_message_printf(c, "Can\'t load character\ndata on PSO Plus");
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return;
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}
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auto gc_char = make_shared<PSOGCCharacterFile::Character>(c->character()->to_gc());
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prepare_client_for_patches(c, [wc = weak_ptr<Client>(c), gc_char]() {
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auto c = wc.lock();
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if (!c) {
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return;
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}
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try {
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auto s = c->require_server_state();
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auto fn = s->function_code_index->get_patch("SetExtendedPlayerInfo", c->config.specific_version);
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send_function_call(c, fn, {}, gc_char.get(), sizeof(PSOGCCharacterFile::Character));
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c->function_call_response_queue.emplace_back([wc = weak_ptr<Client>(c)](uint32_t, uint32_t) -> void {
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auto c = wc.lock();
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if (!c) {
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return;
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}
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auto l = c->lobby.lock();
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if (l) {
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auto s = c->require_server_state();
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send_player_leave_notification(l, c->lobby_client_id);
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s->send_lobby_join_notifications(l, c);
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}
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});
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} catch (const exception& e) {
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c->log.warning("Failed to set extended player info: %s", e.what());
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send_text_message_printf(c, "Failed to set\nplayer info:\n%s", e.what());
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}
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});
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} else {
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// On v1 and v2, the client will assign its character data from the lobby
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// join command, so it suffices to just resend the join notification.
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auto s = c->require_server_state();
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send_player_leave_notification(l, c->lobby_client_id);
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s->send_lobby_join_notifications(l, c);
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}
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}
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static void server_command_save(shared_ptr<Client> c, const std::string&) {
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