rewrite game list filtering logic for BB
This commit is contained in:
@@ -674,6 +674,51 @@ shared_ptr<Client> Lobby::find_client(const string* identifier, uint64_t serial_
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throw out_of_range("client not found");
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}
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Lobby::JoinError Lobby::join_error_for_client(std::shared_ptr<Client> c, const std::string* password) const {
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if (this->count_clients() >= this->max_clients) {
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return JoinError::FULL;
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}
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if (!this->version_is_allowed(c->version()) && !c->config.check_flag(Client::Flag::DEBUG_ENABLED)) {
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return JoinError::VERSION_CONFLICT;
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}
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if (this->is_game()) {
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if (this->check_flag(Flag::QUEST_IN_PROGRESS)) {
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return JoinError::QUEST_IN_PROGRESS;
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}
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if (this->check_flag(Flag::BATTLE_IN_PROGRESS)) {
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return JoinError::BATTLE_IN_PROGRESS;
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}
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if (this->mode == GameMode::SOLO) {
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return JoinError::SOLO;
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}
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if (!(c->license->flags & License::Flag::FREE_JOIN_GAMES)) {
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if (password && !this->password.empty() && (*password != this->password)) {
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return JoinError::INCORRECT_PASSWORD;
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}
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auto p = c->character();
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if (p->disp.stats.level < this->min_level) {
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return JoinError::LEVEL_TOO_LOW;
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}
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if (p->disp.stats.level > this->max_level) {
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return JoinError::LEVEL_TOO_HIGH;
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}
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if (this->quest) {
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size_t num_clients = this->count_clients() + 1;
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if (!c->can_see_quest(this->quest, this->difficulty, num_clients) ||
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!c->can_play_quest(this->quest, this->difficulty, num_clients)) {
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return JoinError::NO_ACCESS_TO_QUEST;
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}
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}
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}
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// Only prevent joining during loading if the client is actually trying to
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// join (not just loading the game list)
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if (password && this->any_client_loading()) {
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return JoinError::LOADING;
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}
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}
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return JoinError::ALLOWED;
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}
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uint8_t Lobby::game_event_for_lobby_event(uint8_t lobby_event) {
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if (lobby_event > 7) {
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return 0;
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@@ -228,6 +228,21 @@ struct Lobby : public std::enable_shared_from_this<Lobby> {
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const std::string* identifier = nullptr,
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uint64_t serial_number = 0);
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enum class JoinError {
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ALLOWED = 0,
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FULL,
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VERSION_CONFLICT,
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QUEST_IN_PROGRESS,
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BATTLE_IN_PROGRESS,
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LOADING,
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SOLO,
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INCORRECT_PASSWORD,
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LEVEL_TOO_LOW,
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LEVEL_TOO_HIGH,
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NO_ACCESS_TO_QUEST,
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};
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JoinError join_error_for_client(std::shared_ptr<Client> c, const std::string* password) const;
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bool item_exists(uint8_t floor, uint32_t item_id) const;
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std::shared_ptr<FloorItem> find_item(uint8_t floor, uint32_t item_id) const;
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void add_item(uint8_t floor, const ItemData& item, float x, float z, uint16_t visibility_flags);
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+42
-52
@@ -2390,66 +2390,56 @@ static void on_10(shared_ptr<Client> c, uint16_t, uint32_t, string& data) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it no\nlonger exists.");
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break;
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}
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if (!game->is_game()) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it is\nnot a game.");
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break;
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}
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if (game->count_clients() >= game->max_clients) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it is\nfull.");
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break;
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}
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if (!game->version_is_allowed(c->version()) && !c->config.check_flag(Client::Flag::DEBUG_ENABLED)) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it is\nfor a different\nversion of PSO.");
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break;
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}
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if (game->check_flag(Lobby::Flag::QUEST_IN_PROGRESS)) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because a\nquest is already\nin progress.");
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break;
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}
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if (game->check_flag(Lobby::Flag::BATTLE_IN_PROGRESS)) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because a\nbattle is already\nin progress.");
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break;
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}
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if (game->any_client_loading()) {
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send_lobby_message_box(c, "$C6You cannot join this\ngame because\nanother player is\ncurrently loading.\nTry again soon.");
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break;
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}
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if (game->mode == GameMode::SOLO) {
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send_lobby_message_box(c, "$C6You cannot join this\n game because it is\na Solo Mode game.");
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break;
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}
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if (!(c->license->flags & License::Flag::FREE_JOIN_GAMES)) {
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if (!game->password.empty() && (password != game->password)) {
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switch (game->join_error_for_client(c, &password)) {
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case Lobby::JoinError::ALLOWED:
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if (!s->change_client_lobby(c, game)) {
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throw logic_error("client cannot join game after all preconditions satisfied");
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}
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if (game->is_game()) {
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c->config.set_flag(Client::Flag::LOADING);
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// If no one was in the game before, then there's no leader to send the
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// item state - send it to the joining player (who is now the leader)
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if (game->count_clients() == 1) {
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// No one was in the game before, so the object and enemy state is lost;
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// regenerate it as if the game was just created
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game->load_maps();
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c->config.set_flag(Client::Flag::SHOULD_SEND_ARTIFICIAL_ITEM_STATE);
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}
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}
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break;
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case Lobby::JoinError::FULL:
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it is\nfull.");
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break;
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case Lobby::JoinError::VERSION_CONFLICT:
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it is\nfor a different\nversion of PSO.");
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break;
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case Lobby::JoinError::QUEST_IN_PROGRESS:
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send_lobby_message_box(c, "$C6You cannot join this\ngame because a\nquest is already\nin progress.");
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break;
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case Lobby::JoinError::BATTLE_IN_PROGRESS:
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send_lobby_message_box(c, "$C6You cannot join this\ngame because a\nbattle is already\nin progress.");
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break;
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case Lobby::JoinError::LOADING:
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send_lobby_message_box(c, "$C6You cannot join this\ngame because\nanother player is\ncurrently loading.\nTry again soon.");
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break;
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case Lobby::JoinError::SOLO:
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send_lobby_message_box(c, "$C6You cannot join this\ngame because it is\na Solo Mode game.");
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break;
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case Lobby::JoinError::INCORRECT_PASSWORD:
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send_lobby_message_box(c, "$C6Incorrect password.");
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break;
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}
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auto p = c->character();
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if (p->disp.stats.level < game->min_level) {
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case Lobby::JoinError::LEVEL_TOO_LOW:
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send_lobby_message_box(c, "$C6Your level is too\nlow to join this\ngame.");
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break;
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}
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if (p->disp.stats.level > game->max_level) {
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case Lobby::JoinError::LEVEL_TOO_HIGH:
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send_lobby_message_box(c, "$C6Your level is too\nhigh to join this\ngame.");
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break;
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}
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if (game->quest && !c->can_play_quest(game->quest, game->difficulty, game->count_clients() + 1)) {
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case Lobby::JoinError::NO_ACCESS_TO_QUEST:
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send_lobby_message_box(c, "$C6You don't have access\nto the quest in progress\nin this game, or there\nis no space for another\nplayer in the quest.");
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break;
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}
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}
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if (!s->change_client_lobby(c, game)) {
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throw logic_error("client cannot join game after all preconditions satisfied");
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}
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c->config.set_flag(Client::Flag::LOADING);
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// If no one was in the game before, then there's no leader to send the
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// item state - send it to the joining player (who is now the leader)
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if (game->count_clients() == 1) {
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// No one was in the game before, so the object and enemy state is lost;
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// regenerate it as if the game was just created
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game->load_maps();
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c->config.set_flag(Client::Flag::SHOULD_SEND_ARTIFICIAL_ITEM_STATE);
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default:
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send_lobby_message_box(c, "$C6You cannot join this\ngame.");
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break;
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}
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break;
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}
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+4
-2
@@ -1413,13 +1413,15 @@ void send_game_menu_t(
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e.flags |= 0x20;
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break;
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case GameMode::SOLO:
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// These should only be visible to other BB clients
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e.flags |= 0x04; // Grayed (but not disabled apparently)
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e.episode = 0x10 | episode_num;
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break;
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default:
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throw logic_error("invalid game mode");
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}
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// On BB, gray out games that can't be joined
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if ((c->version() == Version::BB_V4) && (l->join_error_for_client(c, nullptr) != Lobby::JoinError::ALLOWED)) {
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e.flags |= 0x04;
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}
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}
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e.name.encode(l->name, c->language());
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}
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