Use awaited path for GC EXP dispatch
This commit is contained in:
+24
-17
@@ -34,21 +34,21 @@ const char* QUEST_BARRIER_DISCONNECT_HOOK_NAME = "quest_barrier";
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const char* ADD_NEXT_CLIENT_DISCONNECT_HOOK_NAME = "add_next_game_client";
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static void dispatch_gc_v3_exp_patch_for_lobby(shared_ptr<Client> c, shared_ptr<Lobby> l) {
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static asio::awaitable<void> dispatch_gc_v3_exp_patch_for_lobby(shared_ptr<Client> c, shared_ptr<Lobby> l) {
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if (c->version() != Version::GC_V3) {
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return;
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co_return;
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}
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if (!c->check_flag(Client::Flag::HAS_SEND_FUNCTION_CALL)) {
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return;
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co_return;
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}
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if (!c->login || !c->login->account) {
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return;
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co_return;
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}
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if (!c->login->account->auto_patches_enabled.count("PsoPeepsGCEXP_enabled")) {
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return;
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co_return;
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}
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if (!l || !l->is_game()) {
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return;
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co_return;
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}
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const char* episode_str = nullptr;
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@@ -60,7 +60,7 @@ static void dispatch_gc_v3_exp_patch_for_lobby(shared_ptr<Client> c, shared_ptr<
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episode_str = "ep2";
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break;
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default:
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return;
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co_return;
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}
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auto server_state = c->require_server_state();
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@@ -73,13 +73,18 @@ static void dispatch_gc_v3_exp_patch_for_lobby(shared_ptr<Client> c, shared_ptr<
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void* lobby_token = l.get();
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if ((c->last_psopeeps_gc_exp_lobby == lobby_token) &&
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(c->last_psopeeps_gc_exp_key == key)) {
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return;
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co_return;
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}
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try {
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co_await prepare_client_for_patches(c);
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if (!c->channel->connected()) {
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co_return;
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}
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auto fn = server_state->client_functions->get(key, c->specific_version);
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send_function_call(c->channel, c->enabled_flags, fn);
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c->enabled_flags |= fn->client_flag;
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co_await send_function_call(c, fn);
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c->last_psopeeps_gc_exp_lobby = lobby_token;
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c->last_psopeeps_gc_exp_key = key;
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} catch (const out_of_range&) {
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@@ -87,6 +92,8 @@ static void dispatch_gc_v3_exp_patch_for_lobby(shared_ptr<Client> c, shared_ptr<
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}
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}
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static string bb_test_taint_filename(shared_ptr<Client> c) {
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return c->character_filename() + ".test-tainted";
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}
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@@ -3208,16 +3215,16 @@ static asio::awaitable<void> on_10_proxy_destinations(shared_ptr<Client> c, uint
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}
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}
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static void on_10_game_menu(shared_ptr<Client> c, uint32_t item_id, const std::string& password) {
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static asio::awaitable<void> on_10_game_menu(shared_ptr<Client> c, uint32_t item_id, const std::string& password) {
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auto s = c->require_server_state();
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auto game = s->find_lobby(item_id);
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if (!game) {
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send_lobby_message_box(c, "$C7You cannot join this\ngame because it no\nlonger exists.");
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return;
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co_return;
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}
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switch (game->join_error_for_client(c, &password)) {
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case Lobby::JoinError::ALLOWED:
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dispatch_gc_v3_exp_patch_for_lobby(c, game);
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co_await dispatch_gc_v3_exp_patch_for_lobby(c, game);
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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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@@ -3532,7 +3539,7 @@ static asio::awaitable<void> on_10(shared_ptr<Client> c, Channel::Message& msg)
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co_await on_10_proxy_destinations(c, base_cmd.item_id);
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break;
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case MenuID::GAME:
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on_10_game_menu(c, base_cmd.item_id, std::move(password));
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co_await on_10_game_menu(c, base_cmd.item_id, std::move(password));
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break;
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case MenuID::QUEST_CATEGORIES_EP1_EP3_EP4:
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case MenuID::QUEST_CATEGORIES_EP2:
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@@ -5345,7 +5352,7 @@ static asio::awaitable<void> on_C1_PC(shared_ptr<Client> c, Channel::Message& ms
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}
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auto game = create_game_generic(s, c, cmd.name.decode(c->language()), cmd.password.decode(c->language()), Episode::EP1, mode, cmd.difficulty, true);
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if (game) {
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dispatch_gc_v3_exp_patch_for_lobby(c, game);
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co_await dispatch_gc_v3_exp_patch_for_lobby(c, game);
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s->change_client_lobby(c, game);
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c->set_flag(Client::Flag::LOADING);
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c->log.info_f("LOADING flag set");
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@@ -5428,7 +5435,7 @@ static asio::awaitable<void> on_0C_C1_E7_EC(shared_ptr<Client> c, Channel::Messa
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}
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if (game) {
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dispatch_gc_v3_exp_patch_for_lobby(c, game);
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co_await dispatch_gc_v3_exp_patch_for_lobby(c, game);
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s->change_client_lobby(c, game);
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c->set_flag(Client::Flag::LOADING);
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c->log.info_f("LOADING flag set");
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@@ -5485,7 +5492,7 @@ static asio::awaitable<void> on_C1_BB(shared_ptr<Client> c, Channel::Message& ms
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auto game = create_game_generic(s, c, cmd.name.decode(c->language()), cmd.password.decode(c->language()), episode, mode, cmd.difficulty);
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if (game) {
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dispatch_gc_v3_exp_patch_for_lobby(c, game);
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co_await dispatch_gc_v3_exp_patch_for_lobby(c, game);
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s->change_client_lobby(c, game);
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c->set_flag(Client::Flag::LOADING);
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c->log.info_f("LOADING flag set");
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