remove player from game on 98 command, not 84 command
This commit is contained in:
+18
-5
@@ -12,11 +12,24 @@ using namespace std;
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Lobby::Lobby() : lobby_id(0), min_level(0), max_level(0xFFFFFFFF),
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next_game_item_id(0x00810000), version(GameVersion::GC), section_id(0),
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episode(1), difficulty(0), mode(0), rare_seed(random_object<uint32_t>()),
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event(0), block(0), type(0), leader_id(0), max_clients(12), flags(0) {
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Lobby::Lobby(uint32_t id)
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: log(string_printf("[Lobby/%" PRIX32 "] ", id), lobby_log.min_level),
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lobby_id(id),
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min_level(0),
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max_level(0xFFFFFFFF),
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next_game_item_id(0x00810000),
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version(GameVersion::GC),
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section_id(0),
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episode(1),
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difficulty(0),
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mode(0),
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rare_seed(random_object<uint32_t>()),
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event(0),
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block(0),
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type(0),
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leader_id(0),
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max_clients(12),
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flags(0) {
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for (size_t x = 0; x < 12; x++) {
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this->next_item_id[x] = 0x00010000 + 0x00200000 * x;
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}
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+74
-56
@@ -950,7 +950,9 @@ void process_menu_selection(shared_ptr<ServerState> s, shared_ptr<Client> c,
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}
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}
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s->change_client_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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c->flags |= Client::Flag::LOADING;
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break;
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}
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@@ -1110,20 +1112,37 @@ void process_change_lobby(shared_ptr<ServerState> s, shared_ptr<Client> c,
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return;
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}
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shared_ptr<Lobby> new_lobby;
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try {
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new_lobby = s->find_lobby(cmd.item_id);
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} catch (const out_of_range&) {
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send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby does not\nexist.");
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return;
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}
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// If the client isn't in any lobby, then they just left a game. Ignore their
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// selection and add them to any lobby with room. If they're already in a
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// lobby, then they used the lobby teleporter - add them to a specific lobby.
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if (c->lobby_id == 0) {
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shared_ptr<Lobby> new_lobby;
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try {
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new_lobby = s->find_lobby(cmd.item_id);
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} catch (const out_of_range&) { }
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if ((new_lobby->flags & Lobby::Flag::EPISODE_3_ONLY) && !(c->flags & Client::Flag::EPISODE_3)) {
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send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby is for\nEpisode 3 only.");
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return;
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}
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s->add_client_to_available_lobby(c, new_lobby);
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s->change_client_lobby(c, new_lobby);
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// If the client already is in a lobby, then they're using the lobby
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// teleporter; add them to the lobby they requested or send a failure message.
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} else {
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shared_ptr<Lobby> new_lobby;
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try {
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new_lobby = s->find_lobby(cmd.item_id);
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} catch (const out_of_range&) {
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send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby does not\nexist.");
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return;
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}
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if ((new_lobby->flags & Lobby::Flag::EPISODE_3_ONLY) && !(c->flags & Client::Flag::EPISODE_3)) {
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send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby is for\nEpisode 3 only.");
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return;
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}
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if (!s->change_client_lobby(c, new_lobby)) {
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send_lobby_message_box(c, u"$C6Can\'t change lobby\n\n$C7The lobby is full.");
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}
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}
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}
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void process_game_list_request(shared_ptr<ServerState> s, shared_ptr<Client> c,
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@@ -1377,38 +1396,46 @@ void process_player_data(shared_ptr<ServerState> s, shared_ptr<Client> c,
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c->channel.name = remove_language_marker(encode_sjis(player->disp.name));
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}
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if (command == 0x61 && !c->pending_bb_save_username.empty()) {
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string prev_bb_username = c->game_data.bb_username;
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size_t prev_bb_player_index = c->game_data.bb_player_index;
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// 98 should only be sent when leaving a game, and we should leave the client
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// in no lobby (they will send an 84 soon afterward to choose a lobby).
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if (command == 0x98) {
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s->remove_client_from_lobby(c);
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c->game_data.bb_username = c->pending_bb_save_username;
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c->game_data.bb_player_index = c->pending_bb_save_player_index;
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} else if (command == 0x61) {
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if (!c->pending_bb_save_username.empty()) {
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string prev_bb_username = c->game_data.bb_username;
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size_t prev_bb_player_index = c->game_data.bb_player_index;
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bool failure = false;
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try {
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c->game_data.save_player_data();
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} catch (const exception& e) {
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u16string buffer = u"$C6PSOBB player data could\nnot be saved:\n" + decode_sjis(e.what());
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send_text_message(c, buffer.c_str());
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failure = true;
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c->game_data.bb_username = c->pending_bb_save_username;
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c->game_data.bb_player_index = c->pending_bb_save_player_index;
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bool failure = false;
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try {
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c->game_data.save_player_data();
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} catch (const exception& e) {
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u16string buffer = u"$C6PSOBB player data could\nnot be saved:\n" + decode_sjis(e.what());
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send_text_message(c, buffer.c_str());
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failure = true;
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}
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if (!failure) {
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send_text_message_printf(c,
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"$C6BB player data saved\nas player %hhu for user\n%s",
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static_cast<uint8_t>(c->pending_bb_save_player_index + 1),
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c->pending_bb_save_username.c_str());
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}
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c->game_data.bb_username = prev_bb_username;
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c->game_data.bb_player_index = prev_bb_player_index;
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c->pending_bb_save_username.clear();
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}
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if (!failure) {
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send_text_message_printf(c,
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"$C6BB player data saved\nas player %hhu for user\n%s",
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static_cast<uint8_t>(c->pending_bb_save_player_index + 1),
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c->pending_bb_save_username.c_str());
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// We use 61 during the lobby server init sequence to trigger joining an
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// available lobby
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if (!c->lobby_id && (c->server_behavior == ServerBehavior::LOBBY_SERVER)) {
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s->add_client_to_available_lobby(c);
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}
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c->game_data.bb_username = prev_bb_username;
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c->game_data.bb_player_index = prev_bb_player_index;
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c->pending_bb_save_username.clear();
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}
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// if the client isn't in a lobby, add them to an available lobby
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if (!c->lobby_id && (c->server_behavior == ServerBehavior::LOBBY_SERVER)) {
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s->add_client_to_available_lobby(c);
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}
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}
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@@ -1809,7 +1836,7 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
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bool item_tracking_enabled = (c->version == GameVersion::BB) | s->item_tracking_enabled;
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shared_ptr<Lobby> game(new Lobby());
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shared_ptr<Lobby> game = s->create_lobby();
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game->name = name;
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game->password = password;
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game->version = c->version;
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@@ -1896,6 +1923,9 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
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}
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}
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s->change_client_lobby(c, game);
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c->flags |= Client::Flag::LOADING;
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return game;
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}
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@@ -1903,12 +1933,8 @@ void process_create_game_pc(shared_ptr<ServerState> s, shared_ptr<Client> c,
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uint16_t, uint32_t, const string& data) { // C1
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const auto& cmd = check_size_t<C_CreateGame_PC_C1>(data);
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auto game = create_game_generic(s, c, cmd.name, cmd.password, 1,
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create_game_generic(s, c, cmd.name, cmd.password, 1,
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cmd.difficulty, cmd.battle_mode, cmd.challenge_mode, 0);
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s->add_lobby(game);
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s->change_client_lobby(c, game);
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c->flags |= Client::Flag::LOADING;
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}
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void process_create_game_dc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
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@@ -1932,24 +1958,16 @@ void process_create_game_dc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
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u16string name = decode_sjis(cmd.name);
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u16string password = decode_sjis(cmd.password);
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auto game = create_game_generic(s, c, name.c_str(), password.c_str(),
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create_game_generic(s, c, name.c_str(), password.c_str(),
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episode, cmd.difficulty, cmd.battle_mode, cmd.challenge_mode, 0);
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s->add_lobby(game);
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s->change_client_lobby(c, game);
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c->flags |= Client::Flag::LOADING;
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}
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void process_create_game_bb(shared_ptr<ServerState> s, shared_ptr<Client> c,
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uint16_t, uint32_t, const string& data) { // C1
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const auto& cmd = check_size_t<C_CreateGame_BB_C1>(data);
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auto game = create_game_generic(s, c, cmd.name, cmd.password, cmd.episode,
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create_game_generic(s, c, cmd.name, cmd.password, cmd.episode,
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cmd.difficulty, cmd.battle_mode, cmd.challenge_mode, cmd.solo_mode);
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s->add_lobby(game);
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s->change_client_lobby(c, game);
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c->flags |= Client::Flag::LOADING;
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}
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void process_lobby_name_request(shared_ptr<ServerState> s, shared_ptr<Client> c,
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+34
-19
@@ -29,14 +29,13 @@ ServerState::ServerState()
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auto lobby_name = decode_sjis(string_printf("LOBBY%zu", x + 1));
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bool is_ep3_only = (x > 14);
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shared_ptr<Lobby> l(new Lobby());
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shared_ptr<Lobby> l = this->create_lobby();
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l->flags |= Lobby::Flag::PUBLIC | Lobby::Flag::DEFAULT | Lobby::Flag::PERSISTENT |
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(is_ep3_only ? Lobby::Flag::EPISODE_3_ONLY : 0);
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l->block = x + 1;
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l->type = x;
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l->name = lobby_name;
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l->max_clients = 12;
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this->add_lobby(l);
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if (!is_ep3_only) {
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this->public_lobby_search_order.emplace_back(l);
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@@ -52,20 +51,30 @@ ServerState::ServerState()
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ep3_only_lobbies.end());
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}
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void ServerState::add_client_to_available_lobby(shared_ptr<Client> c) {
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const auto& search_order = (c->flags & Client::Flag::EPISODE_3)
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? this->public_lobby_search_order_ep3
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: this->public_lobby_search_order;
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void ServerState::add_client_to_available_lobby(
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shared_ptr<Client> c, shared_ptr<Lobby> preferred_lobby) {
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shared_ptr<Lobby> added_to_lobby;
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for (const auto& l : search_order) {
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if (preferred_lobby) {
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try {
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l->add_client(c);
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added_to_lobby = l;
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break;
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preferred_lobby->add_client(c);
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added_to_lobby = preferred_lobby;
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} catch (const out_of_range&) { }
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}
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if (!added_to_lobby.get()) {
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const auto& search_order = (c->flags & Client::Flag::EPISODE_3)
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? this->public_lobby_search_order_ep3
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: this->public_lobby_search_order;
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for (const auto& l : search_order) {
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try {
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l->add_client(c);
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added_to_lobby = l;
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break;
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} catch (const out_of_range&) { }
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}
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}
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if (!added_to_lobby) {
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// TODO: Add the user to a dynamically-created private lobby instead
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throw out_of_range("all lobbies full");
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@@ -85,7 +94,7 @@ void ServerState::remove_client_from_lobby(shared_ptr<Client> c) {
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}
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}
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void ServerState::change_client_lobby(shared_ptr<Client> c, shared_ptr<Lobby> new_lobby) {
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bool ServerState::change_client_lobby(shared_ptr<Client> c, shared_ptr<Lobby> new_lobby) {
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uint8_t old_lobby_client_id = c->lobby_client_id;
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shared_ptr<Lobby> current_lobby = this->find_lobby(c->lobby_id);
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@@ -96,8 +105,7 @@ void ServerState::change_client_lobby(shared_ptr<Client> c, shared_ptr<Lobby> ne
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new_lobby->add_client(c);
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}
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} catch (const out_of_range&) {
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send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby is full.");
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return;
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return false;
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}
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if (current_lobby) {
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@@ -108,6 +116,7 @@ void ServerState::change_client_lobby(shared_ptr<Client> c, shared_ptr<Lobby> ne
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}
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}
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this->send_lobby_join_notifications(new_lobby, c);
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return true;
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}
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void ServerState::send_lobby_join_notifications(shared_ptr<Lobby> l,
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@@ -135,16 +144,22 @@ vector<shared_ptr<Lobby>> ServerState::all_lobbies() {
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return ret;
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}
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void ServerState::add_lobby(shared_ptr<Lobby> l) {
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l->lobby_id = this->next_lobby_id++;
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if (this->id_to_lobby.count(l->lobby_id)) {
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shared_ptr<Lobby> ServerState::create_lobby() {
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shared_ptr<Lobby> l(new Lobby(this->next_lobby_id++));
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if (!this->id_to_lobby.emplace(l->lobby_id, l).second) {
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throw logic_error("lobby already exists with the given id");
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}
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this->id_to_lobby.emplace(l->lobby_id, l);
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l->log.info("Created lobby");
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return l;
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}
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void ServerState::remove_lobby(uint32_t lobby_id) {
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this->id_to_lobby.erase(lobby_id);
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auto lobby_it = this->id_to_lobby.find(lobby_id);
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if (lobby_it == this->id_to_lobby.end()) {
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throw logic_error("attempted to remove nonexistent lobby");
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}
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lobby_it->second->log.info("Deleted lobby");
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this->id_to_lobby.erase(lobby_it);
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}
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shared_ptr<Client> ServerState::find_client(const std::u16string* identifier,
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+7
-3
@@ -74,6 +74,9 @@ struct ServerState {
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std::map<int64_t, std::shared_ptr<Lobby>> id_to_lobby;
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std::vector<std::shared_ptr<Lobby>> public_lobby_search_order;
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std::vector<std::shared_ptr<Lobby>> public_lobby_search_order_ep3;
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// TODO: Use a free-list instead of an incrementer to prevent wrap-around
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// behavioral bugs. This... will probably never be an issue for anyone, but we
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// technically should handle it.
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std::atomic<int32_t> next_lobby_id;
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uint8_t pre_lobby_event;
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int32_t ep3_menu_song;
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@@ -87,9 +90,10 @@ struct ServerState {
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ServerState();
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void add_client_to_available_lobby(std::shared_ptr<Client> c);
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void add_client_to_available_lobby(std::shared_ptr<Client> c,
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std::shared_ptr<Lobby> preferred_lobby = nullptr);
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void remove_client_from_lobby(std::shared_ptr<Client> c);
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void change_client_lobby(std::shared_ptr<Client> c,
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bool change_client_lobby(std::shared_ptr<Client> c,
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std::shared_ptr<Lobby> new_lobby);
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void send_lobby_join_notifications(std::shared_ptr<Lobby> l,
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@@ -98,7 +102,7 @@ struct ServerState {
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std::shared_ptr<Lobby> find_lobby(uint32_t lobby_id);
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std::vector<std::shared_ptr<Lobby>> all_lobbies();
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void add_lobby(std::shared_ptr<Lobby> l);
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std::shared_ptr<Lobby> create_lobby();
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void remove_lobby(uint32_t lobby_id);
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std::shared_ptr<Client> find_client(
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