remove player from game on 98 command, not 84 command

This commit is contained in:
Martin Michelsen
2022-06-26 22:54:44 -07:00
parent 38ca60bcbe
commit a81df27bc9
4 changed files with 133 additions and 83 deletions
+74 -56
View File
@@ -950,7 +950,9 @@ void process_menu_selection(shared_ptr<ServerState> s, shared_ptr<Client> c,
}
}
s->change_client_lobby(c, game);
if (!s->change_client_lobby(c, game)) {
throw logic_error("client cannot join game after all preconditions satisfied");
}
c->flags |= Client::Flag::LOADING;
break;
}
@@ -1110,20 +1112,37 @@ void process_change_lobby(shared_ptr<ServerState> s, shared_ptr<Client> c,
return;
}
shared_ptr<Lobby> new_lobby;
try {
new_lobby = s->find_lobby(cmd.item_id);
} catch (const out_of_range&) {
send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby does not\nexist.");
return;
}
// If the client isn't in any lobby, then they just left a game. Ignore their
// selection and add them to any lobby with room. If they're already in a
// lobby, then they used the lobby teleporter - add them to a specific lobby.
if (c->lobby_id == 0) {
shared_ptr<Lobby> new_lobby;
try {
new_lobby = s->find_lobby(cmd.item_id);
} catch (const out_of_range&) { }
if ((new_lobby->flags & Lobby::Flag::EPISODE_3_ONLY) && !(c->flags & Client::Flag::EPISODE_3)) {
send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby is for\nEpisode 3 only.");
return;
}
s->add_client_to_available_lobby(c, new_lobby);
s->change_client_lobby(c, new_lobby);
// If the client already is in a lobby, then they're using the lobby
// teleporter; add them to the lobby they requested or send a failure message.
} else {
shared_ptr<Lobby> new_lobby;
try {
new_lobby = s->find_lobby(cmd.item_id);
} catch (const out_of_range&) {
send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby does not\nexist.");
return;
}
if ((new_lobby->flags & Lobby::Flag::EPISODE_3_ONLY) && !(c->flags & Client::Flag::EPISODE_3)) {
send_lobby_message_box(c, u"$C6Can't change lobby\n\n$C7The lobby is for\nEpisode 3 only.");
return;
}
if (!s->change_client_lobby(c, new_lobby)) {
send_lobby_message_box(c, u"$C6Can\'t change lobby\n\n$C7The lobby is full.");
}
}
}
void process_game_list_request(shared_ptr<ServerState> s, shared_ptr<Client> c,
@@ -1377,38 +1396,46 @@ void process_player_data(shared_ptr<ServerState> s, shared_ptr<Client> c,
c->channel.name = remove_language_marker(encode_sjis(player->disp.name));
}
if (command == 0x61 && !c->pending_bb_save_username.empty()) {
string prev_bb_username = c->game_data.bb_username;
size_t prev_bb_player_index = c->game_data.bb_player_index;
// 98 should only be sent when leaving a game, and we should leave the client
// in no lobby (they will send an 84 soon afterward to choose a lobby).
if (command == 0x98) {
s->remove_client_from_lobby(c);
c->game_data.bb_username = c->pending_bb_save_username;
c->game_data.bb_player_index = c->pending_bb_save_player_index;
} else if (command == 0x61) {
if (!c->pending_bb_save_username.empty()) {
string prev_bb_username = c->game_data.bb_username;
size_t prev_bb_player_index = c->game_data.bb_player_index;
bool failure = false;
try {
c->game_data.save_player_data();
} catch (const exception& e) {
u16string buffer = u"$C6PSOBB player data could\nnot be saved:\n" + decode_sjis(e.what());
send_text_message(c, buffer.c_str());
failure = true;
c->game_data.bb_username = c->pending_bb_save_username;
c->game_data.bb_player_index = c->pending_bb_save_player_index;
bool failure = false;
try {
c->game_data.save_player_data();
} catch (const exception& e) {
u16string buffer = u"$C6PSOBB player data could\nnot be saved:\n" + decode_sjis(e.what());
send_text_message(c, buffer.c_str());
failure = true;
}
if (!failure) {
send_text_message_printf(c,
"$C6BB player data saved\nas player %hhu for user\n%s",
static_cast<uint8_t>(c->pending_bb_save_player_index + 1),
c->pending_bb_save_username.c_str());
}
c->game_data.bb_username = prev_bb_username;
c->game_data.bb_player_index = prev_bb_player_index;
c->pending_bb_save_username.clear();
}
if (!failure) {
send_text_message_printf(c,
"$C6BB player data saved\nas player %hhu for user\n%s",
static_cast<uint8_t>(c->pending_bb_save_player_index + 1),
c->pending_bb_save_username.c_str());
// We use 61 during the lobby server init sequence to trigger joining an
// available lobby
if (!c->lobby_id && (c->server_behavior == ServerBehavior::LOBBY_SERVER)) {
s->add_client_to_available_lobby(c);
}
c->game_data.bb_username = prev_bb_username;
c->game_data.bb_player_index = prev_bb_player_index;
c->pending_bb_save_username.clear();
}
// if the client isn't in a lobby, add them to an available lobby
if (!c->lobby_id && (c->server_behavior == ServerBehavior::LOBBY_SERVER)) {
s->add_client_to_available_lobby(c);
}
}
@@ -1809,7 +1836,7 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
bool item_tracking_enabled = (c->version == GameVersion::BB) | s->item_tracking_enabled;
shared_ptr<Lobby> game(new Lobby());
shared_ptr<Lobby> game = s->create_lobby();
game->name = name;
game->password = password;
game->version = c->version;
@@ -1896,6 +1923,9 @@ shared_ptr<Lobby> create_game_generic(shared_ptr<ServerState> s,
}
}
s->change_client_lobby(c, game);
c->flags |= Client::Flag::LOADING;
return game;
}
@@ -1903,12 +1933,8 @@ void process_create_game_pc(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) { // C1
const auto& cmd = check_size_t<C_CreateGame_PC_C1>(data);
auto game = create_game_generic(s, c, cmd.name, cmd.password, 1,
create_game_generic(s, c, cmd.name, cmd.password, 1,
cmd.difficulty, cmd.battle_mode, cmd.challenge_mode, 0);
s->add_lobby(game);
s->change_client_lobby(c, game);
c->flags |= Client::Flag::LOADING;
}
void process_create_game_dc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
@@ -1932,24 +1958,16 @@ void process_create_game_dc_gc(shared_ptr<ServerState> s, shared_ptr<Client> c,
u16string name = decode_sjis(cmd.name);
u16string password = decode_sjis(cmd.password);
auto game = create_game_generic(s, c, name.c_str(), password.c_str(),
create_game_generic(s, c, name.c_str(), password.c_str(),
episode, cmd.difficulty, cmd.battle_mode, cmd.challenge_mode, 0);
s->add_lobby(game);
s->change_client_lobby(c, game);
c->flags |= Client::Flag::LOADING;
}
void process_create_game_bb(shared_ptr<ServerState> s, shared_ptr<Client> c,
uint16_t, uint32_t, const string& data) { // C1
const auto& cmd = check_size_t<C_CreateGame_BB_C1>(data);
auto game = create_game_generic(s, c, cmd.name, cmd.password, cmd.episode,
create_game_generic(s, c, cmd.name, cmd.password, cmd.episode,
cmd.difficulty, cmd.battle_mode, cmd.challenge_mode, cmd.solo_mode);
s->add_lobby(game);
s->change_client_lobby(c, game);
c->flags |= Client::Flag::LOADING;
}
void process_lobby_name_request(shared_ptr<ServerState> s, shared_ptr<Client> c,