add $quest command for debugging

This commit is contained in:
Martin Michelsen
2023-11-11 23:58:42 -08:00
parent 3e735fcea4
commit cce42c4165
3 changed files with 94 additions and 67 deletions
+13
View File
@@ -257,6 +257,18 @@ static void server_command_debug(shared_ptr<Client> c, const std::string&) {
send_text_message_printf(c, "Debug %s", (c->config.check_flag(Client::Flag::DEBUG_ENABLED) ? "enabled" : "disabled"));
}
static void server_command_quest(shared_ptr<Client> c, const std::string& args) {
if (!c->config.check_flag(Client::Flag::DEBUG_ENABLED)) {
send_text_message(c, "$C6This command can only\nbe run in debug mode\n(run %sdebug first)");
return;
}
auto s = c->require_server_state();
auto l = c->require_lobby();
auto q = s->quest_index_for_client(c)->get(stoul(args));
set_lobby_quest(c->require_lobby(), q);
}
static void server_command_show_material_counts(shared_ptr<Client> c, const std::string&) {
auto p = c->game_data.player();
if ((c->version() == GameVersion::DC) || (c->version() == GameVersion::PC)) {
@@ -1611,6 +1623,7 @@ static const unordered_map<string, ChatCommandDefinition> chat_commands({
{"$persist", {server_command_persist, nullptr}},
{"$ping", {server_command_ping, nullptr}},
{"$playrec", {server_command_playrec, nullptr}},
{"$quest", {server_command_quest, nullptr}},
{"$rand", {server_command_rand, proxy_command_rand}},
{"$saverec", {server_command_saverec, nullptr}},
{"$sc", {server_command_send_client, proxy_command_send_client}},
+80 -67
View File
@@ -1812,6 +1812,85 @@ static void on_09(shared_ptr<Client> c, uint16_t, uint32_t, string& data) {
}
}
void set_lobby_quest(shared_ptr<Lobby> l, shared_ptr<const Quest> q) {
if (!l->is_game()) {
throw logic_error("non-game lobby cannot accept a quest");
}
if (l->quest) {
throw runtime_error("lobby already has an assigned quest");
}
auto s = l->require_server_state();
if (q->joinable) {
l->set_flag(Lobby::Flag::JOINABLE_QUEST_IN_PROGRESS);
} else {
l->set_flag(Lobby::Flag::QUEST_IN_PROGRESS);
}
l->quest = q;
l->episode = q->episode;
if (l->item_creator) {
l->item_creator->clear_destroyed_entities();
if (q->battle_rules) {
l->item_creator->set_restrictions(q->battle_rules);
}
}
for (size_t client_id = 0; client_id < l->max_clients; client_id++) {
auto lc = l->clients[client_id];
if (!lc) {
continue;
}
auto vq = q->version(lc->quest_version(), lc->language());
if (!vq) {
send_lobby_message_box(lc, "$C6Quest does not exist\nfor this game version.");
lc->should_disconnect = true;
break;
}
if (vq->battle_rules) {
lc->game_data.create_battle_overlay(vq->battle_rules, s->level_table);
lc->log.info("Created battle overlay");
} else if (vq->challenge_template_index >= 0) {
lc->game_data.create_challenge_overlay(lc->version(), vq->challenge_template_index, s->level_table);
lc->log.info("Created challenge overlay");
}
// If an overlay was created, item IDs need to be assigned
if (lc->game_data.has_overlay()) {
auto overlay = lc->game_data.player();
for (size_t z = 0; z < overlay->inventory.num_items; z++) {
overlay->inventory.items[z].data.id = l->generate_item_id(client_id);
}
lc->log.info("Assigned overlay item IDs");
lc->game_data.player()->print_inventory(stderr, lc->version(), s->item_name_index);
}
string bin_filename = vq->bin_filename();
string dat_filename = vq->dat_filename();
string xb_filename = vq->xb_filename();
send_open_quest_file(lc, bin_filename, bin_filename, xb_filename, vq->quest_number, QuestFileType::ONLINE, vq->bin_contents);
send_open_quest_file(lc, dat_filename, dat_filename, xb_filename, vq->quest_number, QuestFileType::ONLINE, vq->dat_contents);
// There is no such thing as command AC on PSO V1 and V2 - quests just
// start immediately when they're done downloading. (This is also the
// case on V3 Trial Edition.) There are also no chunk acknowledgements
// (C->S 13 commands) like there are on GC. So, for pre-V3 clients, we
// can just not set the loading flag, since we never need to
// check/clear it later.
if ((lc->version() != GameVersion::DC) &&
(lc->version() != GameVersion::PC) &&
!lc->config.check_flag(Client::Flag::IS_GC_TRIAL_EDITION)) {
lc->config.set_flag(Client::Flag::LOADING_QUEST);
lc->disconnect_hooks.emplace(QUEST_BARRIER_DISCONNECT_HOOK_NAME, [l]() -> void {
send_quest_barrier_if_all_clients_ready(l);
});
}
}
}
static void on_10(shared_ptr<Client> c, uint16_t, uint32_t, string& data) {
bool uses_unicode = ((c->version() == GameVersion::PC) || (c->version() == GameVersion::BB));
@@ -2192,73 +2271,7 @@ static void on_10(shared_ptr<Client> c, uint16_t, uint32_t, string& data) {
send_lobby_message_box(c, "$C6A quest is already\nin progress.");
break;
}
if (q->joinable) {
l->set_flag(Lobby::Flag::JOINABLE_QUEST_IN_PROGRESS);
} else {
l->set_flag(Lobby::Flag::QUEST_IN_PROGRESS);
}
l->quest = q;
l->episode = q->episode;
if (l->item_creator) {
l->item_creator->clear_destroyed_entities();
if (q->battle_rules) {
l->item_creator->set_restrictions(q->battle_rules);
}
}
for (size_t client_id = 0; client_id < l->max_clients; client_id++) {
auto lc = l->clients[client_id];
if (!lc) {
continue;
}
auto vq = q->version(lc->quest_version(), lc->language());
if (!vq) {
send_lobby_message_box(lc, "$C6Quest does not exist\nfor this game version.");
lc->should_disconnect = true;
break;
}
if (vq->battle_rules) {
lc->game_data.create_battle_overlay(vq->battle_rules, s->level_table);
lc->log.info("Created battle overlay");
} else if (vq->challenge_template_index >= 0) {
lc->game_data.create_challenge_overlay(lc->version(), vq->challenge_template_index, s->level_table);
lc->log.info("Created challenge overlay");
}
// If an overlay was created, item IDs need to be assigned
if (lc->game_data.has_overlay()) {
auto overlay = lc->game_data.player();
for (size_t z = 0; z < overlay->inventory.num_items; z++) {
overlay->inventory.items[z].data.id = l->generate_item_id(client_id);
}
lc->log.info("Assigned overlay item IDs");
lc->game_data.player()->print_inventory(stderr, c->version(), s->item_name_index);
}
string bin_filename = vq->bin_filename();
string dat_filename = vq->dat_filename();
string xb_filename = vq->xb_filename();
send_open_quest_file(lc, bin_filename, bin_filename, xb_filename, vq->quest_number, QuestFileType::ONLINE, vq->bin_contents);
send_open_quest_file(lc, dat_filename, dat_filename, xb_filename, vq->quest_number, QuestFileType::ONLINE, vq->dat_contents);
// There is no such thing as command AC on PSO V1 and V2 - quests just
// start immediately when they're done downloading. (This is also the
// case on V3 Trial Edition.) There are also no chunk acknowledgements
// (C->S 13 commands) like there are on GC. So, for pre-V3 clients, we
// can just not set the loading flag, since we never need to
// check/clear it later.
if ((lc->version() != GameVersion::DC) &&
(lc->version() != GameVersion::PC) &&
!lc->config.check_flag(Client::Flag::IS_GC_TRIAL_EDITION)) {
lc->config.set_flag(Client::Flag::LOADING_QUEST);
lc->disconnect_hooks.emplace(QUEST_BARRIER_DISCONNECT_HOOK_NAME, [l]() -> void {
send_quest_barrier_if_all_clients_ready(l);
});
}
}
set_lobby_quest(l, q);
} else {
auto vq = q->version(c->quest_version(), c->language());
+1
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@@ -15,6 +15,7 @@ std::shared_ptr<Lobby> create_game_generic(
bool allow_v1 = false,
std::shared_ptr<Lobby> watched_lobby = nullptr,
std::shared_ptr<Episode3::BattleRecordPlayer> battle_player = nullptr);
void set_lobby_quest(std::shared_ptr<Lobby> l, std::shared_ptr<const Quest> q);
void on_connect(std::shared_ptr<Client> c);
void on_disconnect(std::shared_ptr<Client> c);