Files
psopeeps-newserv/src/Lobby.cc
T
2026-06-14 09:27:55 -07:00

868 lines
29 KiB
C++

#include "Lobby.hh"
#include <string.h>
#include <phosg/Random.hh>
#include "Compression.hh"
#include "Loggers.hh"
#include "SendCommands.hh"
#include "ServerState.hh"
#include "Text.hh"
bool Lobby::FloorItem::visible_to_client(uint8_t client_id) const {
return this->flags & (1 << client_id);
}
Lobby::FloorItemManager::FloorItemManager(uint32_t lobby_id, uint8_t floor)
: log(std::format("[Lobby:{:08X}:FloorItems:{:02X}] ", lobby_id, floor), lobby_log.min_level),
next_drop_number(0) {}
bool Lobby::FloorItemManager::exists(uint32_t item_id) const {
return this->items.count(item_id);
}
std::shared_ptr<Lobby::FloorItem> Lobby::FloorItemManager::find(uint32_t item_id) const {
return this->items.at(item_id);
}
void Lobby::FloorItemManager::add(
const ItemData& item,
const VectorXZF& pos,
std::shared_ptr<const MapState::ObjectState> from_obj,
std::shared_ptr<const MapState::EnemyState> from_ene,
uint16_t flags) {
auto fi = std::make_shared<FloorItem>();
fi->data = item;
fi->pos = pos;
fi->drop_number = this->next_drop_number++;
fi->from_obj = from_obj;
fi->from_ene = from_ene;
fi->flags = flags;
this->add(fi);
}
void Lobby::FloorItemManager::add(std::shared_ptr<Lobby::FloorItem> fi) {
if (fi->flags == 0) {
throw std::logic_error("floor item is not visible to any player");
}
auto emplace_ret = this->items.emplace(fi->data.id, fi);
if (!emplace_ret.second) {
throw std::runtime_error("floor item already exists with the same ID");
}
for (size_t z = 0; z < 12; z++) {
if (fi->visible_to_client(z)) {
this->queue_for_client[z].emplace(fi->drop_number, fi);
}
}
this->log.info_f("Added floor item {:08X} at {:g}, {:g} with drop number {} with flags {:03X}",
fi->data.id, fi->pos.x, fi->pos.z, fi->drop_number, fi->flags);
}
std::shared_ptr<Lobby::FloorItem> Lobby::FloorItemManager::remove(uint32_t item_id, uint8_t client_id) {
auto item_it = this->items.find(item_id);
if (item_it == this->items.end()) {
throw std::out_of_range("item not present");
}
auto fi = item_it->second;
if ((client_id != 0xFF) && !fi->visible_to_client(client_id)) {
throw std::runtime_error("client does not have access to item");
}
for (size_t z = 0; z < 12; z++) {
if (fi->visible_to_client(z) && !this->queue_for_client[z].erase(fi->drop_number)) {
throw std::logic_error("item queue for client is inconsistent");
}
}
this->items.erase(item_it);
this->log.info_f("Removed floor item {:08X} at {:g}, {:g} with drop number {} with flags {:03X}",
fi->data.id, fi->pos.x, fi->pos.z, fi->drop_number, fi->flags);
return fi;
}
std::unordered_set<std::shared_ptr<Lobby::FloorItem>> Lobby::FloorItemManager::evict() {
std::unordered_set<std::shared_ptr<FloorItem>> ret;
for (size_t z = 0; z < 12; z++) {
while (this->queue_for_client[z].size() > 48) {
ret.emplace(this->remove(this->queue_for_client[z].begin()->second->data.id, 0xFF));
}
}
this->log.info_f("Evicted {} items", ret.size());
return ret;
}
void Lobby::FloorItemManager::clear_inaccessible(uint16_t remaining_clients_mask) {
std::unordered_set<uint32_t> item_ids_to_delete;
for (const auto& it : this->items) {
if ((it.second->flags & remaining_clients_mask) == 0) {
item_ids_to_delete.emplace(it.first);
}
}
for (uint32_t item_id : item_ids_to_delete) {
this->remove(item_id, 0xFF);
}
this->log.info_f("Deleted {} inaccessible items", item_ids_to_delete.size());
}
void Lobby::FloorItemManager::clear_private() {
std::unordered_set<uint32_t> item_ids_to_delete;
for (const auto& it : this->items) {
if ((it.second->flags & 0x00F) != 0x00F) {
item_ids_to_delete.emplace(it.first);
}
}
for (uint32_t item_id : item_ids_to_delete) {
this->remove(item_id, 0xFF);
}
this->log.info_f("Deleted {} private items", item_ids_to_delete.size());
}
void Lobby::FloorItemManager::clear() {
size_t num_items = this->items.size();
this->items.clear();
for (auto& queue : this->queue_for_client) {
queue.clear();
}
this->next_drop_number = 0;
this->log.info_f("Deleted {} items", num_items);
}
uint32_t Lobby::FloorItemManager::reassign_all_item_ids(uint32_t next_item_id) {
std::map<uint32_t, std::shared_ptr<FloorItem>> old_items;
old_items.swap(this->items);
for (auto& queue : this->queue_for_client) {
queue.clear();
}
for (auto& it : old_items) {
it.second->data.id = next_item_id++;
this->add(it.second);
}
return next_item_id;
}
Lobby::Lobby(std::shared_ptr<ServerState> s, uint32_t id, bool is_game)
: server_state(s),
log(std::format("[{}:{:X}] ", is_game ? "Game" : "Lobby", id), lobby_log.min_level),
creation_time(phosg::now()),
lobby_id(id),
random_seed(phosg::random_object<uint32_t>()),
rand_crypt(std::make_shared<DisabledRandomGenerator>()),
drop_mode(ServerDropMode::CLIENT),
idle_timeout_timer(*s->io_context) {
this->log.info_f("Created");
if (is_game) {
this->set_flag(Flag::GAME);
}
this->reset_next_item_ids();
}
Lobby::~Lobby() {
this->log.info_f("Deleted");
}
void Lobby::reset_next_item_ids() {
uint32_t base_item_id = this->is_game() ? 0x00010000 : 0x10010000;
for (size_t x = 0; x < 12; x++) {
this->next_item_id_for_client[x] = base_item_id + 0x00200000 * x;
}
this->next_game_item_id = 0xCC000000;
}
uint8_t Lobby::area_for_floor(Version version, uint8_t floor) const {
if (this->quest) {
return this->quest->meta.floor_assignments.at(floor).area;
}
auto sdt = this->require_server_state()->data->set_data_table(version, this->episode, this->mode, this->difficulty);
return sdt->default_floor_to_area(this->episode).at(floor);
}
std::shared_ptr<ServerState> Lobby::require_server_state() const {
auto s = this->server_state.lock();
if (!s) {
throw std::logic_error("server is deleted");
}
return s;
}
std::shared_ptr<Lobby::ChallengeParameters> Lobby::require_challenge_params() const {
if (!this->challenge_params) {
throw std::runtime_error("challenge params are missing");
}
return this->challenge_params;
}
void Lobby::create_item_creator(Version logic_version) {
if (!this->is_game() || this->episode == Episode::EP3) {
this->item_creator.reset();
return;
}
auto s = this->require_server_state();
if (logic_version == Version::UNKNOWN) {
auto leader_c = this->clients[this->leader_id];
logic_version = leader_c ? leader_c->version() : Version::BB_V4;
}
std::shared_ptr<RandomGenerator> rand_crypt;
if (s->use_psov2_rand_crypt) {
rand_crypt = std::make_shared<PSOV2Encryption>(this->rand_crypt->seed());
} else {
rand_crypt = std::make_shared<MT19937Generator>(this->rand_crypt->seed());
}
uint8_t effective_section_id = this->effective_section_id();
if (effective_section_id >= 10) {
effective_section_id = 0x00;
}
this->item_creator = std::make_shared<ItemCreator>(
s->data->common_item_set(logic_version, this->quest),
s->data->rare_item_set(logic_version, this->quest),
s->data->armor_random_set,
s->data->tool_random_set,
s->data->weapon_random_set(this->difficulty),
s->data->tekker_adjustment_set,
s->data->item_parameter_table(logic_version),
s->data->item_stack_limits(logic_version),
(this->mode == GameMode::SOLO) ? GameMode::NORMAL : this->mode,
this->difficulty,
effective_section_id,
rand_crypt,
this->quest ? this->quest->meta.battle_rules : nullptr);
if (s->use_legacy_item_random_behavior) {
this->item_creator->set_legacy_replay();
}
}
uint8_t Lobby::effective_section_id() const {
if (this->override_section_id != 0xFF) {
return this->override_section_id;
}
if (this->check_flag(Lobby::Flag::USE_CREATOR_SECTION_ID)) {
return this->creator_section_id;
}
auto leader = this->clients.at(this->leader_id);
if (leader) {
return leader->character_file()->disp.visual.sh.section_id;
}
return 0xFF;
}
uint16_t Lobby::quest_version_flags() const {
uint16_t ret = 0;
for (auto lc : this->clients) {
if (lc) {
ret |= (1 << static_cast<size_t>(lc->version()));
}
}
return ret;
}
uint8_t Lobby::client_extension_flags() const {
for (auto lc : this->clients) {
if (lc && !lc->check_flag(Client::Flag::HAS_ENEMY_DAMAGE_SYNC_PATCH)) {
return 0x01;
}
}
return 0x81;
}
void Lobby::load_maps() {
auto rare_rates = this->rare_enemy_rates ? this->rare_enemy_rates : MapState::DEFAULT_RARE_ENEMIES;
if (this->quest) {
this->log.info_f("Loading quest supermap");
auto supermap = this->quest->get_supermap(this->random_seed);
this->map_state = std::make_shared<MapState>(
this->lobby_id, this->difficulty, this->event, this->random_seed, this->rare_enemy_rates, this->rand_crypt, supermap);
} else {
this->log.info_f("Loading free play supermaps");
auto s = this->require_server_state();
auto supermaps = s->data->supermaps_for_variations(this->episode, this->mode, this->difficulty, this->variations);
this->map_state = std::make_shared<MapState>(
this->lobby_id, this->difficulty, this->event, this->random_seed, this->rare_enemy_rates, this->rand_crypt, supermaps);
}
if (this->check_flag(Lobby::Flag::DEBUG)) {
this->map_state->print(stderr);
}
}
[[nodiscard]] bool Lobby::is_ep3_nte() const {
for (const auto& lc : this->clients) {
if (lc && (lc->version() != Version::GC_EP3_NTE)) {
return false;
}
}
return true;
}
void Lobby::create_ep3_server() {
auto s = this->require_server_state();
if (!this->ep3_server) {
this->log.info_f("Creating Episode 3 server state");
} else {
this->log.info_f("Recreating Episode 3 server state");
}
auto tourn = this->tournament_match ? this->tournament_match->tournament.lock() : nullptr;
bool is_nte = this->is_ep3_nte();
Episode3::Server::Options options = {
.card_index = is_nte ? s->data->ep3_card_index_trial : s->data->ep3_card_index,
.map_index = s->data->ep3_map_index,
.behavior_flags = s->data->ep3_behavior_flags,
.opt_rand_stream = nullptr,
.rand_crypt = this->rand_crypt,
.tournament = tourn,
.trap_card_ids = s->data->ep3_trap_card_ids,
.output_queue = nullptr,
};
if (is_nte) {
options.behavior_flags |= Episode3::BehaviorFlag::IS_TRIAL_EDITION;
} else {
options.behavior_flags &= (~Episode3::BehaviorFlag::IS_TRIAL_EDITION);
}
this->ep3_server = std::make_shared<Episode3::Server>(this->shared_from_this(), std::move(options));
this->ep3_server->init();
}
void Lobby::reassign_leader_on_client_departure(size_t leaving_client_index) {
for (size_t x = 0; x < this->max_clients; x++) {
if (x == leaving_client_index) {
continue;
}
if (this->clients[x]) {
this->leader_id = x;
// PSO GC's behavior is to reload the ItemPT and ItemRT tables only when the player returns to the city (Pioneer
// 2 or Lab). This means the game's effective section ID should only change after the new leader is assigned, and
// that new leader returns to the city. On BB, however, there is no evidence that this behavior was preserved;
// it's more likely that Sega's server either switched drop tables instantly when the leader changed, or never
// switched drop tables after game creation. We implement both of these behaviors (via the USE_CREATOR_SECTION_ID
// lobby flag), and we intentionally don't implement the more complex pre-BB behavior.
this->create_item_creator();
return;
}
}
this->leader_id = 0;
}
bool Lobby::any_client_loading() const {
for (size_t x = 0; x < this->max_clients; x++) {
auto lc = this->clients[x];
if (!lc.get()) {
continue;
}
if (lc->check_flag(Client::Flag::LOADING) ||
lc->check_flag(Client::Flag::LOADING_QUEST) ||
lc->check_flag(Client::Flag::LOADING_RUNNING_JOINABLE_QUEST)) {
return true;
}
}
return false;
}
size_t Lobby::count_clients() const {
size_t ret = 0;
for (size_t x = 0; x < this->max_clients; x++) {
if (this->clients[x]) {
ret++;
}
}
return ret;
}
bool Lobby::any_v1_clients_present() const {
for (size_t x = 0; x < this->max_clients; x++) {
if (this->clients[x] && is_v1(this->clients[x]->version())) {
return true;
}
}
return false;
}
void Lobby::add_client(std::shared_ptr<Client> c, ssize_t required_client_id) {
if (!c->login) {
throw std::runtime_error("client is not logged in");
}
ssize_t index;
ssize_t min_client_id = this->check_flag(Lobby::Flag::IS_SPECTATOR_TEAM) ? 4 : 0;
if (required_client_id >= 0) {
if (this->clients.at(required_client_id).get()) {
throw std::out_of_range("required slot is in use");
}
this->clients[required_client_id] = c;
index = required_client_id;
} else if (c->check_flag(Client::Flag::DEBUG_ENABLED) && (this->mode != GameMode::SOLO)) {
for (index = this->max_clients - 1; index >= min_client_id; index--) {
if (!this->clients[index].get()) {
this->clients[index] = c;
break;
}
}
if (index < min_client_id) {
throw std::out_of_range("no space left in lobby");
}
} else {
for (index = min_client_id; index < this->max_clients; index++) {
if (!this->clients[index].get()) {
this->clients[index] = c;
break;
}
}
if (index >= this->max_clients) {
throw std::out_of_range("no space left in lobby");
}
}
c->lobby_client_id = index;
c->lobby = this->weak_from_this();
c->lobby_arrow_color = 0;
// If there's no one else in the lobby, set the leader id as well
size_t leader_index;
for (leader_index = 0; leader_index < this->max_clients; leader_index++) {
if (this->clients[leader_index] && (this->clients[leader_index] != c)) {
break;
}
}
if (leader_index >= this->max_clients) {
this->leader_id = c->lobby_client_id;
this->create_item_creator();
}
// If this is a lobby or no one was here before this, reassign all the floor item IDs and reset the next item IDs
if (!this->is_game() || (leader_index >= this->max_clients)) {
this->reset_next_item_ids();
for (auto& m : this->floor_item_managers) {
this->next_game_item_id = m.reassign_all_item_ids(this->next_game_item_id);
}
}
// If this is not a game or the joining client is the leader, they will assign their item IDs BEFORE they process any
// inbound commands (therefore a 6x6D command, which we will send during loading, should reflect the item state AFTER
// their IDs are assigned). If the joining client is not the leader, they will not assign their item IDs until they
// receive a 6x71 command, which is sent AFTER the 6x6D command, so the 6x6D should reflect the item state BEFORE
// their IDs are assigned. (In the latter case, we'll assign the IDs for real when they send a 6F command, or 6x1F
// equivalent in the case of DC NTE and 11/2000.)
this->assign_inventory_and_bank_item_ids(c, (!this->is_game() || (c->lobby_client_id == this->leader_id)));
// On BB, we send flag state to fix an Episode 2 bug where the CCA door lock state is overwritten by quests.
if (this->is_game() && (c->version() == Version::BB_V4)) {
c->set_flag(Client::Flag::SHOULD_SEND_ARTIFICIAL_FLAG_STATE);
}
// If the lobby is recording a battle record, add the player join event
if (this->battle_record) {
auto p = c->character_file();
PlayerLobbyDataDCGC lobby_data;
lobby_data.player_tag = 0x00010000;
lobby_data.guild_card_number = c->login->account->account_id;
lobby_data.name.encode(p->disp.visual.name.decode(c->language()), c->language());
this->battle_record->add_player(
lobby_data,
p->inventory,
p->disp.to_v123<false>(c->language(), c->language()),
c->ep3_config ? (c->ep3_config->online_clv_exp / 100) : 0);
}
// Send spectator count notifications if needed
if (this->is_game() && this->is_ep3()) {
if (this->check_flag(Lobby::Flag::IS_SPECTATOR_TEAM)) {
auto watched_l = this->watched_lobby.lock();
if (watched_l) {
send_ep3_update_game_metadata(watched_l);
}
} else {
send_ep3_update_game_metadata(this->shared_from_this());
}
}
// There is a player in the lobby, so it is no longer idle
if (this->idle_timeout_timer.cancel()) {
this->log.info_f("Idle timeout cancelled");
}
}
void Lobby::remove_client(std::shared_ptr<Client> c) {
if (this->clients.at(c->lobby_client_id) != c) {
auto other_c = this->clients[c->lobby_client_id].get();
throw std::logic_error(std::format(
"client\'s lobby client id ({}) does not match client list ({})",
c->lobby_client_id,
static_cast<uint8_t>(other_c ? other_c->lobby_client_id : 0xFF)));
}
this->clients[c->lobby_client_id] = nullptr;
// Unassign the client's lobby if it matches the current lobby (it may not match if the client was already added to
// another lobby - this can happen during the lobby change procedure)
{
auto c_lobby = c->lobby.lock();
if (c_lobby.get() == this) {
c->lobby.reset();
}
}
this->reassign_leader_on_client_departure(c->lobby_client_id);
// If the lobby is recording a battle record, add the player leave event
if (this->battle_record) {
this->battle_record->delete_player(c->lobby_client_id);
}
// If the lobby is Episode 3, update the appropriate spectator counts
if (this->is_game() && this->is_ep3()) {
if (this->check_flag(Lobby::Flag::IS_SPECTATOR_TEAM)) {
auto watched_l = this->watched_lobby.lock();
if (watched_l) {
send_ep3_update_game_metadata(watched_l);
}
} else {
send_ep3_update_game_metadata(this->shared_from_this());
}
}
// If there are still players left in the lobby, delete all items that only the leaving player could see. Don't do
// this if no one is left in the lobby, since that would mean items could not persist in empty lobbies.
uint16_t remaining_clients_mask = 0;
for (size_t z = 0; z < 12; z++) {
if (this->clients[z]) {
remaining_clients_mask |= (1 << z);
}
}
if (remaining_clients_mask) {
for (auto& m : this->floor_item_managers) {
m.clear_inaccessible(remaining_clients_mask);
}
} else {
for (auto& m : this->floor_item_managers) {
m.clear_private();
}
}
if (!remaining_clients_mask &&
this->check_flag(Flag::PERSISTENT) &&
!this->check_flag(Flag::DEFAULT) &&
(this->idle_timeout_usecs > 0)) {
// If the lobby is persistent but has an idle timeout, make it expire after the specified time
this->idle_timeout_timer.expires_after(std::chrono::microseconds(this->idle_timeout_usecs));
this->idle_timeout_timer.async_wait([this](std::error_code ec) {
if (!ec) {
if (this->count_clients() == 0) {
this->log.info_f("Idle timeout expired");
this->require_server_state()->remove_lobby(this->shared_from_this());
} else {
this->log.error_f("Idle timeout occurred, but clients are present in lobby");
}
}
});
this->log.info_f("Idle timeout scheduled");
}
}
void Lobby::move_client_to_lobby(std::shared_ptr<Lobby> dest_lobby, std::shared_ptr<Client> c, ssize_t required_client_id) {
if (dest_lobby.get() == this) {
return;
}
if (required_client_id >= 0) {
if (dest_lobby->clients.at(required_client_id)) {
throw std::out_of_range("required slot is in use");
}
} else {
ssize_t min_client_id = this->check_flag(Lobby::Flag::IS_SPECTATOR_TEAM) ? 4 : 0;
size_t available_slots = dest_lobby->max_clients - min_client_id;
if (dest_lobby->count_clients() >= available_slots) {
throw std::out_of_range("no space left in lobby");
}
}
this->remove_client(c);
dest_lobby->add_client(c, required_client_id);
}
std::shared_ptr<Client> Lobby::find_client(const std::string* identifier, uint64_t account_id) {
for (size_t x = 0; x < this->max_clients; x++) {
auto lc = this->clients[x];
if (!lc) {
continue;
}
if (account_id && lc->login && (lc->login->account->account_id == account_id)) {
return lc;
}
if (identifier && (lc->character_file()->disp.visual.name.eq(*identifier, lc->language()))) {
return lc;
}
}
throw std::out_of_range("client not found");
}
Lobby::JoinError Lobby::join_error_for_client(std::shared_ptr<Client> c, const std::string* password) const {
if (this->count_clients() >= this->max_clients) {
return JoinError::FULL;
}
bool debug_enabled = c->check_flag(Client::Flag::DEBUG_ENABLED);
if (!this->version_is_allowed(c->version()) && !debug_enabled) {
return JoinError::VERSION_CONFLICT;
}
if (this->is_game()) {
if (this->check_flag(Flag::QUEST_SELECTION_IN_PROGRESS)) {
return JoinError::QUEST_SELECTION_IN_PROGRESS;
}
if (this->check_flag(Flag::QUEST_IN_PROGRESS)) {
return JoinError::QUEST_IN_PROGRESS;
}
if (this->check_flag(Flag::BATTLE_IN_PROGRESS)) {
return JoinError::BATTLE_IN_PROGRESS;
}
if (this->mode == GameMode::SOLO) {
return JoinError::SOLO;
}
if (!debug_enabled &&
(this->check_flag(Flag::IS_CLIENT_CUSTOMIZATION) != c->check_flag(Client::Flag::IS_CLIENT_CUSTOMIZATION))) {
return JoinError::VERSION_CONFLICT;
}
if (!c->login->account->check_flag(Account::Flag::FREE_JOIN_GAMES)) {
if (password && !this->password.empty() && (*password != this->password)) {
return JoinError::INCORRECT_PASSWORD;
}
auto p = c->character_file();
if (p->disp.stats.level < this->min_level) {
return JoinError::LEVEL_TOO_LOW;
}
if (p->disp.stats.level > this->max_level) {
return JoinError::LEVEL_TOO_HIGH;
}
if (this->quest) {
size_t num_clients = this->count_clients() + 1;
bool v1_present = is_v1(c->version()) || this->any_v1_clients_present();
auto this_sh = this->shared_from_this();
if (!c->can_see_quest(this->quest, this_sh, this->event, this->difficulty, num_clients, v1_present) ||
!c->can_play_quest(this->quest, this_sh, this->event, this->difficulty, num_clients, v1_present)) {
return JoinError::NO_ACCESS_TO_QUEST;
}
}
}
// Only prevent joining during loading if the client is actually trying to join (not just loading the game list)
if (password && this->any_client_loading()) {
return JoinError::LOADING;
}
}
return JoinError::ALLOWED;
}
bool Lobby::item_exists(uint8_t floor, uint32_t item_id) const {
if (floor >= this->floor_item_managers.size()) {
return false;
}
return this->floor_item_managers.at(floor).exists(item_id);
}
std::shared_ptr<Lobby::FloorItem> Lobby::find_item(uint8_t floor, uint32_t item_id) const {
return this->floor_item_managers.at(floor).find(item_id);
}
void Lobby::add_item(
uint8_t floor,
const ItemData& data,
const VectorXZF& pos,
std::shared_ptr<const MapState::ObjectState> from_obj,
std::shared_ptr<const MapState::EnemyState> from_ene,
uint16_t flags) {
auto& m = this->floor_item_managers.at(floor);
m.add(data, pos, from_obj, from_ene, flags);
this->evict_items_from_floor(floor);
}
void Lobby::add_item(uint8_t floor, std::shared_ptr<FloorItem> fi) {
auto& m = this->floor_item_managers.at(floor);
m.add(fi);
this->evict_items_from_floor(floor);
}
void Lobby::evict_items_from_floor(uint8_t floor) {
auto& m = this->floor_item_managers.at(floor);
auto evicted = m.evict();
if (!evicted.empty()) {
auto l = this->shared_from_this();
for (const auto& fi : evicted) {
for (size_t z = 0; z < 12; z++) {
auto lc = this->clients[z];
if (lc && fi->visible_to_client(z)) {
send_destroy_floor_item_to_client(lc, fi->data.id, floor);
}
}
}
}
}
std::shared_ptr<Lobby::FloorItem> Lobby::remove_item(uint8_t floor, uint32_t item_id, uint8_t requesting_client_id) {
return this->floor_item_managers.at(floor).remove(item_id, requesting_client_id);
}
uint32_t Lobby::generate_item_id(uint8_t client_id) {
if (client_id < this->max_clients) {
return this->next_item_id_for_client[client_id]++;
}
return this->next_game_item_id++;
}
void Lobby::on_item_id_generated_externally(uint32_t item_id) {
// Note: The client checks for the range (0x00010000, 0x02010000) here, but server-side item drop logic uses
// 0x00810000 as its base ID, so we restrict the range further here.
if ((item_id > 0x00010000) && (item_id < 0x00810000)) {
uint16_t item_client_id = (item_id >> 21) & 0x7FF;
uint32_t& next_item_id = this->next_item_id_for_client.at(item_client_id);
next_item_id = std::max<uint32_t>(next_item_id, item_id + 1);
}
}
void Lobby::assign_inventory_and_bank_item_ids(std::shared_ptr<Client> c, bool consume_ids) {
auto p = c->character_file();
uint32_t orig_next_item_id = this->next_item_id_for_client.at(c->lobby_client_id);
for (size_t z = 0; z < p->inventory.num_items; z++) {
p->inventory.items[z].data.id = this->generate_item_id(c->lobby_client_id);
}
if (!consume_ids) {
this->next_item_id_for_client[c->lobby_client_id] = orig_next_item_id;
}
if (c->log.info_f("Assigned inventory item IDs{}", consume_ids ? "" : " but did not mark IDs as used")) {
c->print_inventory();
if ((c->version() == Version::BB_V4) && !c->has_overlay()) {
auto bank = c->bank_file();
if (!bank->items.empty()) {
bank->assign_ids(0x99000000 + (c->lobby_client_id << 20));
c->log.info_f("Assigned bank item IDs");
c->print_bank();
} else {
c->log.info_f("Bank is empty");
}
}
}
}
std::unordered_map<uint32_t, std::shared_ptr<Client>> Lobby::clients_by_account_id() const {
std::unordered_map<uint32_t, std::shared_ptr<Client>> ret;
for (auto c : this->clients) {
if (c && c->login) {
ret.emplace(c->login->account->account_id, c);
}
}
return ret;
}
QuestIndex::IncludeCondition Lobby::quest_include_condition() const {
size_t num_players = this->count_clients();
bool v1_present = this->any_v1_clients_present();
return [this, num_players, v1_present](std::shared_ptr<const Quest> q) -> QuestIndex::IncludeState {
bool is_enabled = true;
for (const auto& lc : this->clients) {
auto this_sh = this->shared_from_this();
if (lc && !lc->can_see_quest(q, this_sh, this->event, this->difficulty, num_players, v1_present)) {
return QuestIndex::IncludeState::HIDDEN;
}
if (lc && !lc->can_play_quest(q, this_sh, this->event, this->difficulty, num_players, v1_present)) {
is_enabled = false;
}
}
return is_enabled ? QuestIndex::IncludeState::AVAILABLE : QuestIndex::IncludeState::DISABLED;
};
}
bool Lobby::compare_shared(const std::shared_ptr<const Lobby>& a, const std::shared_ptr<const Lobby>& b) {
// Sort keys:
// 1. Priority class: has free space < empty (persistent) < full < non-joinable (in quest/battle)
// 2. Password: public < locked
// 3. Game mode: Normal < Battle < Challenge < Solo
// 4. Episode: 1 < 2 < 4
// 5. Difficulty: Normal < Hard < Very Hard < Ultimate
// 6. Game name
static auto get_priority = +[](const std::shared_ptr<const Lobby>& l) -> size_t {
if (l->check_flag(Lobby::Flag::QUEST_SELECTION_IN_PROGRESS) ||
l->check_flag(Lobby::Flag::QUEST_IN_PROGRESS) ||
l->check_flag(Lobby::Flag::BATTLE_IN_PROGRESS)) {
return 4;
}
size_t num_clients = l->count_clients();
if (num_clients == l->max_clients) {
return 3;
}
if (num_clients == 0) {
return 2;
}
return 1;
};
size_t a_priority = get_priority(a);
size_t b_priority = get_priority(b);
if (a_priority < b_priority) {
return true;
} else if (a_priority > b_priority) {
return false;
}
if (a->password.empty() && !b->password.empty()) {
return true;
} else if (!a->password.empty() && b->password.empty()) {
return false;
}
size_t a_mode = static_cast<size_t>(a->mode);
size_t b_mode = static_cast<size_t>(b->mode);
if (a_mode < b_mode) {
return true;
} else if (a_mode > b_mode) {
return false;
}
size_t a_episode = static_cast<size_t>(a->episode);
size_t b_episode = static_cast<size_t>(b->episode);
if (a_episode < b_episode) {
return true;
} else if (a_episode > b_episode) {
return false;
}
if (a->difficulty < b->difficulty) {
return true;
} else if (a->difficulty > b->difficulty) {
return false;
}
return a->name < b->name;
}
template <>
const char* phosg::name_for_enum<Lobby::JoinError>(Lobby::JoinError value) {
switch (value) {
case Lobby::JoinError::ALLOWED:
return "ALLOWED";
case Lobby::JoinError::FULL:
return "FULL";
case Lobby::JoinError::VERSION_CONFLICT:
return "VERSION_CONFLICT";
case Lobby::JoinError::QUEST_SELECTION_IN_PROGRESS:
return "QUEST_SELECTION_IN_PROGRESS";
case Lobby::JoinError::QUEST_IN_PROGRESS:
return "QUEST_IN_PROGRESS";
case Lobby::JoinError::BATTLE_IN_PROGRESS:
return "BATTLE_IN_PROGRESS";
case Lobby::JoinError::LOADING:
return "LOADING";
case Lobby::JoinError::SOLO:
return "SOLO";
case Lobby::JoinError::INCORRECT_PASSWORD:
return "INCORRECT_PASSWORD";
case Lobby::JoinError::LEVEL_TOO_LOW:
return "LEVEL_TOO_LOW";
case Lobby::JoinError::LEVEL_TOO_HIGH:
return "LEVEL_TOO_HIGH";
case Lobby::JoinError::NO_ACCESS_TO_QUEST:
return "NO_ACCESS_TO_QUEST";
default:
throw std::runtime_error("invalid drop mode");
}
}