0d4b0b2279
- $ann implemented - concurrency removed; server is now single-threaded, event-driven and much more stable - rare seed is no longer the game id; ids are sequential from server startup so they weren't random at all before - supports dropping privileges; now you can run it as root so it can open a sockets on low ports, then it will switch to the given user before serving any traffic - newserv now behaves like a proxy if you run it with the --proxy-destination=<IP_OR_HOSTNAME> argument; there's also an (invisible) shell in this mode where you can inject commands to the server or client. e.g. it can always be christmas in the lobby if you do `sc DA 01 00 00` - increased the mtu on PSODolphinConfig's tap0 configuration; this seems to make the connection more stable - fixed some uninitialized memory bugs - the shell is now event-driven and now uses libevent too; unfortunately this means readline doesn't work anymore (no history and vim-like shortcuts) - made network command display consistent for input vs. output (the header appears in both cases now) - fixed bugs in some subcommand handling (the BB logic was being applied to non-BB clients erroneously, causing most item drops not to work at all) - fixed player tags in the short lobby data struct. unclear if this was actually a problem but it was inconsistent with other servers - fixed "unused" field in game join command (actually it appears to be disable_udp and should be 1, not 0) - cleaned up Server abstraction a bit - rewrote some text functions; asan was complaining about the built-in ones for some reason - added an optional welcome message
26 lines
747 B
C++
26 lines
747 B
C++
#pragma once
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#include <stdint.h>
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#include <memory>
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#include "Lobby.hh"
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#include "Client.hh"
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void player_use_item(std::shared_ptr<Lobby> l, std::shared_ptr<Client> c,
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size_t item_index);
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struct CommonItemCreator {
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std::vector<uint32_t> enemy_item_categories;
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std::vector<uint32_t> box_item_categories;
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std::vector<std::vector<uint8_t>> unit_types;
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CommonItemCreator(const std::vector<uint32_t>& enemy_item_categories,
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const std::vector<uint32_t>& box_item_categories,
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const std::vector<std::vector<uint8_t>>& unit_types);
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int32_t decide_item_type(bool is_box) const;
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ItemData create_item(bool is_box, uint8_t episode, uint8_t difficulty,
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uint8_t area, uint8_t section_id) const;
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};
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