mirror of
https://github.com/EQEmu/Server.git
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Merge branch 'master' into auras
This commit is contained in:
commit
e05a45f6c7
@ -1,5 +1,11 @@
|
||||
EQEMu Changelog (Started on Sept 24, 2003 15:50)
|
||||
-------------------------------------------------------
|
||||
|
||||
== 7/14/2017 ==
|
||||
Akkadius: HP Update tuning - HP Updates are now forced when a client is targeted
|
||||
Akkadius: Client position updates should be smoother (granted the client has a good connection)
|
||||
- Clients should also no longer randomly disappear
|
||||
|
||||
== 7/11/2017 ==
|
||||
Akkadius: Raid/Group/XTarget HP/Mana/Endurance updates now only send when percentage changes
|
||||
Akkadius: Raid/Group Mana/Endurance updates should now update real-time once again
|
||||
|
||||
@ -150,6 +150,7 @@ RULE_BOOL(Character, AllowMQTarget, false) // Disables putting players in the 'h
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||||
RULE_BOOL(Character, UseOldBindWound, false) // Uses the original bind wound behavior
|
||||
RULE_BOOL(Character, GrantHoTTOnCreate, false) // Grant Health of Target's Target leadership AA on character creation
|
||||
RULE_BOOL(Character, UseOldConSystem, false) // Grant Health of Target's Target leadership AA on character creation
|
||||
RULE_BOOL(Character, OPClientUpdateVisualDebug, false) // Shows a pulse and forward directional particle each time the client sends its position to server
|
||||
RULE_CATEGORY_END()
|
||||
|
||||
RULE_CATEGORY(Mercs)
|
||||
|
||||
@ -3551,7 +3551,7 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
|
||||
|
||||
Teleport(new_pos);
|
||||
if (position_update_melee_push_timer.Check()) {
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -2172,7 +2172,7 @@ void Bot::AI_Process() {
|
||||
}
|
||||
|
||||
if(IsMoving())
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
else
|
||||
SendPosition();
|
||||
}
|
||||
@ -2383,7 +2383,7 @@ void Bot::AI_Process() {
|
||||
|
||||
// TODO: Test RuleB(Bots, UpdatePositionWithTimer)
|
||||
if(IsMoving())
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
else
|
||||
SendPosition();
|
||||
}
|
||||
@ -2505,7 +2505,7 @@ void Bot::AI_Process() {
|
||||
}
|
||||
|
||||
if(IsMoving())
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
else
|
||||
SendPosition();
|
||||
}
|
||||
|
||||
@ -159,11 +159,12 @@ Client::Client(EQStreamInterface* ieqs)
|
||||
m_dirtyautohaters(false),
|
||||
npc_close_scan_timer(6000),
|
||||
hp_self_update_throttle_timer(300),
|
||||
hp_other_update_throttle_timer(500)
|
||||
hp_other_update_throttle_timer(500),
|
||||
position_update_timer(0)
|
||||
{
|
||||
|
||||
for(int cf=0; cf < _FilterCount; cf++)
|
||||
ClientFilters[cf] = FilterShow;
|
||||
for (int client_filter = 0; client_filter < _FilterCount; client_filter++)
|
||||
ClientFilters[client_filter] = FilterShow;
|
||||
|
||||
character_id = 0;
|
||||
conn_state = NoPacketsReceived;
|
||||
@ -196,7 +197,7 @@ Client::Client(EQStreamInterface* ieqs)
|
||||
last_reported_endurance = 0;
|
||||
last_reported_endurance_percent = 0;
|
||||
last_reported_mana_percent = 0;
|
||||
gmhideme = false;
|
||||
gm_hide_me = false;
|
||||
AFK = false;
|
||||
LFG = false;
|
||||
LFGFromLevel = 0;
|
||||
@ -260,7 +261,7 @@ Client::Client(EQStreamInterface* ieqs)
|
||||
memset(&m_epp, 0, sizeof(m_epp));
|
||||
PendingTranslocate = false;
|
||||
PendingSacrifice = false;
|
||||
BoatID = 0;
|
||||
controlling_boat_id = 0;
|
||||
|
||||
KarmaUpdateTimer = new Timer(RuleI(Chat, KarmaUpdateIntervalMS));
|
||||
GlobalChatLimiterTimer = new Timer(RuleI(Chat, IntervalDurationMS));
|
||||
@ -1971,7 +1972,7 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
|
||||
}
|
||||
|
||||
bool Client::GMHideMe(Client* client) {
|
||||
if (gmhideme) {
|
||||
if (gm_hide_me) {
|
||||
if (client == 0)
|
||||
return true;
|
||||
else if (admin > client->Admin())
|
||||
@ -3240,9 +3241,9 @@ void Client::SetHideMe(bool flag)
|
||||
{
|
||||
EQApplicationPacket app;
|
||||
|
||||
gmhideme = flag;
|
||||
gm_hide_me = flag;
|
||||
|
||||
if(gmhideme)
|
||||
if(gm_hide_me)
|
||||
{
|
||||
database.SetHideMe(AccountID(),true);
|
||||
CreateDespawnPacket(&app, false);
|
||||
@ -6373,7 +6374,7 @@ void Client::LocateCorpse()
|
||||
SetHeading(CalculateHeadingToTarget(ClosestCorpse->GetX(), ClosestCorpse->GetY()));
|
||||
SetTarget(ClosestCorpse);
|
||||
SendTargetCommand(ClosestCorpse->GetID());
|
||||
SendPosUpdate(2);
|
||||
SendPositionUpdate(2);
|
||||
}
|
||||
else if(!GetTarget())
|
||||
Message_StringID(clientMessageError, SENSE_CORPSE_NONE);
|
||||
|
||||
@ -320,7 +320,7 @@ public:
|
||||
bool GetRevoked() const { return revoked; }
|
||||
void SetRevoked(bool rev) { revoked = rev; }
|
||||
inline uint32 GetIP() const { return ip; }
|
||||
inline bool GetHideMe() const { return gmhideme; }
|
||||
inline bool GetHideMe() const { return gm_hide_me; }
|
||||
void SetHideMe(bool hm);
|
||||
inline uint16 GetPort() const { return port; }
|
||||
bool IsDead() const { return(dead); }
|
||||
@ -1072,7 +1072,7 @@ public:
|
||||
void Signal(uint32 data);
|
||||
Mob *GetBindSightTarget() { return bind_sight_target; }
|
||||
void SetBindSightTarget(Mob *n) { bind_sight_target = n; }
|
||||
const uint16 GetBoatID() const { return BoatID; }
|
||||
const uint16 GetBoatID() const { return controlling_boat_id; }
|
||||
void SendRewards();
|
||||
bool TryReward(uint32 claim_id);
|
||||
QGlobalCache *GetQGlobals() { return qGlobals; }
|
||||
@ -1376,7 +1376,7 @@ private:
|
||||
bool duelaccepted;
|
||||
std::list<uint32> keyring;
|
||||
bool tellsoff; // GM /toggle
|
||||
bool gmhideme;
|
||||
bool gm_hide_me;
|
||||
bool LFG;
|
||||
bool LFP;
|
||||
uint8 LFGFromLevel;
|
||||
@ -1396,7 +1396,7 @@ private:
|
||||
uint32 weight;
|
||||
bool berserk;
|
||||
bool dead;
|
||||
uint16 BoatID;
|
||||
uint16 controlling_boat_id;
|
||||
uint16 TrackingID;
|
||||
uint16 CustomerID;
|
||||
uint16 TraderID;
|
||||
@ -1487,6 +1487,7 @@ private:
|
||||
Timer npc_close_scan_timer;
|
||||
Timer hp_self_update_throttle_timer; /* This is to prevent excessive packet sending under trains/fast combat */
|
||||
Timer hp_other_update_throttle_timer; /* This is to keep clients from DOSing the server with macros that change client targets constantly */
|
||||
Timer position_update_timer; /* Timer used when client hasn't updated within a 10 second window */
|
||||
glm::vec3 m_Proximity;
|
||||
|
||||
void BulkSendInventoryItems();
|
||||
|
||||
@ -1288,7 +1288,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
|
||||
lsaccountid = atoi(row[2]);
|
||||
gmspeed = atoi(row[3]);
|
||||
revoked = atoi(row[4]);
|
||||
gmhideme = atoi(row[5]);
|
||||
gm_hide_me = atoi(row[5]);
|
||||
account_creation = atoul(row[6]);
|
||||
}
|
||||
|
||||
@ -1356,7 +1356,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
|
||||
if (level) { level = m_pp.level; }
|
||||
|
||||
/* If GM, not trackable */
|
||||
if (gmhideme) { trackable = false; }
|
||||
if (gm_hide_me) { trackable = false; }
|
||||
/* Set Con State for Reporting */
|
||||
conn_state = PlayerProfileLoaded;
|
||||
|
||||
@ -3882,7 +3882,7 @@ void Client::Handle_OP_BoardBoat(const EQApplicationPacket *app)
|
||||
Mob* boat = entity_list.GetMob(boatname);
|
||||
if (!boat || (boat->GetRace() != CONTROLLED_BOAT && boat->GetRace() != 502))
|
||||
return;
|
||||
BoatID = boat->GetID(); // set the client's BoatID to show that it's on this boat
|
||||
controlling_boat_id = boat->GetID(); // set the client's BoatID to show that it's on this boat
|
||||
|
||||
return;
|
||||
}
|
||||
@ -4373,7 +4373,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
if (dead)
|
||||
return;
|
||||
|
||||
//currently accepting two sizes, one has an extra byte on the end
|
||||
/* Invalid size check */
|
||||
if (app->size != sizeof(PlayerPositionUpdateClient_Struct)
|
||||
&& app->size != (sizeof(PlayerPositionUpdateClient_Struct) + 1)
|
||||
) {
|
||||
@ -4382,30 +4382,30 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
}
|
||||
PlayerPositionUpdateClient_Struct* ppu = (PlayerPositionUpdateClient_Struct*)app->pBuffer;
|
||||
|
||||
/* Boat handling */
|
||||
if (ppu->spawn_id != GetID()) {
|
||||
// check if the id is for a boat the player is controlling
|
||||
if (ppu->spawn_id == BoatID) {
|
||||
Mob* boat = entity_list.GetMob(BoatID);
|
||||
if (boat == 0) { // if the boat ID is invalid, reset the id and abort
|
||||
BoatID = 0;
|
||||
/* If player is controlling boat */
|
||||
if (ppu->spawn_id == controlling_boat_id) {
|
||||
Mob* boat = entity_list.GetMob(controlling_boat_id);
|
||||
if (boat == 0) {
|
||||
controlling_boat_id = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// set the boat's position deltas
|
||||
auto boatDelta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, ppu->delta_heading);
|
||||
boat->SetDelta(boatDelta);
|
||||
// send an update to everyone nearby except the client controlling the boat
|
||||
auto outapp =
|
||||
new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
auto boat_delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, ppu->delta_heading);
|
||||
boat->SetDelta(boat_delta);
|
||||
|
||||
auto outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* ppus = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
|
||||
boat->MakeSpawnUpdate(ppus);
|
||||
entity_list.QueueCloseClients(boat, outapp, true, 300, this, false);
|
||||
safe_delete(outapp);
|
||||
// update the boat's position on the server, without sending an update
|
||||
|
||||
/* Update the boat's position on the server, without sending an update */
|
||||
boat->GMMove(ppu->x_pos, ppu->y_pos, ppu->z_pos, EQ19toFloat(ppu->heading), false);
|
||||
return;
|
||||
}
|
||||
else return; // if not a boat, do nothing
|
||||
else return;
|
||||
}
|
||||
|
||||
float dist = 0;
|
||||
@ -4416,51 +4416,34 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
dist += tmp*tmp;
|
||||
dist = sqrt(dist);
|
||||
|
||||
//the purpose of this first block may not be readily apparent
|
||||
//basically it's so people don't do a moderate warp every 2.5 seconds
|
||||
//letting it even out and basically getting the job done without triggering
|
||||
if (dist == 0)
|
||||
{
|
||||
if (m_DistanceSinceLastPositionCheck > 0.0)
|
||||
{
|
||||
/* Hack checks */
|
||||
if (dist == 0) {
|
||||
if (m_DistanceSinceLastPositionCheck > 0.0) {
|
||||
uint32 cur_time = Timer::GetCurrentTime();
|
||||
if ((cur_time - m_TimeSinceLastPositionCheck) > 0)
|
||||
{
|
||||
if ((cur_time - m_TimeSinceLastPositionCheck) > 0) {
|
||||
float speed = (m_DistanceSinceLastPositionCheck * 100) / (float)(cur_time - m_TimeSinceLastPositionCheck);
|
||||
int runs = GetRunspeed();
|
||||
if (speed > (runs * RuleR(Zone, MQWarpDetectionDistanceFactor)))
|
||||
{
|
||||
if (!GetGMSpeed() && (runs >= GetBaseRunspeed() || (speed > (GetBaseRunspeed() * RuleR(Zone, MQWarpDetectionDistanceFactor)))))
|
||||
{
|
||||
if (IsShadowStepExempted())
|
||||
{
|
||||
if (m_DistanceSinceLastPositionCheck > 800)
|
||||
{
|
||||
if (speed > (runs * RuleR(Zone, MQWarpDetectionDistanceFactor))) {
|
||||
if (!GetGMSpeed() && (runs >= GetBaseRunspeed() || (speed > (GetBaseRunspeed() * RuleR(Zone, MQWarpDetectionDistanceFactor))))) {
|
||||
if (IsShadowStepExempted()) {
|
||||
if (m_DistanceSinceLastPositionCheck > 800) {
|
||||
CheatDetected(MQWarpShadowStep, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
}
|
||||
}
|
||||
else if (IsKnockBackExempted())
|
||||
{
|
||||
//still potential to trigger this if you're knocked back off a
|
||||
//HUGE fall that takes > 2.5 seconds
|
||||
if (speed > 30.0f)
|
||||
{
|
||||
else if (IsKnockBackExempted()) {
|
||||
if (speed > 30.0f) {
|
||||
CheatDetected(MQWarpKnockBack, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
}
|
||||
}
|
||||
else if (!IsPortExempted())
|
||||
{
|
||||
if (!IsMQExemptedArea(zone->GetZoneID(), ppu->x_pos, ppu->y_pos, ppu->z_pos))
|
||||
{
|
||||
if (speed > (runs * 2 * RuleR(Zone, MQWarpDetectionDistanceFactor)))
|
||||
{
|
||||
else if (!IsPortExempted()) {
|
||||
if (!IsMQExemptedArea(zone->GetZoneID(), ppu->x_pos, ppu->y_pos, ppu->z_pos)) {
|
||||
if (speed > (runs * 2 * RuleR(Zone, MQWarpDetectionDistanceFactor))) {
|
||||
m_TimeSinceLastPositionCheck = cur_time;
|
||||
m_DistanceSinceLastPositionCheck = 0.0f;
|
||||
CheatDetected(MQWarp, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
//Death(this, 10000000, SPELL_UNKNOWN, _1H_BLUNT);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
CheatDetected(MQWarpLight, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
}
|
||||
}
|
||||
@ -4475,64 +4458,42 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
m_CheatDetectMoved = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
m_TimeSinceLastPositionCheck = Timer::GetCurrentTime();
|
||||
m_CheatDetectMoved = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
m_DistanceSinceLastPositionCheck += dist;
|
||||
m_CheatDetectMoved = true;
|
||||
if (m_TimeSinceLastPositionCheck == 0)
|
||||
{
|
||||
if (m_TimeSinceLastPositionCheck == 0) {
|
||||
m_TimeSinceLastPositionCheck = Timer::GetCurrentTime();
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
uint32 cur_time = Timer::GetCurrentTime();
|
||||
if ((cur_time - m_TimeSinceLastPositionCheck) > 2500)
|
||||
{
|
||||
if ((cur_time - m_TimeSinceLastPositionCheck) > 2500) {
|
||||
float speed = (m_DistanceSinceLastPositionCheck * 100) / (float)(cur_time - m_TimeSinceLastPositionCheck);
|
||||
int runs = GetRunspeed();
|
||||
if (speed > (runs * RuleR(Zone, MQWarpDetectionDistanceFactor)))
|
||||
{
|
||||
if (!GetGMSpeed() && (runs >= GetBaseRunspeed() || (speed > (GetBaseRunspeed() * RuleR(Zone, MQWarpDetectionDistanceFactor)))))
|
||||
{
|
||||
if (IsShadowStepExempted())
|
||||
{
|
||||
if (m_DistanceSinceLastPositionCheck > 800)
|
||||
{
|
||||
//if(!IsMQExemptedArea(zone->GetZoneID(), ppu->x_pos, ppu->y_pos, ppu->z_pos))
|
||||
//{
|
||||
if (speed > (runs * RuleR(Zone, MQWarpDetectionDistanceFactor))) {
|
||||
if (!GetGMSpeed() && (runs >= GetBaseRunspeed() || (speed > (GetBaseRunspeed() * RuleR(Zone, MQWarpDetectionDistanceFactor))))) {
|
||||
if (IsShadowStepExempted()) {
|
||||
if (m_DistanceSinceLastPositionCheck > 800) {
|
||||
CheatDetected(MQWarpShadowStep, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
//Death(this, 10000000, SPELL_UNKNOWN, _1H_BLUNT);
|
||||
//}
|
||||
}
|
||||
}
|
||||
else if (IsKnockBackExempted())
|
||||
{
|
||||
//still potential to trigger this if you're knocked back off a
|
||||
//HUGE fall that takes > 2.5 seconds
|
||||
if (speed > 30.0f)
|
||||
{
|
||||
else if (IsKnockBackExempted()) {
|
||||
if (speed > 30.0f) {
|
||||
CheatDetected(MQWarpKnockBack, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
}
|
||||
}
|
||||
else if (!IsPortExempted())
|
||||
{
|
||||
if (!IsMQExemptedArea(zone->GetZoneID(), ppu->x_pos, ppu->y_pos, ppu->z_pos))
|
||||
{
|
||||
if (speed > (runs * 2 * RuleR(Zone, MQWarpDetectionDistanceFactor)))
|
||||
{
|
||||
else if (!IsPortExempted()) {
|
||||
if (!IsMQExemptedArea(zone->GetZoneID(), ppu->x_pos, ppu->y_pos, ppu->z_pos)) {
|
||||
if (speed > (runs * 2 * RuleR(Zone, MQWarpDetectionDistanceFactor))) {
|
||||
m_TimeSinceLastPositionCheck = cur_time;
|
||||
m_DistanceSinceLastPositionCheck = 0.0f;
|
||||
CheatDetected(MQWarp, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
//Death(this, 10000000, SPELL_UNKNOWN, _1H_BLUNT);
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
CheatDetected(MQWarpLight, ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
}
|
||||
}
|
||||
@ -4551,7 +4512,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
DragCorpses();
|
||||
}
|
||||
|
||||
//Check to see if PPU should trigger an update to the rewind position.
|
||||
/* Check to see if PPU should trigger an update to the rewind position. */
|
||||
float rewind_x_diff = 0;
|
||||
float rewind_y_diff = 0;
|
||||
|
||||
@ -4560,14 +4521,19 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
rewind_y_diff = ppu->y_pos - m_RewindLocation.y;
|
||||
rewind_y_diff *= rewind_y_diff;
|
||||
|
||||
//We only need to store updated values if the player has moved.
|
||||
//If the player has moved more than units for x or y, then we'll store
|
||||
//his pre-PPU x and y for /rewind, in case he gets stuck.
|
||||
/*
|
||||
We only need to store updated values if the player has moved.
|
||||
If the player has moved more than units for x or y, then we'll store
|
||||
his pre-PPU x and y for /rewind, in case he gets stuck.
|
||||
*/
|
||||
|
||||
if ((rewind_x_diff > 750) || (rewind_y_diff > 750))
|
||||
m_RewindLocation = glm::vec3(m_Position);
|
||||
|
||||
//If the PPU was a large jump, such as a cross zone gate or Call of Hero,
|
||||
//just update rewind coords to the new ppu coords. This will prevent exploitation.
|
||||
/*
|
||||
If the PPU was a large jump, such as a cross zone gate or Call of Hero,
|
||||
just update rewind coordinates to the new ppu coordinates. This will prevent exploitation.
|
||||
*/
|
||||
|
||||
if ((rewind_x_diff > 5000) || (rewind_y_diff > 5000))
|
||||
m_RewindLocation = glm::vec3(ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
@ -4580,7 +4546,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
m_Proximity = glm::vec3(ppu->x_pos, ppu->y_pos, ppu->z_pos);
|
||||
}
|
||||
|
||||
// Update internal state
|
||||
/* Update internal state */
|
||||
m_Delta = glm::vec4(ppu->delta_x, ppu->delta_y, ppu->delta_z, ppu->delta_heading);
|
||||
|
||||
if (IsTracking() && ((m_Position.x != ppu->x_pos) || (m_Position.y != ppu->y_pos))) {
|
||||
@ -4588,7 +4554,7 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
CheckIncreaseSkill(EQEmu::skills::SkillTracking, nullptr, -20);
|
||||
}
|
||||
|
||||
// Break Hide if moving without sneaking and set rewind timer if moved
|
||||
/* Break Hide if moving without sneaking and set rewind timer if moved */
|
||||
if (ppu->y_pos != m_Position.y || ppu->x_pos != m_Position.x) {
|
||||
if ((hidden || improved_hidden) && !sneaking) {
|
||||
hidden = false;
|
||||
@ -4633,39 +4599,39 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
client_scan_npc_aggro_timer.Start(3000);
|
||||
}
|
||||
}
|
||||
|
||||
/* Update internal server position from what the client has sent */
|
||||
m_Position.x = ppu->x_pos;
|
||||
m_Position.y = ppu->y_pos;
|
||||
m_Position.z = ppu->z_pos;
|
||||
m_Position.w = EQ19toFloat(ppu->heading);
|
||||
|
||||
animation = ppu->animation;
|
||||
|
||||
// Outgoing client packet
|
||||
float tmpheading = EQ19toFloat(ppu->heading);
|
||||
/* The clients send an update at best every 1.3 seconds
|
||||
* We want to avoid reflecting these updates to other clients as much as possible
|
||||
* The client also sends an update every 280 ms while turning, if we prevent
|
||||
* sending these by checking if the location is the same too aggressively, clients end up spinning
|
||||
* so keep a count of how many packets are the same within a tolerance and stop when we get there */
|
||||
|
||||
bool pos_same = FCMP(ppu->y_pos, m_Position.y) && FCMP(ppu->x_pos, m_Position.x) && FCMP(tmpheading, m_Position.w) && ppu->animation == animation;
|
||||
if (!pos_same || (pos_same && position_update_same_count < 6))
|
||||
{
|
||||
if (pos_same)
|
||||
position_update_same_count++;
|
||||
else
|
||||
position_update_same_count = 0;
|
||||
|
||||
m_Position.x = ppu->x_pos;
|
||||
m_Position.y = ppu->y_pos;
|
||||
m_Position.z = ppu->z_pos;
|
||||
m_Position.w = tmpheading;
|
||||
animation = ppu->animation;
|
||||
|
||||
auto outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* ppu = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
|
||||
MakeSpawnUpdate(ppu);
|
||||
if (gmhideme)
|
||||
entity_list.QueueClientsStatus(this, outapp, true, Admin(), 250);
|
||||
else
|
||||
entity_list.QueueCloseClients(this, outapp, true, 300, nullptr, false);
|
||||
safe_delete(outapp);
|
||||
/* Visual Debugging */
|
||||
if (RuleB(Character, OPClientUpdateVisualDebug)) {
|
||||
Log(Logs::General, Logs::Debug, "ClientUpdate: ppu x: %f y: %f z: %f h: %u", ppu->x_pos, ppu->y_pos, ppu->z_pos, ppu->heading);
|
||||
this->SendAppearanceEffect(78, 0, 0, 0, 0);
|
||||
this->SendAppearanceEffect(41, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
/* Broadcast update to other clients */
|
||||
auto outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* position_update = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
|
||||
|
||||
MakeSpawnUpdate(position_update);
|
||||
|
||||
position_update_timer.Start(10000, true);
|
||||
|
||||
if (gm_hide_me) {
|
||||
entity_list.QueueClientsStatus(this, outapp, true, Admin(), 250);
|
||||
}
|
||||
else {
|
||||
entity_list.QueueCloseClients(this, outapp, true, 300, nullptr, true);
|
||||
}
|
||||
|
||||
safe_delete(outapp);
|
||||
|
||||
if (zone->watermap) {
|
||||
if (zone->watermap->InLiquid(glm::vec3(m_Position)))
|
||||
CheckIncreaseSkill(EQEmu::skills::SkillSwimming, nullptr, -17);
|
||||
@ -4675,27 +4641,6 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
void Client::Handle_OP_CloseContainer(const EQApplicationPacket *app)
|
||||
{
|
||||
if (app->size != sizeof(CloseContainer_Struct)) {
|
||||
LogFile->write(EQEMuLog::Error, "Invalid size on CloseContainer_Struct: Expected %i, Got %i",
|
||||
sizeof(CloseContainer_Struct), app->size);
|
||||
return;
|
||||
}
|
||||
|
||||
SetTradeskillObject(nullptr);
|
||||
|
||||
ClickObjectAck_Struct* oos = (ClickObjectAck_Struct*)app->pBuffer;
|
||||
Entity* entity = entity_list.GetEntityObject(oos->drop_id);
|
||||
if (entity && entity->IsObject()) {
|
||||
Object* object = entity->CastToObject();
|
||||
object->Close();
|
||||
}
|
||||
return;
|
||||
}
|
||||
*/
|
||||
|
||||
void Client::Handle_OP_CombatAbility(const EQApplicationPacket *app)
|
||||
{
|
||||
if (app->size != sizeof(CombatAbility_Struct)) {
|
||||
@ -8946,12 +8891,12 @@ void Client::Handle_OP_LeaveAdventure(const EQApplicationPacket *app)
|
||||
|
||||
void Client::Handle_OP_LeaveBoat(const EQApplicationPacket *app)
|
||||
{
|
||||
Mob* boat = entity_list.GetMob(this->BoatID); // find the mob corresponding to the boat id
|
||||
Mob* boat = entity_list.GetMob(this->controlling_boat_id); // find the mob corresponding to the boat id
|
||||
if (boat) {
|
||||
if ((boat->GetTarget() == this) && boat->GetHateAmount(this) == 0) // if the client somehow left while still controlling the boat (and the boat isn't attacking them)
|
||||
boat->SetTarget(0); // fix it to stop later problems
|
||||
}
|
||||
this->BoatID = 0;
|
||||
this->controlling_boat_id = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@ -63,64 +63,49 @@ extern EntityList entity_list;
|
||||
bool Client::Process() {
|
||||
bool ret = true;
|
||||
|
||||
if (Connected() || IsLD())
|
||||
{
|
||||
if (Connected() || IsLD()) {
|
||||
// try to send all packets that weren't sent before
|
||||
if (!IsLD() && zoneinpacket_timer.Check())
|
||||
{
|
||||
if (!IsLD() && zoneinpacket_timer.Check()) {
|
||||
SendAllPackets();
|
||||
}
|
||||
|
||||
if (adventure_request_timer)
|
||||
{
|
||||
if (adventure_request_timer->Check())
|
||||
{
|
||||
if (adventure_request_timer) {
|
||||
if (adventure_request_timer->Check()) {
|
||||
safe_delete(adventure_request_timer);
|
||||
}
|
||||
}
|
||||
|
||||
if (adventure_create_timer)
|
||||
{
|
||||
if (adventure_create_timer->Check())
|
||||
{
|
||||
if (adventure_create_timer) {
|
||||
if (adventure_create_timer->Check()) {
|
||||
safe_delete(adventure_create_timer);
|
||||
}
|
||||
}
|
||||
|
||||
if (adventure_leave_timer)
|
||||
{
|
||||
if (adventure_leave_timer->Check())
|
||||
{
|
||||
if (adventure_leave_timer) {
|
||||
if (adventure_leave_timer->Check()) {
|
||||
safe_delete(adventure_leave_timer);
|
||||
}
|
||||
}
|
||||
|
||||
if (adventure_door_timer)
|
||||
{
|
||||
if (adventure_door_timer->Check())
|
||||
{
|
||||
if (adventure_door_timer) {
|
||||
if (adventure_door_timer->Check()) {
|
||||
safe_delete(adventure_door_timer);
|
||||
}
|
||||
}
|
||||
|
||||
if (adventure_stats_timer)
|
||||
{
|
||||
if (adventure_stats_timer->Check())
|
||||
{
|
||||
if (adventure_stats_timer) {
|
||||
if (adventure_stats_timer->Check()) {
|
||||
safe_delete(adventure_stats_timer);
|
||||
}
|
||||
}
|
||||
|
||||
if (adventure_leaderboard_timer)
|
||||
{
|
||||
if (adventure_leaderboard_timer->Check())
|
||||
{
|
||||
if (adventure_leaderboard_timer) {
|
||||
if (adventure_leaderboard_timer->Check()) {
|
||||
safe_delete(adventure_leaderboard_timer);
|
||||
}
|
||||
}
|
||||
|
||||
if (dead)
|
||||
{
|
||||
if (dead) {
|
||||
SetHP(-100);
|
||||
if (RespawnFromHoverTimer.Check())
|
||||
HandleRespawnFromHover(0);
|
||||
@ -134,6 +119,11 @@ bool Client::Process() {
|
||||
if (hpupdate_timer.Check(false))
|
||||
SendHPUpdate();
|
||||
|
||||
/* I haven't naturally updated my position in 10 seconds, updating manually */
|
||||
if (position_update_timer.Check()) {
|
||||
SendPositionUpdate();
|
||||
}
|
||||
|
||||
if (mana_timer.Check())
|
||||
CheckManaEndUpdate();
|
||||
|
||||
@ -271,15 +261,6 @@ bool Client::Process() {
|
||||
close_mobs.insert(std::pair<Mob *, float>(mob, distance));
|
||||
}
|
||||
}
|
||||
|
||||
/* Clients need to be kept up to date for position updates more often otherwise they disappear */
|
||||
if (mob->IsClient() && this != mob && !mob->IsMoving() && distance <= client_update_range) {
|
||||
auto app = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* spawn_update = (PlayerPositionUpdateServer_Struct*)app->pBuffer;
|
||||
mob->MakeSpawnUpdate(spawn_update);
|
||||
this->FastQueuePacket(&app, false);
|
||||
safe_delete(app);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -460,7 +441,7 @@ bool Client::Process() {
|
||||
{
|
||||
animation = 0;
|
||||
m_Delta = glm::vec4(0.0f, 0.0f, 0.0f, m_Delta.w);
|
||||
SendPosUpdate(2);
|
||||
SendPositionUpdate(2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1589,7 +1589,7 @@ void Merc::AI_Process() {
|
||||
}
|
||||
|
||||
if(IsMoving())
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
else
|
||||
SendPosition();
|
||||
}
|
||||
@ -1714,7 +1714,7 @@ void Merc::AI_Process() {
|
||||
}
|
||||
|
||||
if(IsMoving())
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
else
|
||||
SendPosition();
|
||||
}
|
||||
|
||||
36
zone/mob.cpp
36
zone/mob.cpp
@ -1437,7 +1437,7 @@ void Mob::SendHPUpdate(bool skip_self /*= false*/, bool force_update_all /*= fal
|
||||
}
|
||||
}
|
||||
|
||||
// this one just warps the mob to the current location
|
||||
/* Used for NPCs mainly */
|
||||
void Mob::SendPosition()
|
||||
{
|
||||
|
||||
@ -1446,7 +1446,7 @@ void Mob::SendPosition()
|
||||
MakeSpawnUpdateNoDelta(spu);
|
||||
|
||||
/* When an NPC has made a large distance change - we should update all clients to prevent "ghosts" */
|
||||
if (DistanceSquared(last_major_update_position, m_Position) > (100 * 100)) {
|
||||
if (DistanceSquared(last_major_update_position, m_Position) >= (100 * 100)) {
|
||||
entity_list.QueueClients(this, app, true, true);
|
||||
last_major_update_position = m_Position;
|
||||
}
|
||||
@ -1458,7 +1458,7 @@ void Mob::SendPosition()
|
||||
}
|
||||
|
||||
// this one is for mobs on the move, with deltas - this makes them walk
|
||||
void Mob::SendPosUpdate(uint8 iSendToSelf) {
|
||||
void Mob::SendPositionUpdate(uint8 iSendToSelf) {
|
||||
auto app = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
|
||||
PlayerPositionUpdateServer_Struct* spu = (PlayerPositionUpdateServer_Struct*)app->pBuffer;
|
||||
MakeSpawnUpdate(spu);
|
||||
@ -1496,27 +1496,27 @@ void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu) {
|
||||
|
||||
// this is for SendPosUpdate()
|
||||
void Mob::MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu) {
|
||||
spu->spawn_id = GetID();
|
||||
spu->x_pos = FloatToEQ19(m_Position.x);
|
||||
spu->y_pos = FloatToEQ19(m_Position.y);
|
||||
spu->z_pos = FloatToEQ19(m_Position.z);
|
||||
spu->delta_x = NewFloatToEQ13(m_Delta.x);
|
||||
spu->delta_y = NewFloatToEQ13(m_Delta.y);
|
||||
spu->delta_z = NewFloatToEQ13(m_Delta.z);
|
||||
spu->heading = FloatToEQ19(m_Position.w);
|
||||
spu->padding0002 =0;
|
||||
spu->padding0006 =7;
|
||||
spu->padding0014 =0x7f;
|
||||
spu->padding0018 =0x5df27;
|
||||
spu->spawn_id = GetID();
|
||||
spu->x_pos = FloatToEQ19(m_Position.x);
|
||||
spu->y_pos = FloatToEQ19(m_Position.y);
|
||||
spu->z_pos = FloatToEQ19(m_Position.z);
|
||||
spu->delta_x = NewFloatToEQ13(m_Delta.x);
|
||||
spu->delta_y = NewFloatToEQ13(m_Delta.y);
|
||||
spu->delta_z = NewFloatToEQ13(m_Delta.z);
|
||||
spu->heading = FloatToEQ19(m_Position.w);
|
||||
spu->padding0002 = 0;
|
||||
spu->padding0006 = 7;
|
||||
spu->padding0014 = 0x7f;
|
||||
spu->padding0018 = 0x5df27;
|
||||
#ifdef BOTS
|
||||
if (this->IsClient() || this->IsBot())
|
||||
#else
|
||||
if(this->IsClient())
|
||||
if (this->IsClient())
|
||||
#endif
|
||||
spu->animation = animation;
|
||||
else
|
||||
spu->animation = pRunAnimSpeed;//animation;
|
||||
|
||||
|
||||
spu->delta_heading = NewFloatToEQ13(m_Delta.w);
|
||||
}
|
||||
|
||||
@ -2745,7 +2745,7 @@ void Mob::FaceTarget(Mob* MobToFace) {
|
||||
if(oldheading != newheading) {
|
||||
SetHeading(newheading);
|
||||
if(moving)
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
else
|
||||
{
|
||||
SendPosition();
|
||||
|
||||
@ -542,7 +542,7 @@ public:
|
||||
virtual void GMMove(float x, float y, float z, float heading = 0.01, bool SendUpdate = true);
|
||||
void SetDelta(const glm::vec4& delta);
|
||||
void SetTargetDestSteps(uint8 target_steps) { tar_ndx = target_steps; }
|
||||
void SendPosUpdate(uint8 iSendToSelf = 0);
|
||||
void SendPositionUpdate(uint8 iSendToSelf = 0);
|
||||
void MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct* spu);
|
||||
void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
|
||||
void SendPosition();
|
||||
|
||||
@ -1006,7 +1006,12 @@ void Mob::AI_Process() {
|
||||
}
|
||||
else if (!this->CheckLosFN(this->GetTarget())) {
|
||||
Mob* target = this->GetTarget();
|
||||
this->GMMove(target->GetX(), target->GetY(), target->GetZ(), target->GetHeading());
|
||||
|
||||
m_Position.x = target->GetX();
|
||||
m_Position.y = target->GetY();
|
||||
m_Position.z = target->GetZ();
|
||||
m_Position.w = target->GetHeading();
|
||||
SendPosition();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1268,7 +1268,7 @@ XS(XS_Mob_SendPosUpdate)
|
||||
iSendToSelf = (uint8)SvUV(ST(1));
|
||||
}
|
||||
|
||||
THIS->SendPosUpdate(iSendToSelf);
|
||||
THIS->SendPositionUpdate(iSendToSelf);
|
||||
}
|
||||
XSRETURN_EMPTY;
|
||||
}
|
||||
|
||||
@ -215,7 +215,7 @@ Mob* QuestManager::spawn2(int npc_type, int grid, int unused, const glm::vec4& p
|
||||
{
|
||||
npc->AssignWaypoints(grid);
|
||||
}
|
||||
npc->SendPosUpdate();
|
||||
npc->SendPositionUpdate();
|
||||
return npc;
|
||||
}
|
||||
return nullptr;
|
||||
@ -237,7 +237,7 @@ Mob* QuestManager::unique_spawn(int npc_type, int grid, int unused, const glm::v
|
||||
{
|
||||
npc->AssignWaypoints(grid);
|
||||
}
|
||||
npc->SendPosUpdate();
|
||||
npc->SendPositionUpdate();
|
||||
return npc;
|
||||
}
|
||||
return nullptr;
|
||||
@ -1660,7 +1660,7 @@ void QuestManager::respawn(int npcTypeID, int grid) {
|
||||
if(grid > 0)
|
||||
owner->CastToNPC()->AssignWaypoints(grid);
|
||||
|
||||
owner->SendPosUpdate();
|
||||
owner->SendPositionUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -847,7 +847,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
|
||||
SetHeading(CalculateHeadingToTarget(ClosestMob->GetX(), ClosestMob->GetY()));
|
||||
SetTarget(ClosestMob);
|
||||
CastToClient()->SendTargetCommand(ClosestMob->GetID());
|
||||
SendPosUpdate(2);
|
||||
SendPositionUpdate(2);
|
||||
}
|
||||
else
|
||||
Message_StringID(clientMessageError, SENSE_NOTHING);
|
||||
|
||||
@ -614,12 +614,12 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
|
||||
|
||||
if (IsClient())
|
||||
{
|
||||
SendPosUpdate(1);
|
||||
SendPositionUpdate(1);
|
||||
CastToClient()->ResetPositionTimer();
|
||||
}
|
||||
else
|
||||
{
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
SetAppearance(eaStanding, false);
|
||||
}
|
||||
|
||||
@ -702,7 +702,7 @@ bool Mob::CalculateNewPosition(float x, float y, float z, int speed, bool checkZ
|
||||
this->SetMoving(true);
|
||||
moved = true;
|
||||
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
|
||||
SendPosUpdate();
|
||||
SendPositionUpdate();
|
||||
}
|
||||
tar_ndx++;
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user