99 lines
4.8 KiB
Rust
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use std::collections::HashMap;
use libpso::packet::ship::*;
use crate::common::serverstate::ClientId;
use crate::common::leveltable::CharacterLevelTable;
use crate::ship::ship::{SendShipPacket, ShipError, ClientState, Clients};
use crate::ship::character::{CharacterBytesBuilder, FullCharacterBytesBuilder};
use crate::ship::location::{ClientLocation, LobbyId, RoomId, RoomLobby, MAX_ROOMS, ClientLocationError};
use crate::ship::packet;
use libpso::character::character;
use crate::ship::location::ClientLocationError::GetAreaError;
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// this function needs a better home
pub fn block_selected(id: ClientId,
pkt: &MenuSelect,
clients: &mut Clients,
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level_table: &CharacterLevelTable)
-> Result<Vec<SendShipPacket>, ShipError> {
let client = clients.get_mut(&id).ok_or(ShipError::ClientNotFound(id))?;
client.block = pkt.item as u32;
let (level, stats) = level_table.get_stats_from_exp(client.character.char_class, client.character.exp);
let fc = FullCharacterBytesBuilder::new()
.character(&client.character)
.stats(&stats)
.level(level)
.inventory(&client.inventory)
.key_config(&client.settings.settings.key_config)
.joystick_config(&client.settings.settings.joystick_config)
.symbol_chat(&client.settings.settings.symbol_chats)
.tech_menu(&client.character.tech_menu.as_bytes())
.build();
Ok(vec![
SendShipPacket::FullCharacter(FullCharacter {
character: fc,
}),
SendShipPacket::CharDataRequest(CharDataRequest {}),
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SendShipPacket::LobbyList(LobbyList::new()),
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])
}
pub fn send_player_to_lobby(id: ClientId,
_pkt: &CharData,
client_location: &mut ClientLocation,
clients: &Clients,
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level_table: &CharacterLevelTable)
-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
let lobby = client_location.add_client_to_next_available_lobby(id, LobbyId(0)).map_err(|_| ShipError::TooManyClients)?;
let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, level_table)?;
let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, level_table)?;
let neighbors = client_location.get_client_neighbors(id).unwrap();
Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))]
.into_iter()
.chain(neighbors.into_iter()
.map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone())))).collect())
}
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pub fn change_lobby(id: ClientId,
requested_lobby: u32,
client_location: &mut ClientLocation,
clients: &Clients,
level_table: &CharacterLevelTable)
-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
let prev_area = client_location.get_area(id).map_err(|err| -> ClientLocationError {err.into()})?;
if prev_area == RoomLobby::Lobby(LobbyId(requested_lobby as usize)) { // If the client is already in the selected lobby,
let dialog = SmallDialog::new(String::from("You are already in this Lobby!")); // Send a SmallDialog to prevent client softlock / server crash
return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
}
let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location)?;
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let old_neighbors = client_location.get_client_neighbors(id).unwrap();
let mut lobby = LobbyId(requested_lobby as usize);
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match client_location.add_client_to_lobby(id, lobby) {
Ok(lobby) => {
}
Err(err) => {
match prev_area {
RoomLobby::Lobby(lobby) => {
let dialog = SmallDialog::new(String::from("Lobby is full."));
return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
}
RoomLobby::Room(room) => {
lobby = client_location.add_client_to_next_available_lobby(id, lobby).map_err(|_| ShipError::TooManyClients)?;
}
}
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}
}
let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, level_table)?;
let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, level_table)?;
let neighbors = client_location.get_client_neighbors(id).unwrap();
Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))]
.into_iter()
.chain(neighbors.into_iter()
.map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone()))))
.chain(old_neighbors.into_iter()
.map(|c| (c.client, SendShipPacket::LeaveLobby(leave_lobby.clone()))))
.collect())
}