sends the client a message when selected lobby = current lobby
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@ -4,9 +4,10 @@ use crate::common::serverstate::ClientId;
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use crate::common::leveltable::CharacterLevelTable;
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use crate::ship::ship::{SendShipPacket, ShipError, ClientState, Clients};
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use crate::ship::character::{CharacterBytesBuilder, FullCharacterBytesBuilder};
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use crate::ship::location::{ClientLocation, LobbyId, RoomId, RoomLobby, MAX_ROOMS};
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use crate::ship::location::{ClientLocation, LobbyId, RoomId, RoomLobby, MAX_ROOMS, ClientLocationError};
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use crate::ship::packet;
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use libpso::character::character;
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use crate::ship::location::ClientLocationError::GetAreaError;
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// this function needs a better home
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pub fn block_selected(id: ClientId,
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@ -61,8 +62,12 @@ pub fn change_lobby(id: ClientId,
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clients: &Clients,
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level_table: &CharacterLevelTable)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
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let prev_area = client_location.get_area(id).unwrap();
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let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location).unwrap();
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let prev_area = client_location.get_area(id).map_err(|err| -> ClientLocationError {err.into()})?;
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if prev_area == RoomLobby::Lobby(LobbyId(requested_lobby as usize)) { // If the client is already in the selected lobby,
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let dialog = SmallDialog::new(String::from("You are already in this Lobby!")); // Send a SmallDialog to prevent client softlock / server crash
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return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
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}
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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();
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let mut lobby = LobbyId(requested_lobby as usize);
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match client_location.add_client_to_lobby(id, lobby) {
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@ -71,14 +76,11 @@ pub fn change_lobby(id: ClientId,
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Err(err) => {
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match prev_area {
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RoomLobby::Lobby(lobby) => {
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let dialog = SmallDialog {
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padding: [0, 0],
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msg: String::from("Lobby is full."),
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};
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let dialog = SmallDialog::new(String::from("Lobby is full."));
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return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
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}
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RoomLobby::Room(room) => {
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lobby = client_location.add_client_to_next_available_lobby(id, lobby).unwrap();
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lobby = client_location.add_client_to_next_available_lobby(id, lobby).map_err(|_| ShipError::TooManyClients)?;
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}
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}
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}
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