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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, RoomId, AreaClient, ClientLocationError};
use crate::entity::character::CharacterEntity;
use crate::ship::items::ActiveInventory;
use crate::ship::room::RoomState;
use crate::ship::packet::builder::{player_header, player_info};
use libpso::character::character::{Inventory, InventoryItem};
use libpso::utf8_to_utf16_array;
pub fn join_room(id: ClientId,
clients: &Clients,
client_location: &ClientLocation,
room_id: RoomId,
room: &RoomState)
-> Result<JoinRoom, ShipError> {
let all_clients = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let players = all_clients.iter()
.enumerate()
.fold(Ok([PlayerHeader::default(); 4]), |acc, (i, c)| -> Result<_, ShipError> {
let header_client = clients.get(&c.client).ok_or(ShipError::ClientNotFound(id))?;
let header_area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
acc.map(|mut a| {
a[i] = player_header(0x10000, &header_client, &header_area_client);
a
})
})?;
let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
let leader = client_location.get_room_leader(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
Ok(JoinRoom {
flag: all_clients.len() as u32,
maps: room.maps.map_headers(),
players: players,
client: area_client.local_client.id(),
leader: leader.local_client.id(),
one: 1,
difficulty: room.mode.difficulty().into(),
battle: room.mode.battle(),
event: 0,
section: room.section_id.into(),
challenge: room.mode.challenge(),
random_seed: room.random_seed,
episode: room.mode.episode().into(),
one2: 1,
single_player: room.mode.single_player(),
unknown: 0,
})
}
pub fn add_to_room(id: ClientId,
client: &ClientState,
area_client: &AreaClient,
leader: &AreaClient,
level_table: &CharacterLevelTable,
room_id: RoomId,
)
-> Result<AddToRoom, ShipError> {
Ok(AddToRoom {
flag: 1,
client: area_client.local_client.id(),
leader: leader.local_client.id(),
one: 0, // TODO: ????????
lobby: 0xFF,
block: 0,
event: 0,
padding: 0,
playerinfo: player_info(0x10000, client, &area_client, level_table),
})
}