174 lines
8.3 KiB
Rust
174 lines
8.3 KiB
Rust
use libpso::packet::ship::*;
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use crate::common::serverstate::ClientId;
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use crate::common::leveltable::LEVEL_TABLE;
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use crate::ship::ship::{SendShipPacket, ShipError, Clients};
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use crate::ship::room::Rooms;
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use crate::ship::character::{FullCharacterBytesBuilder};
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use crate::ship::location::{ClientLocation, LobbyId, RoomLobby, ClientLocationError, RoomId};
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use crate::ship::packet;
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use crate::ship::items::state::ItemState;
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use crate::entity::gateway::EntityGateway;
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use crate::ship::map::MapArea;
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use futures::future::join_all;
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// this function needs a better home
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pub async fn block_selected(id: ClientId,
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pkt: MenuSelect,
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clients: &Clients,
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item_state: &ItemState)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
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clients.with_mut(id, |client| {
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let item_state = item_state.clone();
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Box::pin(async move {
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client.block = pkt.item as usize - 1;
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let (level, stats) = LEVEL_TABLE.get_stats_from_exp(client.character.char_class, client.character.exp);
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let inventory = item_state.get_character_inventory(&client.character).await?;
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let bank = item_state.get_character_bank(&client.character).await?;
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let fc = FullCharacterBytesBuilder::default()
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.character(&client.character)
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.stats(&stats)
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.level(level)
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.meseta(inventory.meseta)
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.inventory(&inventory)
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.bank(&bank)
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.keyboard_config(&client.character.keyboard_config.as_bytes())
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.gamepad_config(&client.character.gamepad_config.as_bytes())
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.symbol_chat(&client.settings.settings.symbol_chats)
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.tech_menu(&client.character.tech_menu.as_bytes())
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.option_flags(client.character.option_flags)
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.build();
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Ok(vec![
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(id, SendShipPacket::FullCharacter(Box::new(FullCharacter {
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character: fc,
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}))),
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(id, SendShipPacket::CharDataRequest(CharDataRequest {})),
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(id, SendShipPacket::LobbyList(LobbyList::new())),
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])
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})}).await?
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}
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pub async fn send_player_to_lobby(id: ClientId,
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_pkt: CharData,
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client_location: &mut ClientLocation,
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clients: &Clients,
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item_state: &ItemState)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
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let lobby = client_location.add_client_to_next_available_lobby(id, LobbyId(0)).await.map_err(|_| ShipError::TooManyClients)?;
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let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, item_state).await?;
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let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, item_state).await?;
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let neighbors = client_location.get_client_neighbors(id).await.unwrap();
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Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))]
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.into_iter()
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.chain(neighbors.into_iter()
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.map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone())))).collect())
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}
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#[allow(clippy::too_many_arguments)]
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pub async fn change_lobby<EG>(id: ClientId,
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requested_lobby: u32,
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client_location: &mut ClientLocation,
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clients: &Clients,
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item_state: &mut ItemState,
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rooms: &Rooms,
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entity_gateway: &mut EG)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError>
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where
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EG: EntityGateway + Clone + 'static,
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{
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let prev_area = client_location.get_area(id).await.map_err(|err| -> ClientLocationError {err.into()})?;
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match prev_area {
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RoomLobby::Lobby(old_lobby) => {
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if old_lobby.0 == requested_lobby as usize {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You are already in this Lobby!".into())))])
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}
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},
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RoomLobby::Room(old_room) => {
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if client_location.get_client_neighbors(id).await?.is_empty() {
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rooms.remove(old_room).await;
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}
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clients.with(id, |client| {
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let mut item_state = item_state.clone();
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Box::pin(async move {
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item_state.remove_character_from_room(&client.character).await;
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})}).await?;
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},
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}
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let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location).await?;
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let old_neighbors = client_location.get_client_neighbors(id).await.unwrap();
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let mut lobby = LobbyId(requested_lobby as usize);
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if client_location.add_client_to_lobby(id, lobby).await.is_err() {
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match prev_area {
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RoomLobby::Lobby(_lobby) => {
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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).await.map_err(|_| ShipError::TooManyClients)?;
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}
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}
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}
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clients.with(id, |client| {
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let mut entity_gateway = entity_gateway.clone();
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let mut item_state = item_state.clone();
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Box::pin(async move {
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item_state.load_character(&mut entity_gateway, &client.character).await
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})}).await??;
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let join_lobby = packet::builder::lobby::join_lobby(id, lobby, client_location, clients, item_state).await?;
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let addto = packet::builder::lobby::add_to_lobby(id, lobby, client_location, clients, item_state).await?;
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let neighbors = client_location.get_client_neighbors(id).await?;
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Ok(vec![(id, SendShipPacket::JoinLobby(join_lobby))]
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.into_iter()
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.chain(neighbors.into_iter()
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.map(|c| (c.client, SendShipPacket::AddToLobby(addto.clone()))))
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.chain(old_neighbors.into_iter()
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.map(|c| (c.client, SendShipPacket::LeaveLobby(leave_lobby.clone()))))
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.collect())
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}
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pub async fn remove_from_lobby(id: ClientId,
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client_location: &mut ClientLocation)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
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let area_client = client_location.get_local_client(id).await?;
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let neighbors = client_location.get_client_neighbors(id).await?;
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let leader = client_location.get_leader_by_client(id).await.map_err(|err| -> ClientLocationError { err.into() })?;
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let leave_lobby_pkt = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
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client_location.remove_client_from_area(id).await.map_err(|err| -> ClientLocationError { err.into() })?;
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Ok(neighbors.into_iter().map(|n| {
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(n.client, leave_lobby_pkt.clone())
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}).collect())
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}
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pub async fn get_room_tab_info(id: ClientId,
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pkt: MenuDetail,
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client_location: &mut ClientLocation,
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clients: &Clients)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
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let room_id = RoomId(pkt.item as usize);
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let clients_in_room = client_location.get_clients_in_room(room_id).await.map_err(|err| -> ClientLocationError { err.into() })?;
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let room_info = if clients_in_room.is_empty() {
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String::from("Game is no longer active")
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}
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else {
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join_all(clients_in_room.iter()
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.map(|clientl| async move {
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clients.with(clientl.client, |client| Box::pin(async move {
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format!("{} Lv{} {}\n{} {}",
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client.character.name,
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LEVEL_TABLE.get_level_from_exp(client.character.char_class, client.character.exp),
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client.user.guildcard,
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client.character.char_class,
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client.area.unwrap_or(MapArea::Pioneer2Ep1))
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})).await
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})).await
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.into_iter()
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.collect::<Result<Vec<_>, ShipError>>()?
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.join("\n")
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};
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Ok(vec![(id, SendShipPacket::SmallLeftDialog(SmallLeftDialog::new(room_info)))])
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}
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