blob: fb0fef2e285044eb946fb119da5fcb741af6a932 (
plain) (
tree)
|
|
/*
* The ManaPlus Client
* Copyright (C) 2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2020 The ManaPlus Developers
* Copyright (C) 2020-2023 The ManaVerse Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "net/tmwa/gamehandler.h"
#include "client.h"
#include "being/localplayer.h"
#include "net/ea/token.h"
#include "net/ea/gamerecv.h"
#include "net/tmwa/loginhandler.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/network.h"
#include "net/tmwa/protocolout.h"
#include "debug.h"
namespace TmwAthena
{
extern ServerInfo mapServer;
GameHandler::GameHandler() :
Ea::GameHandler()
{
gameHandler = this;
}
GameHandler::~GameHandler()
{
gameHandler = nullptr;
}
void GameHandler::mapLoadedEvent() const
{
createOutPacket(CMSG_MAP_LOADED);
}
void GameHandler::connect() const
{
if (Network::mInstance == nullptr)
return;
BLOCK_START("GameHandler::connect")
Network::mInstance->connect(mapServer);
const Token &token = static_cast<LoginHandler*>(loginHandler)->getToken();
if (client->getState() == State::CONNECT_GAME)
{
// Change the player's ID to the account ID to match what eAthena uses
if (localPlayer != nullptr)
{
Ea::GameRecv::mCharID = localPlayer->getId();
localPlayer->setId(token.account_ID);
}
else
{
Ea::GameRecv::mCharID = BeingId_zero;
}
}
// Send login infos
createOutPacket(CMSG_MAP_SERVER_CONNECT);
outMsg.writeBeingId(token.account_ID, "account id");
outMsg.writeBeingId(Ea::GameRecv::mCharID, "char id");
outMsg.writeInt32(token.session_ID1, "session id1");
outMsg.writeInt32(token.session_ID2, "session id2");
outMsg.writeInt8(Being::genderToInt(token.sex), "gender");
/*
if (localPlayer)
{
// Change the player's ID to the account ID to match what eAthena uses
localPlayer->setId(token.account_ID);
}
*/
// We get 4 useless bytes before the real answer comes in (what are these?)
Network::mInstance->skip(4);
BLOCK_END("GameHandler::connect")
}
bool GameHandler::isConnected() const
{
if (Network::mInstance == nullptr)
return false;
return Network::mInstance->isConnected();
}
void GameHandler::disconnect() const
{
BLOCK_START("GameHandler::disconnect")
if (Network::mInstance != nullptr)
Network::mInstance->disconnect();
BLOCK_END("GameHandler::disconnect")
}
void GameHandler::quit() const
{
createOutPacket(CMSG_CLIENT_QUIT);
}
void GameHandler::ping(const int tick) const
{
createOutPacket(CMSG_MAP_PING);
outMsg.writeInt32(tick, "tick");
}
void GameHandler::disconnect2() const
{
createOutPacket(CMSG_CLIENT_DISCONNECT);
}
void GameHandler::reqRemainTime() const
{
}
void GameHandler::ping2() const
{
}
} // namespace TmwAthena
|