/* * The ManaPlus Client * Copyright (C) 2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2019 The ManaPlus 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 . */ #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)->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