DragonNest/Server/DNGameServer/DNBreakIntoUserSession.cpp
Cussrro 47f7895977 Revert "修复编码问题"
This reverts commit 9e69c01767.
2024-12-21 10:04:04 +08:00

271 lines
8.7 KiB
C++

#include "StdAfx.h"
#include "DNBreakIntoUserSession.h"
#include "DNGameRoom.h"
#include "DnGameTask.h"
#include "DnItemTask.h"
#include "DnPartyTask.h"
#include "GameSendPacket.h"
#include "PvPGameMode.h"
#include "MasterRewardSystem.h"
#include "DNMasterConnectionManager.h"
#include "DNWorldUserState.h"
#include "DNPvPGameRoom.h"
CDNBreakIntoUserSession::CDNBreakIntoUserSession( UINT uiUID, CDNRUDPGameServer* pServer, CDNGameRoom* pRoom )
: CDNUserSession( uiUID, pServer, pRoom ), m_bBreakIntoSession(true)
{
_SetGameRoomState( _GAME_STATE_READY2CONNECT );
m_uiNextGameRoomStateTick = pRoom->GetGameTick();
}
CDNBreakIntoUserSession::~CDNBreakIntoUserSession()
{
}
#if defined(PRE_ADD_MULTILANGUAGE)
void CDNBreakIntoUserSession::PreInitializeUser(WCHAR * wszAccountName, UINT nAccountDBID, UINT nSessionID, INT64 biCharacterDBID, int iTeam, int nWorldID, int nVillageID, bool bTutorial, bool bAdult, char cPCBangGrade, char cSelectedLanguage, TMemberVoiceInfo * pInfo/* = NULL*/)
#else //#if defined(PRE_ADD_MULTILANGUAGE)
void CDNBreakIntoUserSession::PreInitializeUser(WCHAR * wszAccountName, UINT nAccountDBID, UINT nSessionID, INT64 biCharacterDBID, int iTeam, int nWorldID, int nVillageID, bool bTutorial, bool bAdult, char cPCBangGrade, TMemberVoiceInfo * pInfo/* = NULL*/)
#endif //#if defined(PRE_ADD_MULTILANGUAGE)
{
#if defined(PRE_ADD_MULTILANGUAGE)
CDNUserSession::PreInitializeUser( wszAccountName, nAccountDBID, nSessionID, biCharacterDBID, iTeam, nWorldID, nVillageID, bTutorial, bAdult, cPCBangGrade, cSelectedLanguage, pInfo );
#else //#if defined(PRE_ADD_MULTILANGUAGE)
CDNUserSession::PreInitializeUser( wszAccountName, nAccountDBID, nSessionID, biCharacterDBID, iTeam, nWorldID, nVillageID, bTutorial, bAdult, cPCBangGrade, pInfo );
#endif //#if defined(PRE_ADD_MULTILANGUAGE)
bool bLessTeam = false;
// PvP 방이고 PvP이벤트방일때 난입은 적은팀으로 무조건 설정한다.
//rlkt 2016
/* if( GetGameRoom() && GetGameRoom()->bIsPvPRoom() )
{
if( static_cast<CDNPvPGameRoom*>(GetGameRoom())->GetEventRoomIndex() > 0 )
bLessTeam = true;
*/ if( static_cast<CDNPvPGameRoom*>(GetGameRoom())->GetRoomOptionBit()&PvPCommon::RoomOption::RandomTeam )
bLessTeam = true;
// }
if( bLessTeam == true && iTeam != PvPCommon::Team::Observer )
{
int iATeam = 0;
int iBTeam = 0;
for( UINT i=0 ; i<GetGameRoom()->GetUserCount() ; ++i )
{
CDNUserSession* pSession = GetGameRoom()->GetUserData(i);
if( pSession->GetTeam() == PvPCommon::Team::A )
++iATeam;
else if( pSession->GetTeam() == PvPCommon::Team::B )
++iBTeam;
}
int iBreakIntoATeam = 0;
int iBreakIntoBTeam = 0;
GetGameRoom()->GetBreakIntoUserTeamCount( iBreakIntoATeam, iBreakIntoBTeam );
iATeam += iBreakIntoATeam;
iBTeam += iBreakIntoBTeam;
SetTeam( iATeam > iBTeam ? PvPCommon::Team::B : PvPCommon::Team::A );
}
}
bool CDNBreakIntoUserSession::BreakIntoProcess()
{
ULONG uiCurTick = m_pGameRoom->GetGameTick();
unsigned long iCurTick2 = timeGetTime();
switch( m_uiGameRoomState )
{
case _GAME_STATE_READY2CONNECT:
{
if( IsConnected() || (uiCurTick > m_uiNextGameRoomStateTick+WAIT_FOR_ANOTHER_USER_TIME_LIMIT) )
{
_SetGameRoomState( _GAME_STATE_CONNECT2CHECKAUTH );
m_uiNextGameRoomStateTick = timeGetTime();
}
break;
}
case _GAME_STATE_CONNECT2CHECKAUTH:
{
if (IsCertified())
{
_SetGameRoomState( _GAME_STATE_CONNECT2LOAD );
m_uiNextGameRoomStateTick = 0;
break;
}
if(CHECKAUTHLIMITTERM < GetTickTerm(m_uiNextGameRoomStateTick, iCurTick2))
{
DetachConnection(L"_GAME_STATE_CONNECT2CHECKAUTH TimeOver"); // 추가 구현 필요 ??? (다음 상태로 실패처리를 표현하는 것이 아님 ???)
break;
}
}
break;
case _GAME_STATE_CONNECT2LOAD:
{
if( m_uiNextGameRoomStateTick == 0 )
{
//if( !IsConnected() )
// DetachConnection();
InitialUser();
m_uiNextGameRoomStateTick = uiCurTick + WAIT_FOR_LOAD_TIME_LIMIT;
}
if( GetState() == SESSION_STATE_LOADED )
{
SendConnectedResult();
#if defined(_HSHIELD)
if (GetAccountLevel() != AccountLevel_Developer){ // 내부 디버깅용(?)
SendMakeRequest(); // CRC 요청
}
#elif defined(_GPK)
SendGPKCode();
SendGPKAuthData();
#endif // _HSHIELD
_SetGameRoomState( _GAME_STATE_LOAD2SYNC );
m_uiNextGameRoomStateTick = uiCurTick + WAIT_FOR_LOAD_TIME_LIMIT;
}
break;
}
case _GAME_STATE_LOAD2SYNC:
{
if( GetState() == SESSION_STATE_READY_TO_SYNC )
{
CDnGameTask* pGameTask = m_pGameRoom->GetGameTask();
CDnItemTask* pItemTask = m_pGameRoom->GetItemTask();
if( !pGameTask || !pItemTask )
DN_RETURN(false);
if( !m_pGameRoom->AddPartyStruct( this, false ) )
{
DetachConnection( L"PartyMax" );
return false;
}
if( m_pGameRoom->GetMasterRewardSystem() )
m_pGameRoom->GetMasterRewardSystem()->RequestRefresh();
pItemTask->InitializePlayerItem( this );
pGameTask->OnInitializeBreakIntoActor( this, 0 );
m_pGameRoom->CheckDiePlayer( this );
//파티초대인경우 파티데이타의 동기를 맞춰준다.
//SendBreakIntoUser 하지전에 인덱스를 맞춰줘야함!
int nIdx = GetGameRoom()->AdjustBreakintoUser(GetCharacterName(), GetSessionID(), ERROR_NONE, false);
if (nIdx >= 0)
{
SetPartyMemberIndex(nIdx);
GetGameRoom()->SetPartyMemberIndex(nIdx, GetSessionID());
}
else if (GetGameRoom()->bIsOccupationMode())
{
//점령전인경우에는 마스터에서 인덱스 세팅해온다 아 미치도록 구질하다 흑
int nPvPTeamSlotIndex = GetPartyMemberIndex();
if (nPvPTeamSlotIndex >= 0)
{
if (GetGameRoom()->SetPartyMemberIndex(nPvPTeamSlotIndex, GetSessionID(), GetTeam()) == false)
_DANGER_POINT(); //아 꼬였따아아아아아아아앙아ㅏ아아아아아
}
else
{
if (GetTeam() != PvPCommon::Team::Observer)
_DANGER_POINT(); //옵저버가 아닌데 인덱스가 없다! 이럼 안데지!
}
}
m_pGameRoom->SendBreakIntoUser( this ); // 기존 유저에게 난입유저 정보 보냄
m_pGameRoom->SetSync2SyncStateTemplateMethod( 0, this ); // 난입 유저에게 기존유저 정보 보냄
_SetGameRoomState( _GAME_STATE_SYNC2SYNC );
m_uiNextGameRoomStateTick = uiCurTick + GOGO_SING_TO_PLAY_FOR_WAIT_TIME_LIMIT;
}
break;
}
case _GAME_STATE_SYNC2SYNC:
{
_SetGameRoomState( _GAME_STATE_SYNC2PLAY );
break;
}
case _GAME_STATE_SYNC2PLAY:
{
// 난입성공
if( GetState() == SESSION_STATE_READY_TO_PLAY )
{
#if defined( PRE_ADD_NAMEDITEM_SYSTEM )
m_pGameRoom->SendCompleteBreakIntoUser(this);
#endif
SetMapIndex( m_pGameRoom->GetGameTask()->GetMapTableID() );
m_pGameRoom->SyncMonster( this );
m_pGameRoom->SyncNpc( this );
m_pGameRoom->SyncProp( this );
m_pGameRoom->OnSync2Sync( this );
m_pGameRoom->SyncPlayer( this );
m_pGameRoom->SyncGate( this );
#if defined( PRE_PARTY_DB )
if (m_pGameRoom->GetGameType() == REQINFO_TYPE_PARTY)
{
m_pGameRoom->AddPartyMemberDB( this );
}
#endif
#if defined( PRE_WORLDCOMBINE_PVP )
if( m_pGameRoom->bIsWorldPvPRoom() )
{
m_pGameRoom->AddDBWorldPvPRoomMember( this );
}
#endif
// 난입에 의한 유저위치 동기화
if( g_pMasterConnectionManager )
{
DNVector(std::wstring) vUserName;
vUserName.push_back( GetCharacterName() );
g_pMasterConnectionManager->SendWorldUserState( GetWorldSetID(), vUserName, GetMapIndex() );
}
if( g_pWorldUserState )
g_pWorldUserState->UpdateUserState( GetCharacterName(), GetCharacterDBID(), _LOCATION_GAME, _COMMUNITY_NONE, -1, GetMapIndex() );
SetSessionState( SESSION_STATE_GAME_PLAY );
SetSecurityUpdateFlag( true );
_SetGameRoomState( _GAME_STATE_PLAY );
FlushPacketQueue();
m_pGameRoom->OnRequestSyncStartMsg( this );
// 난입성공알림
m_pGameRoom->OnSuccessBreakInto( this );
m_pGameRoom->SendPosition( this );
m_pGameRoom->SendDropItemList( this );
if( m_hActor )
{
m_hActor->InsertOctreeNode();
m_hActor->SetOctreeUpdate( true );
}
if (GetGameRoom()->GetPartyIndex() > 0)
m_pSession->SendJoinParty(ERROR_NONE, GetGameRoom()->GetPartyIndex(), GetGameRoom()->GetPartyName() );
if( CDnPartyTask::IsActive(GetGameRoom()) )
CDnPartyTask::GetInstance(GetGameRoom()).UpdateGateInfo();
GetGameRoom()->SendRefreshParty(GetSessionID(), GetProfile()->bOpenPublic == true ? GetProfile() : NULL);
GetGameRoom()->UpdateAppliedEventValue();
GetGameRoom()->SendChatRoomInfo( this );
CDnWorld *pWorld = GetGameRoom()->GetWorld();
if( pWorld && pWorld->GetDragonNestType() != eDragonNestType::None )
{
CDNGameRoom::PartyStruct* pStruct = GetGameRoom()->GetPartyData( this );
if( pStruct )
{
SendStartDragonNest( pWorld->GetDragonNestType(), pStruct->nUsableRebirthCoin );
}
}
m_bBreakIntoSession = false; //<--요거 브레이스맨 하단에 위치시켜주세요~
return true;
}
break;
}
}
return false;
}