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