321 lines
18 KiB
C++
321 lines
18 KiB
C++
#pragma once
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#include "Connection.h"
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class CDNUser;
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class CDNPvP;
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class CDNVillageConnection: public CConnection
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{
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private:
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TVillageInfo m_VillageChannelInfo;
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BYTE m_cVillageID;
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bool m_bZeroPopulation;
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int m_nManagedID;
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bool m_bConnectComplete;
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public:
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CDNVillageConnection(void);
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virtual ~CDNVillageConnection(void);
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bool GetConnectionCompleted() { return m_bConnectComplete; }
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void SetConnectionCompleted( bool bFlag ){ m_bConnectComplete = bFlag; }
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//NetworkMessage Process
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int MessageProcess(int iMainCmd, int iSubCmd, char * pData, int iLen);
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//VillageServer Channel Operator
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TVillageInfo * GetVillageChannelInfo() { return &m_VillageChannelInfo; }
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int GetMapIdxbyChannel(int nChannelID);
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bool HasManagedMapIdx(int nMapIdx);
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inline BYTE GetVillageID() { return m_cVillageID; }
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inline void SetManagedID(int nManagedID) { m_nManagedID = nManagedID; }
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inline int GetManagedID() { return m_nManagedID; }
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#ifdef _WORK
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//For _WORK
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void SendReloadExt();
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#endif //#ifdef _WORK
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//Village -> Master Connection Flow
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void SendRegistWorldID();
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void SendReqUserList(short nRetCode);
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void SendVillageRegistComplete();
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//Village ServerInfo Syncro
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void SendVillageInfo(std::vector <TVillageInfo> * vList); //정기적 타채널의 상태 알려주기 위함
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void SendVillageInfoDelete(int nVillageID);
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void SendLoginState(UINT nSessionID, short nRet);
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//User
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void SendCheckUser(CDNUser *pUser, UINT nSessionID, int nRet);
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void SendTargetVillageInfo(UINT nAccountDBID, BYTE cVillageID, int nTargetChannelID, int nTargetMapIdx, BYTE cTargetGateNo, const char * pIP, USHORT nPort, short nRet, bool bPartyInto = false, INT64 nItemSerial = 0);
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void SendChangeCharacterName(MAChangeCharacterName* pPacket);
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//User State
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void SendAddUserState(const WCHAR * pName, INT64 biChracterDBID, int nLocationState = -1, int nCommunityState = -1, int nChannelID = -1, int nMapIdx = -1);
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void SendDelUserState(const WCHAR * pName, INT64 biChracterDBID);
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void SendUpdateUserState(const WCHAR * pName, INT64 biChracterDBID, int nLocationState, int nCommunityState, int nChannelID, int nMapIdx);
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//Game
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#if defined( PRE_WORLDCOMBINE_PARTY )
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#if defined( PRE_WORLDCOMBINE_PVP )
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void SendSetGameID( GameTaskType::eType GameTaskType, BYTE cReqGameIDType, TINSTANCEID InstanceID, ULONG nIP, USHORT nPort, USHORT nTcpPort, int iServerIdx, USHORT wGameID, int iRoomID, USHORT unVillageChannelID, BYTE cVillageID, int nRet, ePartyType Type = _NORMAL_PARTY, WorldPvPMissionRoom::Common::eReqType eWorldReqType = WorldPvPMissionRoom::Common::NoneType );
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#else // #if defined( PRE_WORLDCOMBINE_PVP )
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void SendSetGameID( GameTaskType::eType GameTaskType, BYTE cReqGameIDType, TINSTANCEID InstanceID, ULONG nIP, USHORT nPort, USHORT nTcpPort, int iServerIdx, USHORT wGameID, int iRoomID, USHORT unVillageChannelID, BYTE cVillageID, int nRet, ePartyType Type = _NORMAL_PARTY );
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#endif // #if defined( PRE_WORLDCOMBINE_PVP )
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#else // #if defined( PRE_WORLDCOMBINE_PARTY )
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void SendSetGameID( GameTaskType::eType GameTaskType, BYTE cReqGameIDType, TINSTANCEID InstanceID, ULONG nIP, USHORT nPort, USHORT nTcpPort, int iServerIdx, USHORT wGameID, int iRoomID, USHORT unVillageChannelID, BYTE cVillageID, int nRet );
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#endif // #if defined( PRE_WORLDCOMBINE_PARTY )
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void SendLadderSetGameID( ULONG nIP, USHORT nPort, USHORT nTcpPort, int iServerIdx, USHORT wGameID, int iRoomID, USHORT unVillageChannelID, BYTE cVillageID, int nRet, GAMASetRoomID* pPacket=NULL, int iGameModeTableID=-1 );
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// party
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#if defined( PRE_PARTY_DB )
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void SendResPartyInvite( int iRet, UINT uiReqAccountDBID );
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void SendReqPartyInvite( const VIMAReqPartyInvite* pPacket );
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void SendPartyInviteDenied( const VIMAPartyInviteDenied* pPacket );
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#if defined(PRE_MOD_REQ_JOIN_PARTY_ANSWER_MSG_APP)
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void SendReqPartyAskJoin( const VIMAReqPartyAskJoin* pPacket );
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void SendResPartyAskJoin( int iRet, UINT uiAccountDBID );
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void SendAskJoinAgreeInfo( UINT uiAccountDBID , TPARTYID PartyID, int iPassword );
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#endif
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#else
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void SendAddParty(UINT nLeaderAccountDBID, UINT nLeaderSessionID, TPARTYID PartyID, const WCHAR *pwszPartyName, const WCHAR * pwszPassword, int nChannelID, BYTE cPartyMemberMax, TPARTYITEMLOOTRULE ItemLootRule, TITEMRANK ItemRank, BYTE cUserLvLimitMin, BYTE cUserLvLimitMax, int nTargetMapIdx, TDUNGEONDIFFICULTY Difficulty, BYTE cPartyJobDice, UINT nAfterInviteAccountDBID, BYTE cUseVoice);
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#endif // #if defined( PRE_PARTY_DB )
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void SendPushParty(UINT nLeaderAccountDBID, TPARTYID PartyID, int nChannelID, int nRandomSeed, TPartyData * pPartyData);
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void SendInvitepartyMember(int nGameServerID, int nVillageMapIdx, UINT nInvitedAccountDBID, const GAMAInvitePartyMember * pInvitePartyMember, const char * pPassClassIds, char cPermitLevel);
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void SendResult(UINT nAccountDBID, BYTE cMainCmd, short cRet);
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#if defined(PRE_MOD_REQ_JOIN_PARTY_ANSWER_MSG_APP)
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void SendGetPartyID( UINT nAccountDBID, UINT nSenderAccountDBID );
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void SendGetPartyIDResult( UINT nSenderAccountDBID, TPARTYID PartyID );
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#endif
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//Guild
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void SendInviteGuildMember(MAInviteGuildMember* pPacket);
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void SendInviteGuildMemberResult(UINT nAccountDBID, int nRet, bool bAck, LPCWSTR pwszToCharacterName);
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void SendGuildWareInfo(MAGuildWareInfo* pPacket);
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void SendGuildWareInfoResult(MAGuildWareInfoResult* pPacket);
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void SendGuildMemberLevelUp(MAGuildMemberLevelUp* pPacket);
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void SendRefreshGuildItem(MARefreshGuildItem* pPacket);
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void SendRefreshGuildCoin(MARefreshGuildCoin* pPacket);
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void SendExtendGuildWareSize(MAExtendGuildWare* pPacket);
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void SendDismissGuild(MADismissGuild* pPacket);
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void SendAddGuildMember(MAAddGuildMember* pPacket);
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void SendDelGuildMember(MADelGuildMember* pPacket);
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void SendChangeGuildInfo(MAChangeGuildInfo* pPacket);
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void SendChangeGuildMemberInfo(MAChangeGuildMemberInfo* pPacket);
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void SendGuildChat(MAGuildChat* pPacket);
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#ifdef PRE_ADD_DOORS_GUILDCHAT_DISCONNECT
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void SendDoorsGuildChat(MADoorsGuildChat* pPacket);
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#endif //#ifdef PRE_ADD_DOORS_GUILDCHAT_DISCONNECT
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void SendChangeGuildName(MAGuildChangeName* pPacket);
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void SendChangeGuildMark(MAGuildChangeMark* pPacket);
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void SendUpdateGuildExp(MAUpdateGuildExp* pPacket);
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void SendEnrollGuildWar(MAEnrollGuildWar* pPacket);
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void SendGetGuildWarSchedule();
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void SendChangeGuildWarStep(MAChangeGuildWarStep* pPacket);
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void SendGetGuildWarFinalSchedule(short wScheduleID);
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void SendGetGuildWarPoint();
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void SendSetGuildWarPoint(MASetGuildWarPoint* pPacket);
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void SendAddGuildWarPoint(MAAddGuildWarPoint* pPacket);
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void SendGetGuildWarFinalTeam();
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void SendSetGuildWarFinalTeam(SGuildTournamentInfo* pGuildTournamentInfo);
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void SendGetGuildWarTournamentInfo(short wScheduleID);
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void SendGetGuildWarPreWinGuild();
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void SendSetGuildWarTournamentInfo(SGuildTournamentInfo* pGuildTournamentInfo);
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void SendGetGuildWarTrialStats();
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void SendSetGuildwarFinalProcess(char cGuildFinalPart, __time64_t tBeginTime);
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void SendSetGuildWarSecretMission(MASetGuildWarSecretMission* pPacket);
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void SendSetGuildWarFinalResult(MAVISetGuildWarFinalResult* pPacket);
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void SendSetGuildWarFinalResultDB(short wScheduleID, char cMatchSequence, UINT GuildDBID, char cMatchTypeCode,bool bWin);
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void SendSetGuildWarPreWinGuild(MAGuildWarPreWinGuild* pPacket);
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void SendSetGuildWarPreWinSkillCoolTime(MAGuildWarPreWinSkillCoolTime* pPacket);
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void SendSetGuildWarSchedule(MASetGuildWarEventTime* pPacket);
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void SendSetGuildWarTournamentWin(MASetGuildWarTournamentWin* pPacket);
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void SendAddDBJobSystemReserve(char cJobType);
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void SendGetDBJobSystemReserve(int nJobSeq);
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void SendGetGuildWarPointRunning();
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void SendSetGuildWarPointRunning(MASetGuildWarPointRunningTotal* pPacket);
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void SendGetGuildWarPreWindGuildReward(short wSchedulID, UINT nGuildDBID); //제스쳐, 농장 지급되었는지 가져오기..
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void SendGuildWarRefreshGuildPoint(MAGuildWarRefreshGuildPoint* pPacket);
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void SendResetGuildWarBuyedItemCount();
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void SendGuildRecruitMember(MAGuildRecruitMember* pPacket);
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void SendAddGuildRewardItem(MAGuildRewardItem* pPacket);
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void SendExtendGuildSize(MAExtendGuildSize* pPacket);
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void SendUpdateGuildWare(int nGuildID);
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//Friend
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void SendFriendAddNotice(UINT nAddedAccountDBID, const WCHAR * pName);
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// chat
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void SendPrivateChat(UINT nToAccountDBID, const WCHAR *pwszFromCharacterName, char cType, const WCHAR *pwszChatMsg, short wChatLen, int nRet = ERROR_NONE);
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void SendChat(char cType, UINT nToAccountDBID, const WCHAR *pwszFromCharacterName, const WCHAR *pwszChatMsg, short wChatLen);
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void SendZoneChat(int nMapIdx, const WCHAR *pwszFromCharacterName, const WCHAR *pwszChatMsg, short wChatLen);
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void SendWorldSystemMsg(const WCHAR *pwszFromCharacterName, char cType, int nID, int nValue, WCHAR* pwszToCharacterName);
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#if defined( PRE_PRIVATECHAT_CHANNEL )
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void SendPrivateChannelChat( const WCHAR *pwszFromCharacterName, const WCHAR *pwszChatMsg, short wChatLen, INT64 nChannelID);
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#endif
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//PvP
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void SendPvPCreateRoom( const short nRetCode, const CDNPvP* pPvPRoom, const VIMAPVP_CREATEROOM* pPacket );
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void SendPvPModifyRoom( const short nRetCode, const CDNPvP* pPvPRoom, const VIMAPVP_MODIFYROOM* pPacket );
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void SendPvPDestroyRoom( const USHORT unVillageChannelID, const UINT uiPvPIndex );
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void SendPvPLeaveRoom( const short nRetCode, const USHORT unVillageChannelID, const UINT uiPvPIndex, const UINT uiLeaveAccountDBID, PvPCommon::LeaveType::eLeaveType Type );
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void SendPvPRoomList( const VIMAPVP_ROOMLIST* pPacket );
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void SendPvPWaitUserList( const VIMAPVP_WAITUSERLIST* pPacket );
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void SendPvPJoinRoom( const short nRetCode, const UINT uiAccountDBID, const USHORT unVillageChannelID=0, const UINT uiPvPIndex=0, const USHORT unPvPTeam=PvPCommon::Team::Max, const UINT uiUserState=PvPCommon::UserState::None, char cIndex = -1);
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void SendPvPRoomState( const USHORT unVillageChannelID, const UINT uiPvPIndex, const UINT uiRoomState );
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void SendPvPChangeTeam( const short nRetCode, const USHORT unVillageChannelID, const UINT uiPvPIndex, const VIMAPVP_CHANGETEAM* pPacket, char cTeamSlotIndex = -1 );
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void SendPvPChangeUserState( const USHORT unVillageChannelID, const UINT uiPvPIndex, const UINT uiAccountDBID, const UINT uiUserState );
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void SendPvPStart( const short nRetCode, const USHORT unVillageChannelID, const UINT uiPvPIndex, const UINT uiAccountDBID );
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void SendPvPStartMsg( const USHORT unVilalgeChannelID, const UINT uiPvPIndex, const BYTE cSec );
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void SendPvPRoomInfo( CDNUser* pUser, CDNPvP* pPvP );
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void SendPvPMemberGrade(UINT nAccountDBID, USHORT nTeam, UINT uiUserState, UINT nChangedSessionID, int nRetCode);
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void SendPvPMemberIndex(USHORT nTeam, const VIMAPVPSwapMemberIndex * pIndex, int nRetCode);
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#if defined(PRE_ADD_PVP_VILLAGE_ACCESS)
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void SendPvPRoomListRelay(const BYTE cVillageID, const VIMAPVP_ROOMLIST* pPacket);
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void SendPvPRoomListRelayAck(PVP_ROOMLIST_RELAY* pPacket);
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#endif
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#ifdef PRE_ADD_COLOSSEUM_BEGINNER
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void SendPvPChangeChannelResult(UINT nAccountDBID, BYTE cType, int nRetCode);
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#endif //#ifdef PRE_ADD_COLOSSEUM_BEGINNER
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#if defined(PRE_ADD_PVP_TOURNAMENT)
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void SendPvPSwapTournamentIndex( const short nRetCode, const UINT nAccounDBID, const char cSourceIndex, const char cDestIndex);
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void SendPvPShuffleTournamentIndex(CDNPvP* pPvPRoom);
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#endif
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// LadderSystem
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void SendLadderSystemDelUser( CDNUser* pUser );
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void SendLadderSystemRoomSync( GAMAPVP_LADDERROOMSYNC* pPacket );
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// MasterSystem
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void SendMasterSystemCheckMasterApplication( short nRet, UINT uiPupilAccountDBID, INT64 biMasterCharacterDBID );
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void SendMasterSystemSyncSimpleInfo( UINT uiAccountDBID, INT64 biCharacterDBID, MasterSystem::EventType::eCode EventCode );
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void SendMasterSystemSyncJoin( UINT uiAccountDBID, INT64 biCharacterDBID, bool bIsAddPupil );
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void SendMasterSystemSyncLeave( UINT uiAccountDBID, INT64 biCharacterDBID, bool bIsDelPupil );
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void SendMasterSystemSyncGraduate( UINT uiAccountDBID, MasterSystem::VIMASyncGraduate* pPacket );
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void SendMasterSystemSyncConnect( UINT uiAccountDBID, bool bIsConnect, WCHAR* pwszCharName );
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void SendMasterSystemCheckLeave( int iRet, UINT uiAccountDBID, INT64 biDestCharacterDBID, bool bIsMaster );
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void SendMasterSystemRecallMaster( int iRet, UINT uiPupilAccountDBID, WCHAR* pwszCharName, bool bIsConfirm );
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void SendMasterSystemJoinConfirm( const UINT uiMasterAccountDBID, const BYTE cLevel, const BYTE cJob, WCHAR* pwszPupilCharName);
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void SendMasterSystemJoinConfirmResult( const int iRet, const bool bIsAccept, const INT64 biMasterCharacterDBID, WCHAR* pwszPupilCharName);
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#if defined( PRE_ADD_NPC_REPUTATION_SYSTEM )
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void SendSyncSystemMail( UINT uiAccountDBID, VIMASyncSystemMail* pMail );
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#endif // #if defined( PRE_ADD_NPC_REPUTATION_SYSTEM )
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// Cheat 관련
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void SendResRecall( CDNUser* pRecallUser, const VIMAReqRecall* pPacket );
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void SendVillageTrace( CDNUser* pTargetUser, UINT uiAccountDBID, bool bIsGMCall, char cSelectedLang );
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void SendUserRestraint(UINT nAccountDBID);
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//voicechat
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void SendVoiceChannelID(TINSTANCEID InstanceID, int nVoiceChannelType, int nPvPLobbyChannelID, UINT *nVoiceChannelID);
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void SendFarmSync( UINT uiAccountDBID, INT64 biCharacterDBID, Farm::ServerSyncType::eType Type );
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//notice
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void SendNotice(const WCHAR * pMsg, const int nLen, int nSec);
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void SendNoticeZone(int nMapIndex, const WCHAR * pMsg, const int nLen, int nSec);
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void SendNoticeChannel(int nChannelID, const WCHAR * pMsg, int nLen, int nSec);
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void SendNoticeServer(int nMID, const WCHAR * pMsg, int nLen, int nSec);
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void SendNoticeCancel();
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void SendDetachUser(UINT nAccountDBID, bool bIsDuplicate=false, UINT nSessionID=0);
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#if defined(_CH)
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void SendFCMState(UINT nAccountDBID, int nOnline, bool bSend); // 피로도 상태 알리기
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#endif // _CH
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void SendNotifyMail(UINT nToAccountDBID, INT64 biToCharacterDBID, short wTotalMailCount, short wNotReadMailCount, short w7DaysLeftCount, bool bNewMail);
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void SendNotifyMarket(UINT nSellerAccountDBID, INT64 biSellerCharacterDBID, int nItemID, short wCalculationCount);
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void SendNotifyGift(UINT nToAccountDBID, INT64 biToCharacterDBID, bool bNew, int nGiftCount);
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void SendPCBangResult(UINT nAccountDBID, CDNUser *pUser);
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#if defined(PRE_ADD_REMOTE_QUEST)
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void SendUserTempDataResult(UINT uiAccountDBID, CDNUser *pUser);
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#else
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#if defined(PRE_ADD_GAMEQUIT_REWARD)
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void SendUserTempDataResult(UINT uiAccountDBID, int nDungeonClearCount, GameQuitReward::RewardType::eType eUserGameQuitRewardType);
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#else // #if defined(PRE_ADD_GAMEQUIT_REWARD)
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void SendUserTempDataResult(UINT uiAccountDBID, int nDungeonClearCount);
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#endif // #if defined(PRE_ADD_GAMEQUIT_REWARD)
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#endif
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void SendCheckLastDungeonInfo( UINT uiAccountDBID, INT64 biCharacterDBID, bool bIsCheck, const WCHAR* pwszPartyName );
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#if defined( PRE_PARTY_DB )
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void SendConfirmLastDungeonInfo( int iRet, UINT uiAccountDBID, BreakInto::Type::eCode BreakIntoType );
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#else
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void SendConfirmLastDungeonInfo( int iRet, UINT uiAccountDBID );
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#endif // #if defined( PRE_PARTY_DB )
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#if defined(PRE_ADD_QUICK_PVP)
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void SendMakeQuickPvPRoom(int nRet, UINT nMasterAccountDBID, UINT nSlaveAccountDBID);
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#endif
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#if defined (PRE_ADD_BESTFRIEND)
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void SendSearchBestFriend(MASearchBestFriend* pPacket);
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void SendRegistBestFriend(MARegistBestFriend* pPacket);
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void SendRegistBestFriendResult(MARegistBestFriendResult* pPacket);
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void SendCompleteBestFriend(MACompleteBestFriend* pPacket);
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void SendEditBestFriendMemo(MAEditBestFriendMemo* pPacket);
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void SendCancelBestFriend(MACancelBestFriend* pPacket);
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void SendCloseBestFriend(MACloseBestFriend* pPacket);
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void SendLevelBestFriend(MALevelUpBestFriend* pPacket);
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#endif
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#if defined( PRE_WORLDCOMBINE_PARTY )
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void SendDelWorldParty( MADelWorldParty *pPacket );
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void SendWorldPartyMember( GAMASendWorldPartyMember *pPacket );
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#endif
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#if defined( PRE_PRIVATECHAT_CHANNEL )
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void SendPrivateChatChannelAdd(MAAddPrivateChannel* pPacket);
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void SendPrivateChatChannelMemberAdd(MAAddPrivateChannelMember* pPacket);
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void SendPrivateChatChannelMemberInvite(MAInvitePrivateChannelMember* pPacket);
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void SendPrivateChatChannelMemberInviteResult(MAInvitePrivateChannelMemberResult* pPacket);
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void SendPrivateChatChannelMemberDel(MADelPrivateChannelMember* pPacket);
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void SendPrivateChatChannelMemberKickResult(MAKickPrivateChannelMemberResult* pPacket);
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void SendPrivateChatChannelMod(MAModPrivateChannel* pPacket);
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void SendPrivateChatChannelModMemberName(MAModPrivateChannelMemberName* pPacket);
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#endif
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#if defined(PRE_ADD_MUTE_USERCHATTING)
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void SendMuteUserChatting(MAMuteUserChat* pPacket);
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#endif // #if defined(PRE_ADD_MUTE_USERCHATTING)
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#if defined( PRE_WORLDCOMBINE_PVP )
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void SendDelWorldPvPRoom( MADelWorldPvPRoom *pPacket );
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void SendWorldPvPRoomJoinResult( MAWorldPvPRoomJoinResult *pPacket );
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void SendWorldPvPRoomGMCreateResult( MAWorldPvPRoomGMCreateResult *pPacket );
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#endif
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#if defined( PRE_ALTEIAWORLD_EXPLORE )
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void SendAlteiaWorldSendTicket( MAAlteiaWorldSendTicket *pPacket );
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void SendAlteiaWorldSendTicketResult( MAAlteiaWorldSendTicketResult *pPacket );
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#endif
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#if defined(PRE_ADD_CHNC2C)
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void SendC2CGetCoinBalance( INT64 biCharacterDBID, const char* szSeqID );
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void SendC2CAddCoin( UINT uiAccountDBID,INT64 biCharacterDBID, INT64 biAddCoin, const char* szSeqID, const char* szBookID );
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void SendC2CReduceCoin( UINT uiAccountDBID,INT64 biCharacterDBID, INT64 biReduceCoin, const char* szSeqID, const char* szBookID );
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#endif //#if defined(PRE_ADD_CHNC2C)
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#if defined( PRE_DRAGONBUFF )
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void SendApplyWorldBuff( MAApplyWorldBuff *pPacket );
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#endif
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#if defined(PRE_ADD_DWC)
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void SendInviteDWCTeamMember(MAInviteDWCTeamMember* pPacket);
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void SendInviteDWCTeamMemberAck(MAInviteDWCTeamMemberAck* pPacket);
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void SendInviteDWCTeamMemberAck(UINT nAccountDBID, int nRet);
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void SendAddDWCTeamMember(MAAddDWCTeamMember* pPacket);
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void SendLeaveDWCTeamMember(MALeaveDWCTeamMember* pPacket);
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void SendDismissDWCTeam(MADismissDWCTeam* pPacket);
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void SendChangeDWCTeamMemberState(MAChangeDWCTeamMemberState* pPacket);
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void SendUpdateDWCScore(MADWCUpdateScore *pPacket);
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#endif
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#if defined( PRE_PVP_GAMBLEROOM )
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void SendGambleRoomCreate(int nTotalGambleRoomCount );
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#endif
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};
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