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Add Tier 1 utility commands: ignore, sit/stand, and logout
Ignore Commands: - Add /ignore <name> to block messages from players - Add /unignore <name> to unblock players - Maintain ignoreCache for name-to-GUID lookups - Show confirmation and error messages for ignore actions - Use CMSG_ADD_IGNORE (0x6C) and CMSG_DEL_IGNORE (0x6D) Sit/Stand/Kneel Commands: - Add /sit to sit down (stand state 1) - Add /stand to stand up (stand state 0) - Add /kneel to kneel (stand state 8) - Instant visual feedback with CMSG_STAND_STATE_CHANGE (0x101) - Support for additional stand states (chair, sleep, etc.) Logout Commands: - Add /logout and /camp to initiate logout with countdown - Add /cancellogout to cancel pending logout - Show "Logging out in 20 seconds..." or "Logout complete" messages - Track logout state with loggingOut_ flag to prevent duplicate requests - Handle instant logout (in inn/city) vs countdown logout - Use opcodes: - CMSG_LOGOUT_REQUEST (0x4B) - CMSG_LOGOUT_CANCEL (0x4E) - SMSG_LOGOUT_RESPONSE (0x4C) - SMSG_LOGOUT_COMPLETE (0x4D) Implementation: - Add LogoutRequestPacket, LogoutCancelPacket builders - Add LogoutResponseParser to parse server logout responses - Add StandStateChangePacket builder for stance changes - Add AddIgnorePacket and DelIgnorePacket for ignore list management - Add handleLogoutResponse() and handleLogoutComplete() handlers - Add ignoreCache map and loggingOut_ state tracking - All commands display feedback in chat window
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6 changed files with 325 additions and 0 deletions
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@ -317,6 +317,14 @@ void GameHandler::handlePacket(network::Packet& packet) {
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}
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break;
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case Opcode::SMSG_LOGOUT_RESPONSE:
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handleLogoutResponse(packet);
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break;
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case Opcode::SMSG_LOGOUT_COMPLETE:
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handleLogoutComplete(packet);
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break;
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// ---- Phase 1: Foundation ----
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case Opcode::SMSG_NAME_QUERY_RESPONSE:
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handleNameQueryResponse(packet);
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@ -1679,6 +1687,95 @@ void GameHandler::randomRoll(uint32_t minRoll, uint32_t maxRoll) {
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LOG_INFO("Rolled ", minRoll, "-", maxRoll);
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}
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void GameHandler::addIgnore(const std::string& playerName) {
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if (state != WorldState::IN_WORLD || !socket) {
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LOG_WARNING("Cannot add ignore: not in world or not connected");
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return;
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}
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if (playerName.empty()) {
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addSystemChatMessage("You must specify a player name.");
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return;
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}
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auto packet = AddIgnorePacket::build(playerName);
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socket->send(packet);
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addSystemChatMessage("Adding " + playerName + " to ignore list...");
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LOG_INFO("Sent ignore request for: ", playerName);
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}
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void GameHandler::removeIgnore(const std::string& playerName) {
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if (state != WorldState::IN_WORLD || !socket) {
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LOG_WARNING("Cannot remove ignore: not in world or not connected");
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return;
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}
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if (playerName.empty()) {
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addSystemChatMessage("You must specify a player name.");
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return;
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}
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// Look up GUID from cache
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auto it = ignoreCache.find(playerName);
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if (it == ignoreCache.end()) {
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addSystemChatMessage(playerName + " is not in your ignore list.");
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LOG_WARNING("Ignored player not found in cache: ", playerName);
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return;
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}
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auto packet = DelIgnorePacket::build(it->second);
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socket->send(packet);
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addSystemChatMessage("Removing " + playerName + " from ignore list...");
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ignoreCache.erase(it);
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LOG_INFO("Sent remove ignore request for: ", playerName, " (GUID: 0x", std::hex, it->second, std::dec, ")");
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}
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void GameHandler::requestLogout() {
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if (!socket) {
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LOG_WARNING("Cannot logout: not connected");
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return;
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}
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if (loggingOut_) {
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addSystemChatMessage("Already logging out.");
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return;
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}
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auto packet = LogoutRequestPacket::build();
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socket->send(packet);
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loggingOut_ = true;
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LOG_INFO("Sent logout request");
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}
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void GameHandler::cancelLogout() {
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if (!socket) {
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LOG_WARNING("Cannot cancel logout: not connected");
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return;
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}
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if (!loggingOut_) {
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addSystemChatMessage("Not currently logging out.");
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return;
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}
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auto packet = LogoutCancelPacket::build();
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socket->send(packet);
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loggingOut_ = false;
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addSystemChatMessage("Logout cancelled.");
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LOG_INFO("Cancelled logout");
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}
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void GameHandler::setStandState(uint8_t standState) {
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if (state != WorldState::IN_WORLD || !socket) {
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LOG_WARNING("Cannot change stand state: not in world or not connected");
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return;
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}
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auto packet = StandStateChangePacket::build(standState);
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socket->send(packet);
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LOG_INFO("Changed stand state to: ", (int)standState);
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}
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void GameHandler::releaseSpirit() {
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if (!playerDead_) return;
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if (socket && state == WorldState::IN_WORLD) {
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@ -3123,6 +3220,36 @@ void GameHandler::handleRandomRoll(network::Packet& packet) {
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LOG_INFO("Random roll: ", rollerName, " rolled ", data.result, " (", data.minRoll, "-", data.maxRoll, ")");
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}
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void GameHandler::handleLogoutResponse(network::Packet& packet) {
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LogoutResponseData data;
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if (!LogoutResponseParser::parse(packet, data)) {
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LOG_WARNING("Failed to parse SMSG_LOGOUT_RESPONSE");
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return;
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}
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if (data.result == 0) {
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// Success - logout initiated
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if (data.instant) {
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addSystemChatMessage("Logging out...");
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} else {
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addSystemChatMessage("Logging out in 20 seconds...");
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}
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LOG_INFO("Logout response: success, instant=", (int)data.instant);
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} else {
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// Failure
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addSystemChatMessage("Cannot logout right now.");
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loggingOut_ = false;
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LOG_WARNING("Logout failed, result=", data.result);
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}
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}
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void GameHandler::handleLogoutComplete(network::Packet& /*packet*/) {
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addSystemChatMessage("Logout complete.");
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loggingOut_ = false;
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LOG_INFO("Logout complete");
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// Server will disconnect us
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}
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uint32_t GameHandler::generateClientSeed() {
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// Generate cryptographically random seed
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std::random_device rd;
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