SA-MP/bot/net/netrpc.cpp
2024-06-07 22:37:20 +08:00

487 lines
13 KiB
C++

#include "../main.h"
using namespace RakNet;
extern CNetGame* pNetGame;
#define REJECT_REASON_BAD_VERSION 1
#define REJECT_REASON_BAD_NICKNAME 2
#define REJECT_REASON_BAD_MOD 3
extern ONFOOT_SYNC_DATA ofSync;
extern bool bSpawned;
//----------------------------------------------------
void Unk89(RPCParameters *rpcParams)
{
// TODO: Unk89
}
//----------------------------------------------------
// Sent when a client joins the server we're
// currently connected to.
void ServerQuit(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
PlayerID sender = rpcParams->sender;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
CPlayerPool *pPlayerPool = pNetGame->GetPlayerPool();
PLAYERID playerId;
BYTE byteReason;
bsData.Read(playerId);
bsData.Read(byteReason);
// Delete this client from the player pool.
pPlayerPool->Delete(playerId,byteReason);
}
//----------------------------------------------------
// Server is giving us basic init information.
int iNetModeNormalOnfootSendRate;
int iNetModeNormalIncarSendRate;
int iNetModeFiringSendRate;
int iNetModeSendMultiplier;
int iNetModeLagCompensation;
void InitGame(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
PlayerID sender = rpcParams->sender;
RakNet::BitStream bsInitGame(Data,(iBitLength/8)+1,false);
CPlayerPool *pPlayerPool = pNetGame->GetPlayerPool();
PLAYERID MyPlayerID;
bool bLanMode, bStuntBonus;
bool bManualVehicleEngineAndLights;
bsInitGame.Read(pNetGame->m_bZoneNames);
bsInitGame.Read(pNetGame->m_bUseCJWalk);
bsInitGame.Read(pNetGame->m_bAllowWeapons);
bsInitGame.Read(pNetGame->m_bLimitGlobalChatRadius);
bsInitGame.Read(pNetGame->m_fGlobalChatRadius);
bsInitGame.Read(bStuntBonus);
bsInitGame.Read(pNetGame->m_fNameTagDrawDistance);
bsInitGame.Read(pNetGame->m_bDisableEnterExits);
bsInitGame.Read(pNetGame->m_bNameTagLOS);
pNetGame->m_bNameTagLOS = true;
bsInitGame.Read(bManualVehicleEngineAndLights);
bsInitGame.Read(pNetGame->m_iSpawnsAvailable);
bsInitGame.Read(MyPlayerID);
bsInitGame.Read(pNetGame->m_iPlayerMarkersMode);
bsInitGame.Read(pNetGame->m_bShowPlayerMarkers);
bsInitGame.Read(pNetGame->m_bTirePopping);
bsInitGame.Read(pNetGame->m_byteWorldTime);
bsInitGame.Read(pNetGame->m_byteWeather);
bsInitGame.Read(pNetGame->m_fGravity);
bsInitGame.Read(bLanMode);
bsInitGame.Read(pNetGame->m_iDeathDropMoney);
bsInitGame.Read(pNetGame->m_bInstagib);
// Server's send rate restrictions
bsInitGame.Read(iNetModeNormalOnfootSendRate);
bsInitGame.Read(iNetModeNormalIncarSendRate);
bsInitGame.Read(iNetModeFiringSendRate);
bsInitGame.Read(iNetModeSendMultiplier);
bsInitGame.Read(iNetModeLagCompensation);
BYTE byteStrLen;
bsInitGame.Read(byteStrLen);
if(byteStrLen) {
memset(pNetGame->m_szHostName,0,sizeof(pNetGame->m_szHostName));
bsInitGame.Read(pNetGame->m_szHostName, byteStrLen);
}
pNetGame->m_szHostName[byteStrLen] = '\0';
pPlayerPool->SetLocalPlayerID(MyPlayerID);
if(bLanMode) pNetGame->SetLanMode(TRUE);
pNetGame->SetGameState(GAMESTATE_CONNECTED);
//logprintf("NPC: Got InitGame. Sending class request.");
if(pNetGame->GetBotMode()) {
pNetGame->GetBotMode()->OnNPCConnect(MyPlayerID);
}
RakNet::BitStream bsSpawnRequest;
bsSpawnRequest.Write((int)0);
pNetGame->GetRakClient()->RPC(RPC_RequestClass,&bsSpawnRequest,HIGH_PRIORITY,RELIABLE,0,false);
}
//----------------------------------------------------
// Remote player has sent a chat message.
void Chat(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
PlayerID sender = rpcParams->sender;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
PLAYERID playerId;
BYTE byteTextLen;
unsigned char szText[256];
memset(szText,0,256);
bsData.Read(playerId);
bsData.Read(byteTextLen);
bsData.Read((char*)szText,byteTextLen);
szText[byteTextLen] = '\0';
if(pNetGame->GetBotMode()) pNetGame->GetBotMode()->OnPlayerText(playerId,szText);
}
//----------------------------------------------------
// Add a physical ingame player for this remote player.
void WorldPlayerAdd(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
PlayerID sender = rpcParams->sender;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
CPlayerPool *pPlayerPool = pNetGame->GetPlayerPool();
PLAYERID playerId;
BYTE byteFightingStyle=4;
BYTE byteTeam=0;
int iSkin=0;
VECTOR vecPos;
float fRotation=0;
DWORD dwColor=0;
bsData.Read(playerId);
bsData.Read(byteTeam);
bsData.Read(iSkin);
bsData.Read(vecPos.X);
bsData.Read(vecPos.Y);
bsData.Read(vecPos.Z);
bsData.Read(fRotation);
bsData.Read(dwColor);
byteFightingStyle = 4;
if(pNetGame->GetPlayerPool()->GetSlotState(playerId) == FALSE) return;
pNetGame->SetPlayerAdded(playerId,TRUE);
if(pNetGame->GetBotMode()) {
pNetGame->GetBotMode()->OnPlayerStreamIn(playerId);
}
}
//----------------------------------------------------
void UnkA6(RPCParameters *rpcParams)
{
// TODO: UnkA6
}
//----------------------------------------------------
void UnkA3(RPCParameters *rpcParams)
{
// TODO: UnkA3
}
//----------------------------------------------------
void UnkA4(RPCParameters *rpcParams)
{
// TODO: UnkA4
}
//----------------------------------------------------
void UnkA5(RPCParameters *rpcParams)
{
// TODO: UnkA5
}
//----------------------------------------------------
// Reply to our class request from the server.
void RequestClass(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
PlayerID sender = rpcParams->sender;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
BYTE byteRequestOutcome=0;
PLAYER_SPAWN_INFO SpawnInfo;
bsData.Read(byteRequestOutcome);
bsData.Read((PCHAR)&SpawnInfo,sizeof(PLAYER_SPAWN_INFO));
ofSync.byteHealth = 100;
ofSync.byteArmour = 100;
ofSync.byteCurrentWeapon = 0;
ofSync.byteSpecialAction = 0;
ofSync.vecPos.X = SpawnInfo.vecPos.X;
ofSync.vecPos.Y = SpawnInfo.vecPos.Y;
ofSync.vecPos.Z = SpawnInfo.vecPos.Z;
pNetGame->SetMyZAngle(SpawnInfo.fRotation);
if(byteRequestOutcome) {
//logprintf("NPC: RequestClass. Requesting Spawn.");
RakNet::BitStream bsSpawnRequest;
pNetGame->GetRakClient()->RPC(RPC_RequestSpawn,&bsSpawnRequest,HIGH_PRIORITY,RELIABLE,0,false);
}
}
//----------------------------------------------------
// The server has allowed us to spawn!
void RequestSpawn(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
PlayerID sender = rpcParams->sender;
BYTE byteRequestOutcome=0;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
bsData.Read(byteRequestOutcome);
if(byteRequestOutcome) {
// Let the rest of the network know we're spawning.
if(pNetGame->GetBotMode()) pNetGame->GetBotMode()->OnNPCSpawn();
bSpawned = true;
RakNet::BitStream bsSendSpawn;
pNetGame->GetRakClient()->RPC(RPC_Spawn,&bsSendSpawn,HIGH_PRIORITY,RELIABLE_SEQUENCED,0,false);
}
}
//----------------------------------------------------
// Remote client is trying to enter vehicle gracefully.
void EnterVehicle(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
// Remote client is trying to enter vehicle gracefully.
void ExitVehicle(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void SetCheckpoint(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void DisableCheckpoint(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void SetRaceCheckpoint(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void DisableRaceCheckpoint(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void UpdateScoresPingsIPs(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
RakNetStatisticsStruct RakServerStats;
void SvrStats(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
bsData.Read((char *)&RakServerStats,sizeof(RakNetStatisticsStruct));
}
//----------------------------------------------------
void GameModeRestart(RPCParameters *rpcParams)
{
pNetGame->ShutdownForGameModeRestart();
}
//----------------------------------------------------
void ConnectionRejected(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
BYTE byteRejectReason;
bsData.Read(byteRejectReason);
if(byteRejectReason==REJECT_REASON_BAD_VERSION) {
//logprintf("BOT: CONNECTION REJECTED. INCORRECT SA-MP VERSION!");
}
else if(byteRejectReason==REJECT_REASON_BAD_NICKNAME) {
//logprintf("BOT: CONNECTION REJECTED. BAD NICKNAME!");
}
pNetGame->GetRakClient()->Disconnect(500);
exit(1);
}
//----------------------------------------------------
void ClientMessage(RPCParameters *rpcParams)
{
PCHAR Data = reinterpret_cast<PCHAR>(rpcParams->input);
int iBitLength = rpcParams->numberOfBitsOfData;
RakNet::BitStream bsData(Data,(iBitLength/8)+1,false);
DWORD dwStrLen;
DWORD dwColor;
bsData.Read(dwColor);
bsData.Read(dwStrLen);
unsigned char* szMsg = (unsigned char *)malloc(dwStrLen+1);
bsData.Read((char *)szMsg, dwStrLen);
szMsg[dwStrLen] = 0;
if(pNetGame->GetBotMode()) pNetGame->GetBotMode()->OnClientMessage(dwColor, szMsg);
free(szMsg);
}
//----------------------------------------------------
void WorldTime(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void Unk5F(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void Unk3F(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void Unk97(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void ScmEvent(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void Weather(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void Unk1D(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void Unk1E(RPCParameters *rpcParams)
{
}
//----------------------------------------------------
void RegisterRPCs(RakClientInterface * pRakClient)
{
REGISTER_STATIC_RPC(pRakClient,EnterVehicle);
REGISTER_STATIC_RPC(pRakClient,ExitVehicle);
REGISTER_STATIC_RPC(pRakClient,SetCheckpoint);
REGISTER_STATIC_RPC(pRakClient,DisableCheckpoint);
REGISTER_STATIC_RPC(pRakClient,SetRaceCheckpoint);
REGISTER_STATIC_RPC(pRakClient,DisableRaceCheckpoint);
REGISTER_STATIC_RPC(pRakClient,UpdateScoresPingsIPs);
REGISTER_STATIC_RPC(pRakClient,SvrStats);
REGISTER_STATIC_RPC(pRakClient,GameModeRestart);
REGISTER_STATIC_RPC(pRakClient,ConnectionRejected);
REGISTER_STATIC_RPC(pRakClient,ClientMessage);
REGISTER_STATIC_RPC(pRakClient,WorldTime);
REGISTER_STATIC_RPC(pRakClient,Unk5F);
REGISTER_STATIC_RPC(pRakClient,Unk3F);
REGISTER_STATIC_RPC(pRakClient,Unk97);
REGISTER_STATIC_RPC(pRakClient,ScmEvent);
REGISTER_STATIC_RPC(pRakClient,Weather);
REGISTER_STATIC_RPC(pRakClient,Unk1D);
REGISTER_STATIC_RPC(pRakClient,Unk1E);
REGISTER_STATIC_RPC(pRakClient,Unk89);
REGISTER_STATIC_RPC(pRakClient,ServerQuit);
REGISTER_STATIC_RPC(pRakClient,InitGame);
REGISTER_STATIC_RPC(pRakClient,Chat);
REGISTER_STATIC_RPC(pRakClient,RequestClass);
REGISTER_STATIC_RPC(pRakClient,RequestSpawn);
REGISTER_STATIC_RPC(pRakClient,WorldPlayerAdd);
REGISTER_STATIC_RPC(pRakClient,UnkA6);
REGISTER_STATIC_RPC(pRakClient,UnkA3);
REGISTER_STATIC_RPC(pRakClient,UnkA4);
REGISTER_STATIC_RPC(pRakClient,UnkA5);
}
//----------------------------------------------------
void UnRegisterRPCs(RakClientInterface * pRakClient)
{
UNREGISTER_STATIC_RPC(pRakClient,EnterVehicle);
UNREGISTER_STATIC_RPC(pRakClient,ExitVehicle);
UNREGISTER_STATIC_RPC(pRakClient,SetCheckpoint);
UNREGISTER_STATIC_RPC(pRakClient,DisableCheckpoint);
UNREGISTER_STATIC_RPC(pRakClient,SetRaceCheckpoint);
UNREGISTER_STATIC_RPC(pRakClient,DisableRaceCheckpoint);
UNREGISTER_STATIC_RPC(pRakClient,UpdateScoresPingsIPs);
UNREGISTER_STATIC_RPC(pRakClient,SvrStats);
UNREGISTER_STATIC_RPC(pRakClient,GameModeRestart);
UNREGISTER_STATIC_RPC(pRakClient,ConnectionRejected);
UNREGISTER_STATIC_RPC(pRakClient,ClientMessage);
UNREGISTER_STATIC_RPC(pRakClient,WorldTime);
UNREGISTER_STATIC_RPC(pRakClient,Unk5F);
UNREGISTER_STATIC_RPC(pRakClient,Unk3F);
UNREGISTER_STATIC_RPC(pRakClient,Unk97);
UNREGISTER_STATIC_RPC(pRakClient,ScmEvent);
UNREGISTER_STATIC_RPC(pRakClient,Weather);
UNREGISTER_STATIC_RPC(pRakClient,Unk1D);
UNREGISTER_STATIC_RPC(pRakClient,Unk1E);
UNREGISTER_STATIC_RPC(pRakClient,WorldPlayerAdd);
UNREGISTER_STATIC_RPC(pRakClient,UnkA6);
UNREGISTER_STATIC_RPC(pRakClient,UnkA3);
UNREGISTER_STATIC_RPC(pRakClient,UnkA4);
UNREGISTER_STATIC_RPC(pRakClient,UnkA5);
UNREGISTER_STATIC_RPC(pRakClient,Unk89);
UNREGISTER_STATIC_RPC(pRakClient,ServerQuit);
UNREGISTER_STATIC_RPC(pRakClient,InitGame);
UNREGISTER_STATIC_RPC(pRakClient,Chat);
UNREGISTER_STATIC_RPC(pRakClient,RequestClass);
UNREGISTER_STATIC_RPC(pRakClient,RequestSpawn);
}
//----------------------------------------------------