diff --git a/dGame/dGameMessages/GameMessages.cpp b/dGame/dGameMessages/GameMessages.cpp index 922ace252..06a536518 100644 --- a/dGame/dGameMessages/GameMessages.cpp +++ b/dGame/dGameMessages/GameMessages.cpp @@ -2523,15 +2523,9 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent inStream->Read(sd0Size); std::shared_ptr sd0Data(new char[sd0Size]); - if (sd0Data == nullptr) { - return; - } + if (sd0Data == nullptr) return; - for (uint32_t i = 0; i < sd0Size; ++i) { - uint8_t c; - inStream->Read(c); - sd0Data[i] = c; - } + inStream->ReadAlignedBytes(reinterpret_cast(sd0Data.get()), sd0Size); uint32_t timeTaken; inStream->Read(timeTaken); @@ -2565,165 +2559,156 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent //We runs this in async because the http library here is blocking, meaning it'll halt the thread. //But we don't want the server to go unresponsive, because then the client would disconnect. - auto returnVal = std::async(std::launch::async, [&]() { - //We need to get a new ID for our model first: - ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) { - LWOOBJID newIDL = newID; - GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER); - GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT); + //We need to get a new ID for our model first: + ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newID) { + LWOOBJID newIDL = newID; + GeneralUtils::SetBit(newIDL, eObjectBits::CHARACTER); + GeneralUtils::SetBit(newIDL, eObjectBits::PERSISTENT); - ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t blueprintIDSmall) { - blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID(); - LWOOBJID blueprintID = blueprintIDSmall; - GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER); - GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT); + uint32_t blueprintIDSmall = ObjectIDManager::Instance()->GenerateRandomObjectID(); + LWOOBJID blueprintID = blueprintIDSmall; + GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER); + GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT); - //We need to get the propertyID: (stolen from Wincent's propertyManagementComp) - const auto& worldId = Game::zoneManager->GetZone()->GetZoneID(); + //We need to get the propertyID: (stolen from Wincent's propertyManagementComp) + const auto& worldId = Game::zoneManager->GetZone()->GetZoneID(); - const auto zoneId = worldId.GetMapID(); - const auto cloneId = worldId.GetCloneID(); + const auto zoneId = worldId.GetMapID(); + const auto cloneId = worldId.GetCloneID(); - auto query = CDClientDatabase::CreatePreppedStmt( - "SELECT id FROM PropertyTemplate WHERE mapID = ?;"); - query.bind(1, (int)zoneId); + auto query = CDClientDatabase::CreatePreppedStmt( + "SELECT id FROM PropertyTemplate WHERE mapID = ?;"); + query.bind(1, (int)zoneId); - auto result = query.execQuery(); + auto result = query.execQuery(); - if (result.eof() || result.fieldIsNull(0)) return; + if (result.eof() || result.fieldIsNull(0)) return; - int templateId = result.getIntField(0); + int templateId = result.getIntField(0); - result.finalize(); + auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;"); - auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;"); + propertyLookup->setInt(1, templateId); + propertyLookup->setInt64(2, cloneId); - propertyLookup->setInt(1, templateId); - propertyLookup->setInt64(2, cloneId); + auto* propertyEntry = propertyLookup->executeQuery(); + uint64_t propertyId = 0; - auto* propertyEntry = propertyLookup->executeQuery(); - uint64_t propertyId = 0; + if (propertyEntry->next()) { + propertyId = propertyEntry->getUInt64(1); + } - if (propertyEntry->next()) { - propertyId = propertyEntry->getUInt64(1); - } + delete propertyEntry; + delete propertyLookup; + + //Insert into ugc: + auto ugcs = Database::CreatePreppedStmt("INSERT INTO `ugc`(`id`, `account_id`, `character_id`, `is_optimized`, `lxfml`, `bake_ao`, `filename`) VALUES (?,?,?,?,?,?,?)"); + ugcs->setUInt(1, blueprintIDSmall); + ugcs->setInt(2, entity->GetParentUser()->GetAccountID()); + ugcs->setInt(3, entity->GetCharacter()->GetID()); + ugcs->setInt(4, 0); + + //whacky stream biz + std::string s(sd0Data.get(), sd0Size); + std::istringstream iss(s); + + ugcs->setBlob(5, &iss); + ugcs->setBoolean(6, false); + ugcs->setString(7, "weedeater.lxfml"); + ugcs->execute(); + delete ugcs; + + //Insert into the db as a BBB model: + auto* stmt = Database::CreatePreppedStmt("INSERT INTO `properties_contents` VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)"); + stmt->setUInt64(1, newIDL); + stmt->setUInt64(2, propertyId); + stmt->setUInt(3, blueprintIDSmall); + stmt->setUInt(4, 14); // 14 is the lot the BBB models use + stmt->setDouble(5, 0.0f); // x + stmt->setDouble(6, 0.0f); // y + stmt->setDouble(7, 0.0f); // z + stmt->setDouble(8, 0.0f); // rx + stmt->setDouble(9, 0.0f); // ry + stmt->setDouble(10, 0.0f); // rz + stmt->setDouble(11, 0.0f); // rw + stmt->setString(12, "Objects_14_name"); // Model name. TODO make this customizable + stmt->setString(13, ""); // Model description. TODO implement this. + stmt->setDouble(14, 0); // behavior 1. TODO implement this. + stmt->setDouble(15, 0); // behavior 2. TODO implement this. + stmt->setDouble(16, 0); // behavior 3. TODO implement this. + stmt->setDouble(17, 0); // behavior 4. TODO implement this. + stmt->setDouble(18, 0); // behavior 5. TODO implement this. + stmt->execute(); + delete stmt; + + /* + Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream. + (or you uncomment the lxfml decomp stuff above) + */ + + ////Send off to UGC for processing, if enabled: + //if (Game::config->GetValue("ugc_remote") == "1") { + // std::string ugcIP = Game::config->GetValue("ugc_ip"); + // int ugcPort = std::stoi(Game::config->GetValue("ugc_port")); + + // httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^ + + // //Send out a request: + // std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml"; + // cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml"); + + // //When the "put" above returns, it means that the UGC HTTP server is done processing our model & + // //the nif, hkx and checksum files are ready to be downloaded from cache. + //} + + //Tell the client their model is saved: (this causes us to actually pop out of our current state): + CBITSTREAM; + BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE); + bitStream.Write(localId); + bitStream.Write(eBlueprintSaveResponseType::EverythingWorked); + bitStream.Write(1); + bitStream.Write(blueprintID); - delete propertyEntry; - delete propertyLookup; - - //Insert into ugc: - auto ugcs = Database::CreatePreppedStmt("INSERT INTO `ugc`(`id`, `account_id`, `character_id`, `is_optimized`, `lxfml`, `bake_ao`, `filename`) VALUES (?,?,?,?,?,?,?)"); - ugcs->setUInt(1, blueprintIDSmall); - ugcs->setInt(2, entity->GetParentUser()->GetAccountID()); - ugcs->setInt(3, entity->GetCharacter()->GetID()); - ugcs->setInt(4, 0); - - //whacky stream biz - std::string s(sd0Data.get(), sd0Size); - std::istringstream iss(s); - std::istream& stream = iss; - - ugcs->setBlob(5, &iss); - ugcs->setBoolean(6, false); - ugcs->setString(7, "weedeater.lxfml"); - ugcs->execute(); - delete ugcs; - - //Insert into the db as a BBB model: - auto* stmt = Database::CreatePreppedStmt("INSERT INTO `properties_contents` VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)"); - stmt->setUInt64(1, newIDL); - stmt->setUInt64(2, propertyId); - stmt->setUInt(3, blueprintIDSmall); - stmt->setUInt(4, 14); // 14 is the lot the BBB models use - stmt->setDouble(5, 0.0f); // x - stmt->setDouble(6, 0.0f); // y - stmt->setDouble(7, 0.0f); // z - stmt->setDouble(8, 0.0f); // rx - stmt->setDouble(9, 0.0f); // ry - stmt->setDouble(10, 0.0f); // rz - stmt->setDouble(11, 0.0f); // rw - stmt->setString(12, "Objects_14_name"); // Model name. TODO make this customizable - stmt->setString(13, ""); // Model description. TODO implement this. - stmt->setDouble(14, 0); // behavior 1. TODO implement this. - stmt->setDouble(15, 0); // behavior 2. TODO implement this. - stmt->setDouble(16, 0); // behavior 3. TODO implement this. - stmt->setDouble(17, 0); // behavior 4. TODO implement this. - stmt->setDouble(18, 0); // behavior 5. TODO implement this. - stmt->execute(); - delete stmt; - - /* - Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream. - (or you uncomment the lxfml decomp stuff above) - */ - - ////Send off to UGC for processing, if enabled: - //if (Game::config->GetValue("ugc_remote") == "1") { - // std::string ugcIP = Game::config->GetValue("ugc_ip"); - // int ugcPort = std::stoi(Game::config->GetValue("ugc_port")); - - // httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^ - - // //Send out a request: - // std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml"; - // cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml"); - - // //When the "put" above returns, it means that the UGC HTTP server is done processing our model & - // //the nif, hkx and checksum files are ready to be downloaded from cache. - //} - - //Tell the client their model is saved: (this causes us to actually pop out of our current state): - CBITSTREAM; - BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE); - bitStream.Write(localId); - bitStream.Write(eBlueprintSaveResponseType::EverythingWorked); - bitStream.Write(1); - bitStream.Write(blueprintID); - - bitStream.Write(sd0Size); - - for (size_t i = 0; i < sd0Size; ++i) { - bitStream.Write(sd0Data[i]); - } + bitStream.Write(sd0Size); - SEND_PACKET; + bitStream.WriteAlignedBytes(reinterpret_cast(sd0Data.get()), sd0Size); - //Now we have to construct this object: - - EntityInfo info; - info.lot = 14; - info.pos = {}; - info.rot = {}; - info.spawner = nullptr; - info.spawnerID = entity->GetObjectID(); - info.spawnerNodeID = 0; - - LDFBaseData* ldfBlueprintID = new LDFData(u"blueprintid", blueprintID); - LDFBaseData* componentWhitelist = new LDFData(u"componentWhitelist", 1); - LDFBaseData* modelType = new LDFData(u"modelType", 2); - LDFBaseData* propertyObjectID = new LDFData(u"propertyObjectID", true); - LDFBaseData* userModelID = new LDFData(u"userModelID", newIDL); - - info.settings.push_back(ldfBlueprintID); - info.settings.push_back(componentWhitelist); - info.settings.push_back(modelType); - info.settings.push_back(propertyObjectID); - info.settings.push_back(userModelID); - - Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr); - if (newEntity) { - Game::entityManager->ConstructEntity(newEntity); - - //Make sure the propMgmt doesn't delete our model after the server dies - //Trying to do this after the entity is constructed. Shouldn't really change anything but - //there was an issue with builds not appearing since it was placed above ConstructEntity. - PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), newIDL); - } + SEND_PACKET; - }); - }); - }); + //Now we have to construct this object: + + EntityInfo info; + info.lot = 14; + info.pos = {}; + info.rot = {}; + info.spawner = nullptr; + info.spawnerID = entity->GetObjectID(); + info.spawnerNodeID = 0; + + LDFBaseData* ldfBlueprintID = new LDFData(u"blueprintid", blueprintID); + LDFBaseData* componentWhitelist = new LDFData(u"componentWhitelist", 1); + LDFBaseData* modelType = new LDFData(u"modelType", 2); + LDFBaseData* propertyObjectID = new LDFData(u"propertyObjectID", true); + LDFBaseData* userModelID = new LDFData(u"userModelID", newIDL); + + info.settings.push_back(ldfBlueprintID); + info.settings.push_back(componentWhitelist); + info.settings.push_back(modelType); + info.settings.push_back(propertyObjectID); + info.settings.push_back(userModelID); + + Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr); + if (newEntity) { + Game::entityManager->ConstructEntity(newEntity); + + //Make sure the propMgmt doesn't delete our model after the server dies + //Trying to do this after the entity is constructed. Shouldn't really change anything but + //there was an issue with builds not appearing since it was placed above ConstructEntity. + PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), newIDL); + } + + }); } void GameMessages::HandlePropertyEntranceSync(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {