mangos/src/game/Object/SocialMgr.cpp
2017-01-01 14:19:24 +00:00

364 lines
12 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2017 MaNGOS project <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "SocialMgr.h"
#include "Policies/Singleton.h"
#include "Database/DatabaseEnv.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "World.h"
#include "Util.h"
INSTANTIATE_SINGLETON_1(SocialMgr);
PlayerSocial::PlayerSocial()
{
}
PlayerSocial::~PlayerSocial()
{
m_playerSocialMap.clear();
}
/* Called by PlayerSocial::SendFriendList */
uint32 PlayerSocial::GetNumberOfSocialsWithFlag(SocialFlag flag)
{
/* This is the value we return
* It indicates the number of players that have the flag specified in arg1 */
uint32 counter = 0;
/* For each person on our player's social map
* This includes both friends and enemies */
for (PlayerSocialMap::const_iterator itr = m_playerSocialMap.begin(); itr != m_playerSocialMap.end(); ++itr)
{
if (itr->second.Flags & flag)
{
++counter;
}
}
/* We've done all the calculations we need to, return the counter */
return counter;
}
bool PlayerSocial::AddToSocialList(ObjectGuid friend_guid, bool ignore)
{
// check client limits
if (ignore)
{
if (GetNumberOfSocialsWithFlag(SOCIAL_FLAG_IGNORED) >= SOCIALMGR_IGNORE_LIMIT)
{ return false; }
}
else
{
if (GetNumberOfSocialsWithFlag(SOCIAL_FLAG_FRIEND) >= SOCIALMGR_FRIEND_LIMIT)
{ return false; }
}
uint32 flag = SOCIAL_FLAG_FRIEND;
if (ignore)
{ flag = SOCIAL_FLAG_IGNORED; }
PlayerSocialMap::const_iterator itr = m_playerSocialMap.find(friend_guid.GetCounter());
if (itr != m_playerSocialMap.end())
{
CharacterDatabase.PExecute("UPDATE character_social SET flags = (flags | %u) WHERE guid = '%u' AND friend = '%u'", flag, m_playerLowGuid, friend_guid.GetCounter());
m_playerSocialMap[friend_guid.GetCounter()].Flags |= flag;
}
else
{
CharacterDatabase.PExecute("INSERT INTO character_social (guid, friend, flags) VALUES ('%u', '%u', '%u')", m_playerLowGuid, friend_guid.GetCounter(), flag);
FriendInfo fi;
fi.Flags |= flag;
m_playerSocialMap[friend_guid.GetCounter()] = fi;
}
return true;
}
void PlayerSocial::RemoveFromSocialList(ObjectGuid friend_guid, bool ignore)
{
PlayerSocialMap::iterator itr = m_playerSocialMap.find(friend_guid.GetCounter());
if (itr == m_playerSocialMap.end()) // not exist
{ return; }
uint32 flag = SOCIAL_FLAG_FRIEND;
if (ignore)
{ flag = SOCIAL_FLAG_IGNORED; }
itr->second.Flags &= ~flag;
if (itr->second.Flags == 0)
{
CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' AND friend = '%u'", m_playerLowGuid, friend_guid.GetCounter());
m_playerSocialMap.erase(itr);
}
else
{
CharacterDatabase.PExecute("UPDATE character_social SET flags = (flags & ~%u) WHERE guid = '%u' AND friend = '%u'", flag, m_playerLowGuid, friend_guid.GetCounter());
}
}
struct friend_
{
uint64 guid; // ObjectGuid
uint8 status; // is this a boolean?
/* Data below is only set if friend is online */
uint32 area; // Area player is in
uint32 level; // Level player is
uint32 class_; // Class player is
};
/* Called by WorldSession::HandlePlayerLogin */
void PlayerSocial::SendFriendList()
{
Player* plr = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, m_playerLowGuid));
if (!plr)
return;
uint32 size = GetNumberOfSocialsWithFlag(SOCIAL_FLAG_FRIEND);
WorldPacket data(SMSG_FRIEND_LIST, (1 + size * 25)); // just can guess size
data << uint8(size); // friends count
for (PlayerSocialMap::iterator itr = m_playerSocialMap.begin(); itr != m_playerSocialMap.end(); ++itr)
{
if (itr->second.Flags & SOCIAL_FLAG_FRIEND) // if IsFriend()
{
sSocialMgr.GetFriendInfo(plr, itr->first, itr->second);
data << ObjectGuid(HIGHGUID_PLAYER, itr->first);// player guid
data << uint8(itr->second.Status); // online/offline/etc?
if (itr->second.Status) // if online
{
data << uint32(itr->second.Area); // player area
data << uint32(itr->second.Level); // player level
data << uint32(itr->second.Class); // player class
}
}
}
plr->GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_FRIEND_LIST");
}
void PlayerSocial::SendIgnoreList()
{
/* Make sure the player ID is actually valid */
Player* plr = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, m_playerLowGuid));
/* The ID is NOT valid, so just return */
if (!plr)
{
return;
}
/* Returns number of people the player is ignoring */
uint32 size = GetNumberOfSocialsWithFlag(SOCIAL_FLAG_IGNORED);
WorldPacket data(SMSG_IGNORE_LIST, (1 + // 1 byte for ignore list size
size * 8)); // 8 bytes per person ignored (object guid)
data << uint8(size); // friends count
for (PlayerSocialMap::iterator itr = m_playerSocialMap.begin(); itr != m_playerSocialMap.end(); ++itr)
{
if (itr->second.Flags & SOCIAL_FLAG_IGNORED)
{
data << ObjectGuid(HIGHGUID_PLAYER, itr->first);// player guid
}
}
plr->GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_IGNORE_LIST");
}
bool PlayerSocial::HasFriend(ObjectGuid friend_guid)
{
PlayerSocialMap::const_iterator itr = m_playerSocialMap.find(friend_guid.GetCounter());
if (itr != m_playerSocialMap.end())
{ return itr->second.Flags & SOCIAL_FLAG_FRIEND; }
return false;
}
bool PlayerSocial::HasIgnore(ObjectGuid ignore_guid)
{
PlayerSocialMap::const_iterator itr = m_playerSocialMap.find(ignore_guid.GetCounter());
if (itr != m_playerSocialMap.end())
{ return itr->second.Flags & SOCIAL_FLAG_IGNORED; }
return false;
}
SocialMgr::SocialMgr()
{
}
SocialMgr::~SocialMgr()
{
}
void SocialMgr::GetFriendInfo(Player* player, uint32 friend_lowguid, FriendInfo& friendInfo)
{
if (!player)
{ return; }
Player* pFriend = ObjectAccessor::FindPlayer(ObjectGuid(HIGHGUID_PLAYER, friend_lowguid));
Team team = player->GetTeam();
AccountTypes security = player->GetSession()->GetSecurity();
bool allowTwoSideWhoList = sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_WHO_LIST);
AccountTypes gmLevelInWhoList = AccountTypes(sWorld.getConfig(CONFIG_UINT32_GM_LEVEL_IN_WHO_LIST));
PlayerSocialMap::iterator itr = player->GetSocial()->m_playerSocialMap.find(friend_lowguid);
if (itr != player->GetSocial()->m_playerSocialMap.end())
{
// PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
// MODERATOR, GAME MASTER, ADMINISTRATOR can see all
if (pFriend && pFriend->GetName() &&
(security > SEC_PLAYER ||
((pFriend->GetTeam() == team || allowTwoSideWhoList) && (pFriend->GetSession()->GetSecurity() <= gmLevelInWhoList))) &&
pFriend->IsVisibleGloballyFor(player))
{
friendInfo.Status = FRIEND_STATUS_ONLINE;
if (pFriend->isAFK())
{ friendInfo.Status = FRIEND_STATUS_AFK; }
if (pFriend->isDND())
{ friendInfo.Status = FRIEND_STATUS_DND; }
friendInfo.Area = pFriend->GetZoneId();
friendInfo.Level = pFriend->getLevel();
friendInfo.Class = pFriend->getClass();
}
else
{
friendInfo.Status = FRIEND_STATUS_OFFLINE;
friendInfo.Area = 0;
friendInfo.Level = 0;
friendInfo.Class = 0;
}
}
}
void SocialMgr::MakeFriendStatusPacket(FriendsResult result, uint32 guid, WorldPacket* data)
{
data->Initialize(SMSG_FRIEND_STATUS, 5);
*data << uint8(result);
*data << ObjectGuid(HIGHGUID_PLAYER, guid);
}
void SocialMgr::SendFriendStatus(Player* player, FriendsResult result, ObjectGuid friend_guid, bool broadcast)
{
uint32 friend_lowguid = friend_guid.GetCounter();
FriendInfo fi;
WorldPacket data;
MakeFriendStatusPacket(result, friend_lowguid, &data);
GetFriendInfo(player, friend_lowguid, fi);
switch (result)
{
case FRIEND_ADDED_ONLINE:
case FRIEND_ONLINE:
data << uint8(fi.Status);
data << uint32(fi.Area);
data << uint32(fi.Level);
data << uint32(fi.Class);
break;
default:
break;
}
if (broadcast)
{ BroadcastToFriendListers(player, &data); }
else
{ player->GetSession()->SendPacket(&data); }
}
void SocialMgr::BroadcastToFriendListers(Player* player, WorldPacket* packet)
{
if (!player)
{ return; }
Team team = player->GetTeam();
AccountTypes security = player->GetSession()->GetSecurity();
uint32 guid = player->GetGUIDLow();
AccountTypes gmLevelInWhoList = AccountTypes(sWorld.getConfig(CONFIG_UINT32_GM_LEVEL_IN_WHO_LIST));
bool allowTwoSideWhoList = sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_WHO_LIST);
for (SocialMap::const_iterator itr = m_socialMap.begin(); itr != m_socialMap.end(); ++itr)
{
PlayerSocialMap::const_iterator itr2 = itr->second.m_playerSocialMap.find(guid);
if (itr2 != itr->second.m_playerSocialMap.end() && (itr2->second.Flags & SOCIAL_FLAG_FRIEND))
{
Player* pFriend = ObjectAccessor::FindPlayer(ObjectGuid(HIGHGUID_PLAYER, itr->first));
// PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
// MODERATOR, GAME MASTER, ADMINISTRATOR can see all
if (pFriend && pFriend->IsInWorld() &&
(pFriend->GetSession()->GetSecurity() > SEC_PLAYER ||
((pFriend->GetTeam() == team || allowTwoSideWhoList) && security <= gmLevelInWhoList)) &&
player->IsVisibleGloballyFor(pFriend))
{
pFriend->GetSession()->SendPacket(packet);
}
}
}
}
PlayerSocial* SocialMgr::LoadFromDB(QueryResult* result, ObjectGuid guid)
{
PlayerSocial* social = &m_socialMap[guid.GetCounter()];
social->SetPlayerGuid(guid);
if (!result)
{ return social; }
uint32 friend_guid = 0;
uint32 flags = 0;
// used to speed up check below. Using GetNumberOfSocialsWithFlag will cause unneeded iteration
uint32 friendCounter = 0, ignoreCounter = 0;
do
{
Field* fields = result->Fetch();
friend_guid = fields[0].GetUInt32();
flags = fields[1].GetUInt32();
if ((flags & SOCIAL_FLAG_IGNORED) && ignoreCounter >= SOCIALMGR_IGNORE_LIMIT)
{ continue; }
if ((flags & SOCIAL_FLAG_FRIEND) && friendCounter >= SOCIALMGR_FRIEND_LIMIT)
{ continue; }
social->m_playerSocialMap[friend_guid] = FriendInfo(flags);
if (flags & SOCIAL_FLAG_IGNORED)
{ ++ignoreCounter; }
else
{ ++friendCounter; }
}
while (result->NextRow());
delete result;
return social;
}