mirror of
https://github.com/sebastian-heinz/Arrowgene.DragonsDogmaOnline
synced 2026-08-03 11:12:41 -04:00
* Fix bug where appraising certain items in BBM while you had a copy of that item in your regular character's storage chest would throw an error. Fix bugs where SQLite would occasionally have a DB lock conflict due to poor connection management. * Be more aggressive when clearing out invalid priority quests. * Fix bug where the Beauty Shop would sometimes complain about PRICE_NO_MATCH when trying to pay with Silver Tickets. * Fix bugs where pawn search wouldn't display craft levels, and didn't support filtering by craft level. * Migrate 58 > 59. Store character_id in the connections table so we can use it for player tracking. Adjust player tracking to be driven by the DB. * Fix bugs where bazaar processes could sometimes delete items if the storage was full. * Add feature where you can sell special items (like PP crystals) to consume them, instead of having to spam use them. * Fix bug where deleting pawns would badly mangle the equipment entries of other pawns owned by the same character. * Add support for LightQuestRepeatsPerDay, limiting the number of times a board quest can be offered to a single player per day. * Research for EquipStatId. * Maybe fix bug where base game augments were secretly applying even in BBM? Maybe fix bug where certain alt-pallet skills wouldn't work in multiplayer due to missing context information. * Update database migration version. * Automatically promote localhost players to admin when running in debug mode. Adjust /finishquesttype to clear progress when finishing quests. * Fix bug where hired pawns wearing job emblems weren't benefiting from the stats on them. Hired pawns now reflect the hiring character's job emblems entirely.
62 lines
2.7 KiB
C#
62 lines
2.7 KiB
C#
using Arrowgene.Ddon.Database.Model;
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using Arrowgene.Ddon.Server;
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using Arrowgene.Ddon.Shared.Entity.PacketStructure;
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using Arrowgene.Ddon.Shared.Model;
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using Arrowgene.Logging;
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using System;
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namespace Arrowgene.Ddon.GameServer.Handler
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{
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public class ConnectionReserveServerHandler : GameRequestPacketHandler<C2SConnectionReserveServerReq, S2CConnectionReserveServerRes>
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{
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private static readonly ServerLogger Logger = LogProvider.Logger<ServerLogger>(typeof(ConnectionReserveServerHandler));
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public ConnectionReserveServerHandler(DdonGameServer server) : base(server)
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{
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}
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public override S2CConnectionReserveServerRes Handle(GameClient client, C2SConnectionReserveServerReq request)
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{
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Connection reservedConnection = new Connection()
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{
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ServerId = request.GameServerUniqueID,
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AccountId = client.Account.Id,
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Type = ConnectionType.GameServer,
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Created = DateTime.UtcNow,
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CharacterId = client.Character?.CharacterId,
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};
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if (!Server.RpcManager.DoesGameServerExist(request.GameServerUniqueID))
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{
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throw new ResponseErrorException(ErrorCode.ERROR_CODE_NET_NOT_CONNECT_GAME_SERVER,
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$"The requested server {request.GameServerUniqueID} does not exist.");
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}
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if (!Server.RpcManager.PingServer(request.GameServerUniqueID))
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{
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throw new ResponseErrorException(ErrorCode.ERROR_CODE_NET_NOT_CONNECT_GAME_SERVER,
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$"The requested server {request.GameServerUniqueID} did not respond when pinged.");
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}
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var targetServerInfo = Server.RpcManager.ServerListInfo(request.GameServerUniqueID);
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if (targetServerInfo.LoginNum >= targetServerInfo.MaxLoginNum)
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{
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throw new ResponseErrorException(ErrorCode.ERROR_CODE_LOBBY_JOIN_NUM_OVER,
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$"Attempting to join server {request.GameServerUniqueID} that is over capacity ({targetServerInfo.LoginNum}/{targetServerInfo.MaxLoginNum})");
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}
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if (!Server.Database.InsertConnection(reservedConnection))
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{
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throw new ResponseErrorException(ErrorCode.ERROR_CODE_NET_NOT_CONNECT_GAME_SERVER,
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$"Failed to reserve connection on server {request.GameServerUniqueID} for account {client.Account.Id}");
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}
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return new S2CConnectionReserveServerRes()
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{
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GameServerUniqueID = request.GameServerUniqueID,
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ReserveInfoList = request.ReserveInfoList
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};
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}
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}
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}
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