ddon-server/Arrowgene.Ddon.GameServer/Handler/PartyPartyJoinHandler.cs
Paul Campbell fcff123fd4 feat: Add support for partial deliveries
Allow a player to trade in x/y items and remember that x was traded next
time they log in.

- Added checkpoints to
  - q20000017.json
  - q20000017_1.json
  - q20000017_2.json

Database Version 61 -> 62
2026-05-09 08:57:52 -04:00

146 lines
6.3 KiB
C#

using Arrowgene.Ddon.GameServer.Characters;
using Arrowgene.Ddon.GameServer.Party;
using Arrowgene.Ddon.Server;
using Arrowgene.Ddon.Shared.Entity.PacketStructure;
using Arrowgene.Ddon.Shared.Model;
using Arrowgene.Ddon.Shared.Model.Quest;
using Arrowgene.Logging;
using System.Linq;
namespace Arrowgene.Ddon.GameServer.Handler
{
public class PartyPartyJoinHandler : GameRequestPacketHandler<C2SPartyPartyJoinReq, S2CPartyPartyJoinRes>
{
private static readonly ServerLogger Logger = LogProvider.Logger<ServerLogger>(typeof(PartyPartyJoinHandler));
public PartyPartyJoinHandler(DdonGameServer server) : base(server)
{
}
public override S2CPartyPartyJoinRes Handle(GameClient client, C2SPartyPartyJoinReq request)
{
S2CPartyPartyJoinRes res = new S2CPartyPartyJoinRes();
PartyGroup party = Server.PartyManager.GetParty(request.PartyId)
?? throw new ResponseErrorException(ErrorCode.ERROR_CODE_PARTY_NOT_FOUNDED,
"failed to find party (Server.PartyManager.GetParty() == null)");
PlayerPartyMember join = party.Join(client);
var partyLeader = party.Leader?.Client.Character
?? throw new ResponseErrorException(ErrorCode.ERROR_CODE_PARTY_LEADER_ABSENCE);
res.ContentNumber = party.ContentId;
if (BoardManager.BoardIdIsExm(party.ContentId))
{
Server.CharacterManager.UpdateOnlineStatus(client, client.Character, OnlineStatus.Contents);
}
else
{
Server.CharacterManager.UpdateOnlineStatus(party.Leader.Client, partyLeader, OnlineStatus.PtLeader);
if (partyLeader.CharacterId != client.Character.CharacterId)
{
Server.CharacterManager.UpdateOnlineStatus(client, client.Character, OnlineStatus.PtMember);
}
}
var progress = Server.Database.GetQuestProgressByType(client.Character.CommonId, QuestType.All);
var deliveryProgressByQuest = Server.Database.GetAllQuestDeliveryProgress(client.Character.CommonId)
.GroupBy(x => x.QuestScheduleId)
.ToDictionary(g => g.Key, g => g.ToList());
foreach (var questProgress in progress)
{
var quest = QuestManager.GetQuestByScheduleId(questProgress.QuestScheduleId);
if (quest != null && quest.IsPersonal)
{
join.QuestState.AddNewQuest(questProgress.QuestScheduleId, questProgress.Step);
if (deliveryProgressByQuest.TryGetValue(questProgress.QuestScheduleId, out var deliveryItems))
{
foreach (var dp in deliveryItems)
join.QuestState.RestoreDeliveryProgress(questProgress.QuestScheduleId, (ItemId)dp.ItemId, dp.AmountDelivered);
}
}
}
// Exclude JoinState.Prepare members and their pawns from all NTCs
// they have a reserved slot but haven't accepted yet.
var prepareOwnerIds = party.Members
.OfType<PlayerPartyMember>()
.Where(p => p.JoinState == JoinState.Prepare)
.Select(p => p.Client?.Character?.CharacterId ?? 0)
.ToHashSet();
S2CPartyPartyJoinNtc ntc = new S2CPartyPartyJoinNtc();
uint hostCharacterId = (party.Host?.Client != null && party.Host.Client.IsAlive)
? party.Host.Client.Character.CharacterId
: partyLeader.CharacterId;
ntc.HostCharacterId = hostCharacterId;
ntc.LeaderCharacterId = partyLeader.CharacterId;
foreach (PartyMember member in party.Members)
{
if (member is PlayerPartyMember pm && prepareOwnerIds.Contains(pm.Client?.Character?.CharacterId ?? 0))
continue;
if (member is PawnPartyMember pawnMember && prepareOwnerIds.Contains(pawnMember.Pawn?.CharacterId ?? 0))
continue;
ntc.PartyMembers.Add(member.CDataPartyMember);
}
// Only send JoinNtc to fully joined members - Prepare members haven't accepted yet.
foreach (PartyMember member in party.Members)
{
if (member is PlayerPartyMember onMember && onMember.JoinState == JoinState.On)
{
onMember.Client?.Send(ntc);
}
}
S2CContextGetPartyPlayerContextNtc newMemberContext = join.GetPartyContext();
if (partyLeader.CommonId != client.Character.CommonId)
{
// Update player position when joining from a different stage
client.Character.StageNo = partyLeader.StageNo;
client.Character.Stage = partyLeader.Stage;
newMemberContext.Context.Base.StageNo = (int) partyLeader.StageNo;
}
if (party.Clients.Count > 0)
{
foreach (PartyMember member in party.Members)
{
if (member.MemberIndex == join.MemberIndex)
continue;
if (member is PlayerPartyMember playerMember)
{
if (prepareOwnerIds.Contains(playerMember.Client?.Character?.CharacterId ?? 0))
continue;
client.Send(playerMember.GetPartyContext());
}
else if (member is PawnPartyMember pawnPartyMember)
{
if (prepareOwnerIds.Contains(pawnPartyMember.Pawn?.CharacterId ?? 0))
continue;
client.Send(pawnPartyMember.GetPartyContext());
}
}
foreach (PartyMember member in party.Members)
{
if (member is PlayerPartyMember onMember && onMember.JoinState == JoinState.On)
{
onMember.Client?.Send(newMemberContext);
}
}
}
res.PartyId = party.Id;
Logger.Info(client, $"joined PartyId:{party.Id}");
return res;
}
}
}