コード例 #1
0
ファイル: CNetServer.cpp プロジェクト: AgresivD/ivmultiplayer
unsigned int CNetServer::RPC(RPCIdentifier rpcId, CBitStream * pBitStream, ePacketPriority priority, ePacketReliability reliability, EntityId playerId, bool bBroadcast, char cOrderingChannel)
{

	if(playerId != INVALID_ENTITY_ID && !IsPlayerConnected(playerId))
		return 0;

	CBitStream bitStream;
	bitStream.Write((PacketId)PACKET_RPC);
	bitStream.Write(rpcId);

	if(pBitStream)
		bitStream.Write((char *)pBitStream->GetData(), pBitStream->GetNumberOfBytesUsed());

	return m_pRakPeer->Send((char *)bitStream.GetData(), bitStream.GetNumberOfBytesUsed(), (PacketPriority)priority, (PacketReliability)reliability, cOrderingChannel, 
		(playerId == INVALID_ENTITY_ID) ? RakNet::UNASSIGNED_SYSTEM_ADDRESS : m_pRakPeer->GetSystemAddressFromIndex(playerId), bBroadcast);
}
コード例 #2
0
ファイル: lvdm.cpp プロジェクト: Pupak/sampgdk
static void SAMPGDK_CALL MoneyGrubScoreUpdate(int timerid, void *param)
{
  int CashScore;
  char name[MAX_PLAYER_NAME];
  char string[128];
  for(int i=0; i<MAX_PLAYERS; i++)
  {
    if (IsPlayerConnected(i))
    {
      GetPlayerName(i, name, MAX_PLAYER_NAME);
         CashScore = GetPlayerMoney(i);
      SetPlayerScore(i, CashScore);
      if (CashScore > CashScoreOld)
      {
        CashScoreOld = CashScore;
        sprintf(string, "$$$ %s is now in the lead $$$", name);
        SendClientMessageToAll(COLOR_YELLOW, string);
      }
    }
  }
}
コード例 #3
0
ファイル: CNetServer.cpp プロジェクト: AgresivD/ivmultiplayer
PacketId CNetServer::ProcessPacket(RakNet::SystemAddress systemAddress, PacketId packetId, unsigned char * ucData, int iLength)
{
	// Get the player id
	EntityId playerId = (EntityId)systemAddress.systemIndex;

	// Is the player not fully connected yet?
	if(!IsPlayerConnected(playerId))
	{
		// Is this a disconnection or connection lost packet?
		if(packetId == ID_DISCONNECTION_NOTIFICATION || packetId == ID_CONNECTION_LOST)
		{
			// Ignore it
			return INVALID_PACKET_ID;
		}

		// Is this not a pre-connect packet?
		if(packetId != ID_NEW_INCOMING_CONNECTION && packetId != ID_USER_PACKET_ENUM)
		{
			// Don't process the packet
			return INVALID_PACKET_ID;
		}
	}

	// Does the packet need processing?
	switch(packetId)
	{
	case ID_NEW_INCOMING_CONNECTION: // Request initial data
		{
			// Construct the bit stream
			CBitStream bitStream;

			// Write the packet id
			bitStream.Write((PacketId)ID_USER_PACKET_ENUM);

			// Send the packet
			Send(&bitStream, PRIORITY_HIGH, RELIABILITY_RELIABLE_ORDERED, playerId, false);
			return INVALID_PACKET_ID;
		}
		break;
	case ID_USER_PACKET_ENUM: // Receive initial data
		{
			// Construct the bit stream
			CBitStream bitStream(ucData, iLength, false);

			// Read the network version
			BYTE byteNetworkModuleVersion;

			if(!bitStream.Read(byteNetworkModuleVersion))
			{
				// Reject the players connection
				RejectKick(playerId);
				return INVALID_PACKET_ID;
			}

			// Verify the network module version
			if(byteNetworkModuleVersion != NETWORK_MODULE_VERSION)
			{
				// Reject the players connection
				RejectKick(playerId);
				return INVALID_PACKET_ID;
			}

			// Construct the new player socket
			CPlayerSocket * pPlayerSocket = new CPlayerSocket;

			// Set the player socket id
			pPlayerSocket->playerId = playerId;

			// Set the player socket binary address
			pPlayerSocket->ulBinaryAddress = systemAddress.address.addr4.sin_addr.s_addr;

			// Set the player socket port
			pPlayerSocket->usPort = ntohs(systemAddress.address.addr4.sin_port);

			// Add the player socket to the player socket list
			m_playerSocketList.push_back(pPlayerSocket);

			// Reset the bit stream for reuse
			bitStream.Reset();

			// Write the packet id
			bitStream.Write((PacketId)(ID_USER_PACKET_ENUM + 1));

			// Send the packet
			Send(&bitStream, PRIORITY_HIGH, RELIABILITY_RELIABLE_ORDERED, playerId, false);
			return INVALID_PACKET_ID;
		}
		break;
	case (ID_USER_PACKET_ENUM + 1): // Client is ready
		return PACKET_NEW_CONNECTION;
		break;
	case ID_DISCONNECTION_NOTIFICATION:
		return PACKET_DISCONNECTED;
		break;
	case ID_CONNECTION_LOST:
			return PACKET_LOST_CONNECTION;
		break;
	}

	// Is the packet a non processed RakNet packet?
	if(packetId < INTERNAL_PACKET_END)
		return INVALID_PACKET_ID;

	// No processing needed
	return packetId;
}
コード例 #4
0
ファイル: lvdm.cpp プロジェクト: Pupak/sampgdk
PLUGIN_EXPORT bool PLUGIN_CALL OnPlayerCommandText(int playerid, const char *cmdtext)
{
  char string[128];
  int playermoney;
  char sendername[MAX_PLAYER_NAME];
  char giveplayer[MAX_PLAYER_NAME];
  char *cmd;
  int giveplayerid, moneys;

  // FIXME: const_cast isn't really a good solution
  cmd = strtok(const_cast<char*>(cmdtext), " ");

  if(strcmp(cmd, "/help") == 0) {
    SendPlayerFormattedText(playerid,"Las Venturas Deathmatch: Money Grub Coded By Jax and the SA-MP Team.",0);
    SendPlayerFormattedText(playerid,"Type: /objective : to find out what to do in this gamemode.",0);
    SendPlayerFormattedText(playerid,"Type: /givecash [playerid] [money-amount] to send money to other players.",0);
    SendPlayerFormattedText(playerid,"Type: /tips : to see some tips from the creator of the gamemode.", 0);
    return true;
  }

  if(strcmp(cmd, "/objective") == 0) {
    SendPlayerFormattedText(playerid,"This gamemode is faily open, there's no specific win / endgame conditions to meet.",0);
    SendPlayerFormattedText(playerid,"In LVDM:Money Grub, when you kill a player, you will receive whatever money they have.",0);
    SendPlayerFormattedText(playerid,"Consequently, if you have lots of money, and you die, your killer gets your cash.",0);
    SendPlayerFormattedText(playerid,"However, you're not forced to kill players for money, you can always gamble in the", 0);
    SendPlayerFormattedText(playerid,"Casino's.", 0);
    return true;
  }
  if(strcmp(cmd, "/tips") == 0) {
    SendPlayerFormattedText(playerid,"Spawning with just a desert eagle might sound lame, however the idea of this",0);
    SendPlayerFormattedText(playerid,"gamemode is to get some cash, get better guns, then go after whoever has the",0);
    SendPlayerFormattedText(playerid,"most cash. Once you've got the most cash, the idea is to stay alive(with the",0);
    SendPlayerFormattedText(playerid,"cash intact)until the game ends, simple right?", 0);
    return true;
  }

   if(strcmp(cmd, "/givecash") == 0) {
    cmd = strtok(NULL, " ");

    if(cmd == 0 || !strlen(cmd)) {
      SendClientMessage(playerid, COLOR_WHITE, "USAGE: /givecash [playerid] [amount]");
      return true;
    }
    giveplayerid = atoi(cmd);

    cmd = strtok(NULL, " ");
    if(cmd == 0 || !strlen(cmd)) {
      SendClientMessage(playerid, COLOR_WHITE, "USAGE: /givecash [playerid] [amount]");
      return true;
    }
     moneys = atoi(cmd);

    if (IsPlayerConnected(giveplayerid)) {
      GetPlayerName(giveplayerid, giveplayer, MAX_PLAYER_NAME);
      GetPlayerName(playerid, sendername, MAX_PLAYER_NAME);
      playermoney = GetPlayerMoney(playerid);
      if (moneys > 0 && playermoney >= moneys) {
        GivePlayerMoney(playerid, (0 - moneys));
        GivePlayerMoney(giveplayerid, moneys);
        sprintf(string, "You have sent %s(player: %d), $%d.", giveplayer,giveplayerid, moneys);
        SendClientMessage(playerid, COLOR_YELLOW, string);
        sprintf(string, "You have recieved $%d from %s(player: %d).", moneys, sendername, playerid);
        SendClientMessage(giveplayerid, COLOR_YELLOW, string);
        ServerLog::Printf("%s(playerid:%d) has transfered %d to %s(playerid:%d)",sendername, playerid, moneys, giveplayer, giveplayerid);
      }
      else {
        SendClientMessage(playerid, COLOR_YELLOW, "Invalid transaction amount.");
      }
    }
    else {
      sprintf(string, "%d is not an active player.", giveplayerid);
      SendClientMessage(playerid, COLOR_YELLOW, string);
    }
    return true;
  }

  return false;
}