feat: remove outdated items and skills
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e0c7445ef7
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1d0dbf86c3
18
L2BotDll/Events/GameEngineTickedEvent.h
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18
L2BotDll/Events/GameEngineTickedEvent.h
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@ -0,0 +1,18 @@
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#pragma once
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#include <cstdint>
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#include "Event.h"
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class GameEngineTickedEvent : public Event
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{
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public:
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static constexpr const char* name = "gameEngineTicked";
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const std::string GetName() const
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{
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return std::string(name);
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}
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GameEngineTickedEvent() = default;
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virtual ~GameEngineTickedEvent() = default;
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};
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@ -168,6 +168,7 @@
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<ClInclude Include="Events\CreatureDiedEvent.h" />
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<ClInclude Include="Events\Event.h" />
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<ClInclude Include="Events\EventDispatcher.h" />
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<ClInclude Include="Events\GameEngineTickedEvent.h" />
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<ClInclude Include="Events\HeroCreatedEvent.h" />
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<ClInclude Include="Events\HeroDeletedEvent.h" />
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<ClInclude Include="Events\ItemAutousedEvent.h" />
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@ -180,6 +180,9 @@
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<ClInclude Include="Versions\Interlude\Repositories\AbnormalEffectRepository.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Events\GameEngineTickedEvent.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="dllmain.cpp">
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@ -11,14 +11,13 @@
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#include "../../../Events/ItemUpdatedEvent.h"
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#include "../../../Events/ItemDeletedEvent.h"
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#include "../../../Events/ItemAutousedEvent.h"
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#include "../../../Events/GameEngineTickedEvent.h"
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#include "../../../DTO/ItemData.h"
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namespace Interlude
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{
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void* GameEngineWrapper::originalInitAddress = 0;
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GameEngineWrapper::GameEngine* GameEngineWrapper::_target = 0;
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void(__thiscall* GameEngineWrapper::__Init)(GameEngine*, float_t) = 0;
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void(__thiscall* GameEngineWrapper::__OnSkillListPacket)(GameEngine*, L2ParamStack&) = 0;
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int(__thiscall* GameEngineWrapper::__OnReceiveMagicSkillUse)(GameEngine*, User*, User*, L2ParamStack&) = 0;
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void(__thiscall* GameEngineWrapper::__OnReceiveMagicSkillCanceled)(GameEngine*, User*) = 0;
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@ -26,14 +25,14 @@ namespace Interlude
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void(__thiscall* GameEngineWrapper::__AddInventoryItem)(GameEngine*, ItemInfo&) = 0;
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void(__thiscall* GameEngineWrapper::__OnReceiveUpdateItemList)(GameEngine*, UpdateItemListActionType, ItemInfo&) = 0;
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void(__thiscall* GameEngineWrapper::__OnExAutoSoulShot)(GameEngine*, L2ParamStack&) = 0;
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void(__thiscall* GameEngineWrapper::__Tick)(GameEngine*, float_t) = 0;
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void GameEngineWrapper::Init(HMODULE hModule)
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{
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void* initAddress = GetProcAddress(hModule, "?Tick@UGameEngine@@UAEXM@Z");
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originalInitAddress = splice(initAddress, __Init_hook);
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(FARPROC&)__Init = (FARPROC)initAddress;
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(FARPROC&)__Tick = (FARPROC)splice(
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GetProcAddress(hModule, "?Tick@UGameEngine@@UAEXM@Z"), __Tick_hook
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);
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(FARPROC&)__OnSkillListPacket = (FARPROC)splice(
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GetProcAddress(hModule, "?OnSkillListPacket@UGameEngine@@UAEXAAVL2ParamStack@@@Z"), __OnSkillListPacket_hook
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);
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@ -59,7 +58,6 @@ namespace Interlude
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void GameEngineWrapper::Restore()
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{
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restore(originalInitAddress);
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restore((void*&)__OnSkillListPacket);
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restore((void*&)__OnReceiveMagicSkillUse);
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restore((void*&)__OnReceiveMagicSkillCanceled);
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@ -69,19 +67,6 @@ namespace Interlude
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restore((void*&)__OnExAutoSoulShot);
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}
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void __fastcall GameEngineWrapper::__Init_hook(GameEngine* This, uint32_t /*edx*/, float_t unk)
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{
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if (_target == 0) {
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_target = This;
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InjectLibrary::StopCurrentProcess();
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restore(originalInitAddress);
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InjectLibrary::StartCurrentProcess();
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(*__Init)(This, unk);
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}
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}
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void __fastcall GameEngineWrapper::__OnSkillListPacket_hook(GameEngine* This, uint32_t, L2ParamStack& stack)
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{
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EventDispatcher::GetInstance().Dispatch(SkillCreatedEvent{stack.GetBufferAsVector<int32_t>()});
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@ -106,7 +91,7 @@ namespace Interlude
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(*__AddAbnormalStatus)(This, stack);
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}
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void __fastcall GameEngineWrapper::__AddInventoryItem_hook(GameEngine* This, int, ItemInfo& itemInfo)
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void __fastcall GameEngineWrapper::__AddInventoryItem_hook(GameEngine* This, uint32_t, ItemInfo& itemInfo)
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{
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EventDispatcher::GetInstance().Dispatch(
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ItemCreatedEvent
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@ -126,7 +111,7 @@ namespace Interlude
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(*__AddInventoryItem)(This, itemInfo);
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}
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void __fastcall GameEngineWrapper::__OnReceiveUpdateItemList_hook(GameEngine* This, int, UpdateItemListActionType actionType, ItemInfo& itemInfo)
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void __fastcall GameEngineWrapper::__OnReceiveUpdateItemList_hook(GameEngine* This, uint32_t, UpdateItemListActionType actionType, ItemInfo& itemInfo)
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{
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const ItemData itemData
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{
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@ -154,9 +139,21 @@ namespace Interlude
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(*__OnReceiveUpdateItemList)(This, actionType, itemInfo);
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}
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void __fastcall GameEngineWrapper::__OnExAutoSoulShot_hook(GameEngine* This, int, L2ParamStack& stack)
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void __fastcall GameEngineWrapper::__OnExAutoSoulShot_hook(GameEngine* This, uint32_t, L2ParamStack& stack)
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{
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EventDispatcher::GetInstance().Dispatch(ItemAutousedEvent{ stack.GetBufferAsVector<uint32_t>() });
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(*__OnExAutoSoulShot)(This, stack);
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}
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void __fastcall GameEngineWrapper::__Tick_hook(GameEngine* This, uint32_t, float_t deltaTime)
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{
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if (_target == 0)
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{
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_target = This;
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}
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(*__Tick)(This, deltaTime);
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EventDispatcher::GetInstance().Dispatch(GameEngineTickedEvent{});
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}
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}
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@ -19,7 +19,6 @@ namespace Interlude
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void Restore() override;
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private:
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static void(__thiscall* __Init)(GameEngine*, float_t);
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static void(__thiscall* __OnSkillListPacket)(GameEngine*, L2ParamStack& stack);
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static int(__thiscall* __OnReceiveMagicSkillUse)(GameEngine*, User*, User*, L2ParamStack&);
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static void(__thiscall* __OnReceiveMagicSkillCanceled)(GameEngine*, User*);
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@ -27,18 +26,18 @@ namespace Interlude
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static void(__thiscall* __AddInventoryItem)(GameEngine*, ItemInfo&);
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static void(__thiscall* __OnReceiveUpdateItemList)(GameEngine*, UpdateItemListActionType, ItemInfo&);
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static void(__thiscall* __OnExAutoSoulShot)(GameEngine*, L2ParamStack&);
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static void(__thiscall* __Tick)(GameEngine*, float_t);
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static void __fastcall __Init_hook(GameEngine* This, uint32_t /*edx*/, float_t unk);
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static void __fastcall __OnSkillListPacket_hook(GameEngine* This, uint32_t /*edx*/, L2ParamStack& stack);
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static int __fastcall __OnReceiveMagicSkillUse_hook(GameEngine* This, uint32_t /*edx*/, User* u1, User* u2, L2ParamStack& stack);
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static void __fastcall __OnReceiveMagicSkillCanceled_hook(GameEngine* This, uint32_t /*edx*/, User* user);
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static void __fastcall __AddAbnormalStatus_hook(GameEngine* This, uint32_t /*edx*/, L2ParamStack& stack);
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static void __fastcall __AddInventoryItem_hook(GameEngine* This, int /*edx*/, ItemInfo& itemInfo);
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static void __fastcall __OnReceiveUpdateItemList_hook(GameEngine* This, int /*edx*/, UpdateItemListActionType actionType, ItemInfo& itemInfo);
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static void __fastcall __OnExAutoSoulShot_hook(GameEngine* This, int /*edx*/, L2ParamStack& stack);
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static void __fastcall __AddInventoryItem_hook(GameEngine* This, uint32_t /*edx*/, ItemInfo& itemInfo);
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static void __fastcall __OnReceiveUpdateItemList_hook(GameEngine* This, uint32_t /*edx*/, UpdateItemListActionType actionType, ItemInfo& itemInfo);
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static void __fastcall __OnExAutoSoulShot_hook(GameEngine* This, uint32_t /*edx*/, L2ParamStack& stack);
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static void __fastcall __Tick_hook(GameEngine* This, uint32_t /*edx*/, float_t unk);
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private:
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static void* originalInitAddress;
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static GameEngine* _target;
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};
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}
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#include "../../../Events/ItemDeletedEvent.h"
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#include "../../../Events/HeroDeletedEvent.h"
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#include "../../../Events/ItemAutousedEvent.h"
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#include "../../../Events/GameEngineTickedEvent.h"
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#include "../../../Events/EventDispatcher.h"
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using namespace L2Bot::Domain;
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@ -65,8 +66,32 @@ namespace Interlude
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EventDispatcher::GetInstance().Subscribe(ItemAutousedEvent::name, [this](const Event& evt) {
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OnItemAutoused(evt);
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});
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EventDispatcher::GetInstance().Subscribe(GameEngineTickedEvent::name, [this](const Event& evt) {
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OnGameEngineTicked(evt);
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});
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}
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void OnGameEngineTicked(const Event& evt)
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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if (evt.GetName() == GameEngineTickedEvent::name)
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{
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for (auto it = m_Items.begin(); it != m_Items.end();)
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{
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if (m_NewItems.find(it->first) == m_NewItems.end())
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{
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it = m_Items.erase(it);
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}
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else
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{
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++it;
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}
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}
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m_IsNewCycle = true;
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}
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}
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void OnHeroDeleted(const Event& evt)
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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@ -87,11 +112,11 @@ namespace Interlude
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const auto itemId = data[0];
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const bool isEnabled = data[1] > 0;
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for (const auto& item : m_Items)
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for (const auto& kvp : m_Items)
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{
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if (item.second->GetItemId() == itemId)
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if (kvp.second->GetItemId() == itemId)
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{
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auto ptr = dynamic_cast<Entities::EtcItem*>(item.second.get());
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auto ptr = dynamic_cast<Entities::EtcItem*>(kvp.second.get());
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if (ptr)
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{
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ptr->Autouse(isEnabled);
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@ -101,12 +126,17 @@ namespace Interlude
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}
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}
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//todo need to delete items if they are not exists in create "queue"
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void OnItemCreated(const Event& evt)
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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if (evt.GetName() == ItemCreatedEvent::name)
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{
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if (m_IsNewCycle)
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{
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m_IsNewCycle = false;
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m_NewItems.clear();
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}
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const auto casted = static_cast<const ItemCreatedEvent&>(evt);
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const auto& data = casted.GetItemData();
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@ -120,6 +150,7 @@ namespace Interlude
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// When equip/unequip accessories
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m_Items[data.objectId]->Update(item.get());
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}
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m_NewItems[data.objectId] = data.objectId;
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}
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}
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@ -163,12 +194,16 @@ namespace Interlude
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void Reset() override
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_IsNewCycle = false;
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m_NewItems.clear();
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m_Items.clear();
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}
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private:
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const ItemFactory& m_Factory;
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std::map<uint32_t, std::unique_ptr<Entities::BaseItem>> m_Items;
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std::map<uint32_t, uint32_t> m_NewItems;
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bool m_IsNewCycle = true;
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uint32_t m_UsedSkillId = 0;
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const NetworkHandlerWrapper& m_NetworkHandler;
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std::shared_timed_mutex m_Mutex;
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@ -10,6 +10,7 @@
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#include "../../../Events/SkillCancelledEvent.h"
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#include "../../../Events/AbnormalEffectChangedEvent.h"
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#include "../../../Events/HeroDeletedEvent.h"
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#include "../../../Events/GameEngineTickedEvent.h"
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#include "../../../Events/EventDispatcher.h"
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#include "../GameStructs/NetworkHandlerWrapper.h"
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#include "../../../Common/TimerMap.h"
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@ -66,6 +67,9 @@ namespace Interlude
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EventDispatcher::GetInstance().Subscribe(HeroDeletedEvent::name, [this](const Event& evt) {
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OnHeroDeleted(evt);
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});
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EventDispatcher::GetInstance().Subscribe(GameEngineTickedEvent::name, [this](const Event& evt) {
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OnGameEngineTicked(evt);
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});
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}
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SkillRepository() = delete;
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@ -78,6 +82,29 @@ namespace Interlude
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_Skills.clear();
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m_IsNewCycle = false;
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m_NewSkills.clear();
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}
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void OnGameEngineTicked(const Event& evt)
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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if (evt.GetName() == GameEngineTickedEvent::name)
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{
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for (auto it = m_Skills.begin(); it != m_Skills.end();)
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{
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if (m_NewSkills.find(it->first) == m_NewSkills.end())
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{
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it = m_Skills.erase(it);
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}
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else
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{
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++it;
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}
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}
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m_IsNewCycle = true;
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}
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}
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void OnHeroDeleted(const Event& evt)
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@ -97,6 +124,12 @@ namespace Interlude
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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if (evt.GetName() == SkillCreatedEvent::name)
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{
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if (m_IsNewCycle)
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{
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m_IsNewCycle = false;
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m_NewSkills.clear();
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}
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const auto casted = static_cast<const SkillCreatedEvent&>(evt);
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const auto skillInfo = casted.GetSkillInfo();
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const auto skillId = skillInfo[2];
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@ -115,6 +148,7 @@ namespace Interlude
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{
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m_Skills[skillId]->UpdateLevel(skillInfo[1]);
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}
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m_NewSkills[skillId] = skillId;
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}
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}
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void OnSkillUsed(const Event& evt)
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@ -213,6 +247,8 @@ namespace Interlude
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private:
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const SkillFactory& m_Factory;
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std::map<uint32_t, std::unique_ptr<Entities::Skill>> m_Skills;
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std::map<uint32_t, uint32_t> m_NewSkills;
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bool m_IsNewCycle = true;
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uint32_t m_UsedSkillId = 0;
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const NetworkHandlerWrapper& m_NetworkHandler;
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TimerMap m_ReloadingTimers;
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