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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#if 1 // for debugging
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#include "plCreatableIndex.h"
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#include "plModifier/plResponderModifier.h"
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#include "plSurface/plLayerAnimation.h"
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#endif
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#include "hsStream.h"
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#include "plNetClientMgr.h"
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#include "plgDispatch.h"
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#include "hsResMgr.h"
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#include "hsTimer.h"
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#include "plNetMessage/plNetMessage.h"
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#include "pnKeyedObject/plKey.h"
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#include "pnKeyedObject/plFixedKey.h"
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#include "pnKeyedObject/hsKeyedObject.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnModifier/plModifier.h"
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#include "pnMessage/plNodeRefMsg.h"
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#include "pnMessage/plClientMsg.h"
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#include "pnMessage/plNodeChangeMsg.h"
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#include "pnMessage/plPlayerPageMsg.h"
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#include "plScene/plSceneNode.h"
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#include "plScene/plRelevanceMgr.h"
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#include "plNetTransport/plNetTransportMember.h"
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#include "plResMgr/plKeyFinder.h"
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#include "plAgeDescription/plAgeDescription.h"
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#include "plAvatar/plArmatureMod.h"
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#include "plAvatar/plAvatarMgr.h"
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#include "plSDL/plSDL.h"
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/// TEMP HACK TO LOAD CONSOLE INIT FILES ON AGE LOAD
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#include "plMessage/plConsoleMsg.h"
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#include "plMessage/plLoadAvatarMsg.h"
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#include "plMessage/plAgeLoadedMsg.h"
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#include "plAgeLoader/plResPatcher.h"
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#include "plProgressMgr/plProgressMgr.h"
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#include "plResMgr/plRegistryHelpers.h"
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#include "plResMgr/plRegistryNode.h"
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#include "plResMgr/plResManager.h"
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#ifdef _MSC_VER
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#include <process.h> // for getpid()
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#else
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#include <sys/types.h>
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#include <unistd.h>
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#endif
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extern bool gDataServerLocal;
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// Load Player object
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// a clone will be created if cloneNum>0
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// returns the playerKey if successful.
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//
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// Don't call this directly. Send a clone message to the NetClientManager instead.
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// Load an object, optionally cloning if necessary.
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plKey plNetClientMgr::ILoadClone(plLoadCloneMsg *pCloneMsg)
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{
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plKey cloneKey = pCloneMsg->GetCloneKey();
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if(pCloneMsg->GetIsLoading())
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{
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if (cloneKey->ObjectIsLoaded())
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{
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DebugMsg("ILoadClone: object %s is already loaded, ignoring", cloneKey->GetUoid().StringIze().c_str());
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return cloneKey;
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}
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// check if local or remote player before loading
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plLoadAvatarMsg* loadAvMsg=plLoadAvatarMsg::ConvertNoRef(pCloneMsg);
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if (loadAvMsg)
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{
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bool originating = ( pCloneMsg->GetOriginatingPlayerID() == this->GetPlayerID() );
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if (loadAvMsg->GetIsPlayer())
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if (originating)
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fLocalPlayerKey = cloneKey;
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else
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AddRemotePlayerKey(cloneKey);
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else // hey, we got a quab or yeesha... or some other such devilry...
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AddNPCKey(cloneKey);
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}
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plKey cloneNodeKey = hsgResMgr::ResMgr()->FindKey(kNetClientCloneRoom_KEY);
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// Put the clone into the room, which also forces it to load.
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plNodeRefMsg* nodeRefCloneMsg = new plNodeRefMsg(cloneNodeKey, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kObject);
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hsgResMgr::ResMgr()->AddViaNotify(cloneKey, nodeRefCloneMsg, plRefFlags::kActiveRef);
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// Finally, pump the dispatch system so all the new refs get delivered. ?
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plgDispatch::Dispatch()->MsgQueueProcess();
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}
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else // we're unloading a clone
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{
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if (!cloneKey->ObjectIsLoaded())
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{
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DebugMsg("ILoadClone: object %s is already unloaded, ignoring", cloneKey->GetName().c_str());
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return cloneKey;
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}
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// need to drop our ref if it's an NPC
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// remote players handled by plPlayerPageMsg--don't sweat that
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plKeyVec::iterator it = std::find(fNPCKeys.begin(), fNPCKeys.end(), cloneKey);
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if (it != fNPCKeys.end())
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fNPCKeys.erase(it);
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ICheckPendingStateLoad(hsTimer::GetSysSeconds());
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plSynchEnabler p(false); // turn off dirty tracking while in this function
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GetKey()->Release(cloneKey); // undo the active ref we took in ILoadClone
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// send message to scene object to remove him from the room
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plNodeChangeMsg* nodeChange = new plNodeChangeMsg(GetKey(), cloneKey, nil);
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plgDispatch::MsgSend(nodeChange);
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}
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plKey requestorKey = pCloneMsg->GetRequestorKey();
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// Readdress the message to the requestor and send it again
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plKey myKey = GetKey();
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pCloneMsg->SetBCastFlag(plMessage::kNetPropagate, false);
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pCloneMsg->ClearReceivers();
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pCloneMsg->AddReceiver(requestorKey);
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pCloneMsg->Ref(); // each message send unrefs once
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pCloneMsg->Send();
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return cloneKey;
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}
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//
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// Cause a player to respawn. This is typically called on the local player when he links to a new age.
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// or for unspawn:
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//
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void plNetClientMgr::IPlayerChangeAge(bool exitAge, int32_t spawnPt)
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{
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plArmatureMod *avatar = plAvatarMgr::GetInstance()->GetLocalAvatar();
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if (avatar)
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{
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plSynchEnabler ps(false); // disable state change tracking while we change ages
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if (exitAge)
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avatar->LeaveAge();
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else
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{
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bool validSpawn = (spawnPt >= 0);
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avatar->EnterAge(!validSpawn);
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if (validSpawn)
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avatar->SpawnAt(spawnPt, hsTimer::GetSysSeconds());
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}
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}
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else if (fLocalPlayerKey)
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{
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ErrorMsg("Can't find avatarMod %s", fLocalPlayerKey->GetName().c_str());
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}
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}
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