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#![allow(dead_code)]
use std::time::SystemTime;
use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::EntityGateway;
use elseware::entity::account::{UserAccountEntity, NewUserAccountEntity, NewUserSettingsEntity};
use elseware::entity::character::{CharacterEntity, NewCharacterEntity};
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
use elseware::ship::room::Difficulty;
use libpso::packet::ship::*;
use libpso::packet::login::{Login, Session};
use libpso::{utf8_to_array, utf8_to_utf16_array};
pub async fn new_user_character<EG: EntityGateway>(entity_gateway: &mut EG, username: &str, password: &str) -> (UserAccountEntity, CharacterEntity) {
let new_user = NewUserAccountEntity {
username: username.into(),
password: bcrypt::hash(password, 5).unwrap(),
guildcard: 1,
team_id: None,
banned_until: None,
muted_until: None,
created_at: chrono::Utc::now(),
flags: 0,
};
let user = entity_gateway.create_user(new_user).await.unwrap();
let new_settings = NewUserSettingsEntity::new(user.id);
let _settings = entity_gateway.create_user_settings(new_settings).await.unwrap();
let new_character = NewCharacterEntity::new(user.id);
let character = entity_gateway.create_character(new_character).await.unwrap();
(user, character)
}
pub async fn log_in_char<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, username: &str, password: &str) {
let username = username.to_string();
let password = password.to_string();
ship.handle(id, &RecvShipPacket::Login(Login {
tag: 0,
guildcard: 0,
version: 0,
unknown1: [0; 6],
team: 0,
username: utf8_to_array!(username, 16),
unknown2: [0; 32],
password: utf8_to_array!(password, 16),
unknown3: [0; 40],
hwinfo: [0; 8],
session: Session::new(),
})).await.unwrap().for_each(drop);
}
pub async fn join_lobby<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId) {
ship.handle(id, &RecvShipPacket::CharData(CharData {
_unknown: [0; 0x828]
})).await.unwrap().for_each(drop);
}
pub async fn create_room<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str) {
create_room_with_difficulty(ship, id, name, password, Difficulty::Normal).await;
}
pub async fn create_room_with_difficulty<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, name: &str, password: &str, difficulty: Difficulty) {
ship.handle(id, &RecvShipPacket::CreateRoom(CreateRoom {
unknown: [0; 2],
name: utf8_to_utf16_array!(name, 16),
password: utf8_to_utf16_array!(password, 16),
difficulty: difficulty.into(),
battle: 0,
challenge: 0,
episode: 1,
single_player: 0,
padding: [0; 3],
})).await.unwrap().for_each(drop);
ship.handle(id, &RecvShipPacket::DoneBursting(DoneBursting {})).await.unwrap().for_each(drop);
}
pub async fn join_room<EG: EntityGateway>(ship: &mut ShipServerState<EG>, id: ClientId, room_id: u32) {
ship.handle(id, &RecvShipPacket::MenuSelect(MenuSelect {
menu: ROOM_MENU_ID,
item: room_id,
})).await.unwrap().for_each(drop);
}