mirror of
https://bitbucket.org/theswgsource/src-1.2.git
synced 2026-08-02 03:16:11 -04:00
having these here just leaves unnecessary server crash risks...we'll just ignore these instead of crashing if we get any
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@@ -1066,59 +1066,12 @@ void CentralServer::receiveMessage(const MessageDispatch::Emitter & source, cons
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// Forward this message to the dbProcess
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sendToGameServer(m_dbProcessServerProcessId, t, true);
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}
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else if(message.isType("ChunkObjectListMessage"))
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{
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Archive::ReadIterator ri = static_cast<const GameNetworkMessage &>(message).getByteStream().begin();
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ChunkObjectListMessage t(ri);
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DEBUG_FATAL(true,("Got ChunkObjectListMessage. Thought it was deprecated.\n"));
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// handleChunkList(t.getProcess(), t.getIds());
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}
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else if(message.isType("LocateStructureMessage"))
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{
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Archive::ReadIterator ri = static_cast<const GameNetworkMessage &>(message).getByteStream().begin();
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LocateStructureMessage t(ri);
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sendToPlanetServer(t.getSceneId(), t, true);
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}
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else if(message.isType("RequestObjectMessage"))
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{
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DEBUG_FATAL(true,("Got RequestObjectMessage. Thought this went away."));
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// Archive::ReadIterator ri = static_cast<const GameNetworkMessage &>(message).getByteStream().begin();
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// RequestObjectMessage t(ri);
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// // tell the authoritative object to create a proxy
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// const GameServerConnection *gameServer = getGameServer(t.getProcess());
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// NOT_NULL(gameServer);
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// uint32 authId = sendToAuthoritativeServer(t.getId(),
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// LoadObjectMessage(t.getId(), t.getProcess(), gameServer->getGameServiceAddress(), gameServer->getGameServicePort(), false),
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// true);
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// // if we sent the message to the database process, mark it as being
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// // authoritative for this object
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// if (authId == m_dbProcessServerProcessId)
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// {
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// addObjectToMap(t.getId(), authId, gameServer->getSceneId(), true);
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// m_pendingLoadingObjects[t.getId()] = t.getProcess();
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// }
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}
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else if(message.isType("CreateNewObjectMessage"))
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{
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DEBUG_FATAL(true,("Ain't this supposed to be deprecated or something?"));
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}
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else if(message.isType("SetObjectPositionMessage"))
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{
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//@todo remove this message from the library
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DEBUG_FATAL(true,("Got SetObjectPositionMessage. Thought this went away"));
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}
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else if(message.isType("FailedToLoadObjectMessage"))
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{
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//@todo remove this message from the library
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DEBUG_FATAL(true,("Received Failed To Load Object Message. Thought it was depricated\n"));
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}
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else if(message.isType("ReleaseAuthoritativeMessage"))
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{
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//@todo remove this message from the library
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DEBUG_FATAL(true, ("Received ReleaseAuthoritative for. Thought it was deprecated."));
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}
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else if(message.isType("ForceUnloadObjectMessage"))
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{
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//N.B. This message can come from a game server or from the planet server.
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@@ -1128,7 +1081,7 @@ void CentralServer::receiveMessage(const MessageDispatch::Emitter & source, cons
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ForceUnloadObjectMessage t(ri);
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//@todo: figure out some way to handle this (such as forwarding to PlanetServers), or remove every case where it's sent
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// forceUnload(t.getId(),t.getPermaDelete());
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//forceUnload(t.getId(),t.getPermaDelete());
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}
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//Character Creation Messages
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else if(message.isType("ConnectionCreateCharacter"))
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