holy refactor

started out as me making a service abstraction..

- db.Player exists again, and entity.Player uses it as an embedded struct
- chunk.ForEachEntity() lets you add/remove entities during iteration now
- removed account related fields from CNPeer
- protocol/pool has been merged with protocol.
use protocol.GetBuffer() and protocol.PutBuffer().
- new protocol/internal/service!
service.Service is an abstraction layer to handle multiple CNPeer*
connections and allows you to associate each with an interface{} uData.
In the future it might also handle a task queue for jobs that
modify/interact with the player's uData, called from service.handleEvents()
- PacketHandler callback type has a new param! uData is passed as well now
- much of loginserver/shardserver is now handled by the shared service
abstraction
- SHARD: NPC_ENTER packets are now sent on player loading complete
rather than on enter.
This commit is contained in:
2023-11-27 21:23:28 -06:00
parent d8277ea89c
commit 1f66acfd25
12 changed files with 378 additions and 358 deletions

View File

@@ -1,41 +1,22 @@
package entity
import (
"github.com/CPunch/gopenfusion/config"
"github.com/CPunch/gopenfusion/internal/db"
"github.com/CPunch/gopenfusion/internal/protocol"
)
type Player struct {
Peer *protocol.CNPeer
Chunk ChunkPosition
PlayerID int
AccountID int
AccountLevel int
Slot int
PCStyle protocol.SPCStyle
PCStyle2 protocol.SPCStyle2
EquippedNanos [3]int
Nanos [config.NANO_COUNT]protocol.SNano
Equip [config.AEQUIP_COUNT]protocol.SItemBase
Inven [config.AINVEN_COUNT]protocol.SItemBase
Bank [config.ABANK_COUNT]protocol.SItemBase
SkywayLocationFlag []byte
FirstUseFlag []byte
Quests []byte
HP int
Level int
Taros int
FusionMatter int
Mentor int
X, Y, Z int
Angle int
BatteryN int
BatteryW int
WarpLocationFlag int
ActiveNanoSlotNum int
Fatigue int
CurrentMissionID int
IPCState int8
db.Player
Peer *protocol.CNPeer
Chunk ChunkPosition
}
func NewPlayer(peer *protocol.CNPeer, player *db.Player) *Player {
return &Player{
Player: *player,
Peer: peer,
Chunk: MakeChunkPosition(player.X, player.Y),
}
}
// ==================== Entity interface ====================