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https://github.com/CPunch/gopenfusion.git
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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:
@@ -10,27 +10,29 @@ import (
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)
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func (server *ShardServer) attachPlayer(peer *protocol.CNPeer, meta redis.LoginMetadata) (*entity.Player, error) {
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// resending a shard enter packet?
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old, _ := server.getPlayer(peer)
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if old != nil {
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return nil, fmt.Errorf("resent enter packet")
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}
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// attach player
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plr, err := server.dbHndlr.GetPlayer(int(meta.PlayerID))
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dbPlr, err := server.dbHndlr.GetPlayer(int(meta.PlayerID))
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if err != nil {
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return nil, err
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}
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plr.Peer = peer
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plr := entity.NewPlayer(peer, dbPlr)
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server.setPlayer(peer, plr)
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// once we create the player, it's memory address is owned by the
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// server.Start() goroutine. the only functions allowed to access
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// it are the packet handlers as no other goroutines will be
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// concurrently accessing it.
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server.service.SetPeerData(peer, plr)
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return plr, nil
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}
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func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, pkt protocol.Packet) error {
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func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var enter protocol.SP_CL2FE_REQ_PC_ENTER
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pkt.Decode(&enter)
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// resending a shard enter packet?
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if _plr != nil {
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return fmt.Errorf("resent enter packet")
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}
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loginData, err := server.redisHndlr.GetLogin(enter.IEnterSerialKey)
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if err != nil {
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// the error codes for P_FE2CL_REP_PC_ENTER_FAIL aren't referenced in the client :(
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@@ -52,29 +54,35 @@ func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, pkt protocol.Pack
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// setup peer
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peer.E_key = protocol.CreateNewKey(resp.UiSvrTime, uint64(resp.IID+1), uint64(resp.PCLoadData2CL.IFusionMatter+1))
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peer.FE_key = loginData.FEKey
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peer.PlayerID = loginData.PlayerID
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peer.AccountID = loginData.AccountID
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peer.SetActiveKey(protocol.USE_FE)
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log.Printf("Player %d (AccountID %d) entered\n", resp.IID, loginData.AccountID)
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if err := peer.Send(protocol.P_FE2CL_REP_PC_ENTER_SUCC, resp); err != nil {
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return err
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}
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// we send the chunk updates (PC_NEW, NPC_NEW, etc.) after the enter packet
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server.updatePlayerPosition(plr, int(plr.X), int(plr.Y), int(plr.Z), int(plr.Angle))
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return nil
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}
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func (server *ShardServer) LoadingComplete(peer *protocol.CNPeer, pkt protocol.Packet) error {
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func (server *ShardServer) LoadingComplete(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var loadComplete protocol.SP_CL2FE_REQ_PC_LOADING_COMPLETE
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pkt.Decode(&loadComplete)
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plr, err := server.getPlayer(peer)
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// was the peer attached to a player?
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if _plr == nil {
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return fmt.Errorf("loadingComplete: plr is nil")
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}
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plr := _plr.(*entity.Player)
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err := peer.Send(protocol.P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, protocol.SP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC{IPC_ID: int32(plr.PlayerID)})
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if err != nil {
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return err
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}
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return peer.Send(protocol.P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, protocol.SP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC{IPC_ID: int32(plr.PlayerID)})
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// we send the chunk updates (PC_NEW, NPC_NEW, etc.) after the enter packet
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chunkPos := entity.MakeChunkPosition(plr.X, plr.Y)
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viewableChunks := server.getViewableChunks(chunkPos)
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plr.SetChunkPos(chunkPos)
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server.addEntityToChunks(plr, viewableChunks)
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return nil
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}
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