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	server/shard: added UpdatePlayer(), which should be used whenever player struct state needs to be updated to prevent race conditions
This commit is contained in:
		| @@ -2,9 +2,9 @@ | ||||
|  | ||||
| A toy implementation of the [Fusionfall Packet Protocol](https://openpunk.com/pages/fusionfall-openfusion/) written in Go. | ||||
|  | ||||
| ## Login Sever | ||||
| ## Landwalker demo | ||||
|  | ||||
| An example login server implementation exists in `server/`. This implementation should be compatible with existing OpenFusion databases, however this only exists as an example and doesn't direct clients to a shard server (they're softlocked after the tutorial, or during character selection). | ||||
| An implementation of a landwalker server is located in `server/`. This includes a functional login server and a dummy shard (supporting the minimum amount of packets necessary). The DB implementation in `core/db/` matches the OpenFusion 1.4 SQLite tables, which the login server located in `server/` uses. There's no support for NPCs nor other players, and is liable to softlock the client. | ||||
|  | ||||
| ## Generating structures | ||||
|  | ||||
|   | ||||
| @@ -120,7 +120,7 @@ func (peer *CNPeer) Handler() { | ||||
| 		} | ||||
|  | ||||
| 		// grab buffer && read packet body | ||||
| 		if err := func() error { // we wrap this in a closure so we can easily defer the buffer return to pool | ||||
| 		if err := func() error { | ||||
| 			buf := pool.Get() | ||||
| 			defer pool.Put(buf) | ||||
| 			if _, err := buf.ReadFrom(io.LimitReader(peer.conn, int64(sz))); err != nil { | ||||
|   | ||||
| @@ -4,6 +4,7 @@ import ( | ||||
| 	"fmt" | ||||
| 	"time" | ||||
|  | ||||
| 	"github.com/CPunch/gopenfusion/core" | ||||
| 	"github.com/CPunch/gopenfusion/core/protocol" | ||||
| ) | ||||
|  | ||||
| @@ -18,21 +19,30 @@ func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, pkt protocol.Pack | ||||
| 		return err | ||||
| 	} | ||||
|  | ||||
| 	plr, err := server.dbHndlr.GetPlayer(int(loginData.PlayerID)) | ||||
| 	if err != nil { | ||||
| 	// attach player | ||||
| 	var resp *protocol.SP_FE2CL_REP_PC_ENTER_SUCC | ||||
| 	if err := server.UpdatePlayer(peer, func(old *core.Player) (*core.Player, error) { | ||||
| 		if old != nil { // resending a shard enter packet? | ||||
| 			return nil, fmt.Errorf("resent enter packet!") | ||||
| 		} | ||||
|  | ||||
| 		plr, err := server.dbHndlr.GetPlayer(int(loginData.PlayerID)) | ||||
| 		if err != nil { | ||||
| 			return nil, err | ||||
| 		} | ||||
|  | ||||
| 		resp = &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{ | ||||
| 			IID:           int32(plr.PlayerID), | ||||
| 			PCLoadData2CL: plr.ToPCLoadData2CL(), | ||||
| 			UiSvrTime:     uint64(time.Now().Unix()), | ||||
| 		} | ||||
|  | ||||
| 		return plr, nil | ||||
| 	}); err != nil { | ||||
| 		peer.Send(protocol.P_FE2CL_REP_PC_ENTER_FAIL, protocol.SP_FE2CL_REP_PC_ENTER_FAIL{}) | ||||
| 		return err | ||||
| 	} | ||||
|  | ||||
| 	// attach player | ||||
| 	server.JoinPlayer(peer, plr) | ||||
|  | ||||
| 	resp := &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{ | ||||
| 		IID:           int32(plr.PlayerID), | ||||
| 		PCLoadData2CL: plr.ToPCLoadData2CL(), | ||||
| 		UiSvrTime:     uint64(time.Now().Unix()), | ||||
| 	} | ||||
|  | ||||
| 	// setup key | ||||
| 	peer.E_key = protocol.CreateNewKey(resp.UiSvrTime, uint64(resp.IID+1), uint64(resp.PCLoadData2CL.IFusionMatter+1)) | ||||
| 	peer.FE_key = loginData.FEKey | ||||
| @@ -45,7 +55,7 @@ func (server *ShardServer) LoadingComplete(peer *protocol.CNPeer, pkt protocol.P | ||||
| 	var loadComplete protocol.SP_CL2FE_REQ_PC_LOADING_COMPLETE | ||||
| 	pkt.Decode(&loadComplete) | ||||
|  | ||||
| 	plr := server.GetPlayer(peer) | ||||
| 	plr := server.LoadPlayer(peer) | ||||
| 	if plr == nil { | ||||
| 		return fmt.Errorf("peer has no player attached!") | ||||
| 	} | ||||
|   | ||||
| @@ -23,8 +23,9 @@ type ShardServer struct { | ||||
| 	port               int | ||||
| 	dbHndlr            *db.DBHandler | ||||
| 	packetHandlers     map[uint32]PacketHandler | ||||
| 	peers              sync.Map // [*protocol.CNPeer]*core.Player | ||||
| 	loginMetadataQueue sync.Map // [int64]*LoginMetadata w/ int64 = serialKey | ||||
| 	peersLock          sync.Mutex | ||||
| 	peers              sync.Map // [*protocol.CNPeer]core.Player | ||||
| } | ||||
|  | ||||
| func NewShardServer(dbHndlr *db.DBHandler, port int) (*ShardServer, error) { | ||||
| @@ -90,7 +91,7 @@ func (server *ShardServer) Connect(peer *protocol.CNPeer) { | ||||
| 	server.peers.Store(peer, nil) | ||||
| } | ||||
|  | ||||
| func (server *ShardServer) GetPlayer(peer *protocol.CNPeer) *core.Player { | ||||
| func (server *ShardServer) LoadPlayer(peer *protocol.CNPeer) *core.Player { | ||||
| 	val, ok := server.peers.Load(peer) | ||||
| 	if !ok { | ||||
| 		return nil | ||||
| @@ -104,7 +105,25 @@ func (server *ShardServer) GetPlayer(peer *protocol.CNPeer) *core.Player { | ||||
| 	return plr | ||||
| } | ||||
|  | ||||
| func (server *ShardServer) JoinPlayer(peer *protocol.CNPeer, player *core.Player) { | ||||
| // UpdatePlayer locks the peers map, and calls the provided callback. The returned new pointer will be stored, however if an error returns it will be passed back. | ||||
| // Since it is UNSAFE to write to the returned pointer from LoadPlayer, this wrapper is for the cases that state in the player struct needs to be updated. | ||||
| // TODO: maybe LoadPlayer should return a player by value instead? | ||||
| // The pointers new and old may be the same if you are just updating struct fields. | ||||
| func (server *ShardServer) UpdatePlayer(peer *protocol.CNPeer, f func(old *core.Player) (new *core.Player, err error)) error { | ||||
| 	server.peersLock.Lock() | ||||
| 	defer server.peersLock.Unlock() | ||||
|  | ||||
| 	// on fail, the player should not be stored | ||||
| 	new, err := f(server.LoadPlayer(peer)) | ||||
| 	if err != nil { | ||||
| 		return err | ||||
| 	} | ||||
|  | ||||
| 	server.storePlayer(peer, new) | ||||
| 	return nil | ||||
| } | ||||
|  | ||||
| func (server *ShardServer) storePlayer(peer *protocol.CNPeer, player *core.Player) { | ||||
| 	server.peers.Store(peer, player) | ||||
| } | ||||
|  | ||||
|   | ||||
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