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server/shard: added UpdatePlayer(), which should be used whenever player struct state needs to be updated to prevent race conditions
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@ -2,9 +2,9 @@
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A toy implementation of the [Fusionfall Packet Protocol](https://openpunk.com/pages/fusionfall-openfusion/) written in Go.
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## Login Sever
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## Landwalker demo
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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).
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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.
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## Generating structures
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@ -120,7 +120,7 @@ func (peer *CNPeer) Handler() {
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}
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// grab buffer && read packet body
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if err := func() error { // we wrap this in a closure so we can easily defer the buffer return to pool
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if err := func() error {
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buf := pool.Get()
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defer pool.Put(buf)
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if _, err := buf.ReadFrom(io.LimitReader(peer.conn, int64(sz))); err != nil {
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@ -4,6 +4,7 @@ import (
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"fmt"
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"time"
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"github.com/CPunch/gopenfusion/core"
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"github.com/CPunch/gopenfusion/core/protocol"
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)
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@ -18,21 +19,30 @@ func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, pkt protocol.Pack
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return err
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}
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plr, err := server.dbHndlr.GetPlayer(int(loginData.PlayerID))
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if err != nil {
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// attach player
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var resp *protocol.SP_FE2CL_REP_PC_ENTER_SUCC
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if err := server.UpdatePlayer(peer, func(old *core.Player) (*core.Player, error) {
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if old != nil { // resending a shard enter packet?
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return nil, fmt.Errorf("resent enter packet!")
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}
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plr, err := server.dbHndlr.GetPlayer(int(loginData.PlayerID))
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if err != nil {
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return nil, err
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}
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resp = &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{
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IID: int32(plr.PlayerID),
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PCLoadData2CL: plr.ToPCLoadData2CL(),
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UiSvrTime: uint64(time.Now().Unix()),
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}
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return plr, nil
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}); err != nil {
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peer.Send(protocol.P_FE2CL_REP_PC_ENTER_FAIL, protocol.SP_FE2CL_REP_PC_ENTER_FAIL{})
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return err
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}
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// attach player
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server.JoinPlayer(peer, plr)
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resp := &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{
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IID: int32(plr.PlayerID),
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PCLoadData2CL: plr.ToPCLoadData2CL(),
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UiSvrTime: uint64(time.Now().Unix()),
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}
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// setup key
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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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@ -45,7 +55,7 @@ func (server *ShardServer) LoadingComplete(peer *protocol.CNPeer, pkt protocol.P
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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 := server.GetPlayer(peer)
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plr := server.LoadPlayer(peer)
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if plr == nil {
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return fmt.Errorf("peer has no player attached!")
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}
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@ -23,8 +23,9 @@ type ShardServer struct {
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port int
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dbHndlr *db.DBHandler
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packetHandlers map[uint32]PacketHandler
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peers sync.Map // [*protocol.CNPeer]*core.Player
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loginMetadataQueue sync.Map // [int64]*LoginMetadata w/ int64 = serialKey
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peersLock sync.Mutex
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peers sync.Map // [*protocol.CNPeer]core.Player
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}
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func NewShardServer(dbHndlr *db.DBHandler, port int) (*ShardServer, error) {
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@ -90,7 +91,7 @@ func (server *ShardServer) Connect(peer *protocol.CNPeer) {
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server.peers.Store(peer, nil)
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}
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func (server *ShardServer) GetPlayer(peer *protocol.CNPeer) *core.Player {
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func (server *ShardServer) LoadPlayer(peer *protocol.CNPeer) *core.Player {
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val, ok := server.peers.Load(peer)
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if !ok {
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return nil
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@ -104,7 +105,25 @@ func (server *ShardServer) GetPlayer(peer *protocol.CNPeer) *core.Player {
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return plr
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}
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func (server *ShardServer) JoinPlayer(peer *protocol.CNPeer, player *core.Player) {
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// 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.
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// 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.
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// TODO: maybe LoadPlayer should return a player by value instead?
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// The pointers new and old may be the same if you are just updating struct fields.
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func (server *ShardServer) UpdatePlayer(peer *protocol.CNPeer, f func(old *core.Player) (new *core.Player, err error)) error {
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server.peersLock.Lock()
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defer server.peersLock.Unlock()
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// on fail, the player should not be stored
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new, err := f(server.LoadPlayer(peer))
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if err != nil {
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return err
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}
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server.storePlayer(peer, new)
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return nil
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}
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func (server *ShardServer) storePlayer(peer *protocol.CNPeer, player *core.Player) {
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server.peers.Store(peer, player)
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}
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