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:
CPunch 2023-03-26 21:08:13 -05:00
parent bb29a988b3
commit 70e42b5d79
4 changed files with 47 additions and 18 deletions

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@ -2,9 +2,9 @@
A toy implementation of the [Fusionfall Packet Protocol](https://openpunk.com/pages/fusionfall-openfusion/) written in Go. 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 ## Generating structures

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@ -120,7 +120,7 @@ func (peer *CNPeer) Handler() {
} }
// grab buffer && read packet body // 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() buf := pool.Get()
defer pool.Put(buf) defer pool.Put(buf)
if _, err := buf.ReadFrom(io.LimitReader(peer.conn, int64(sz))); err != nil { if _, err := buf.ReadFrom(io.LimitReader(peer.conn, int64(sz))); err != nil {

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@ -4,6 +4,7 @@ import (
"fmt" "fmt"
"time" "time"
"github.com/CPunch/gopenfusion/core"
"github.com/CPunch/gopenfusion/core/protocol" "github.com/CPunch/gopenfusion/core/protocol"
) )
@ -18,21 +19,30 @@ func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, pkt protocol.Pack
return err return err
} }
plr, err := server.dbHndlr.GetPlayer(int(loginData.PlayerID)) // attach player
if err != nil { var resp *protocol.SP_FE2CL_REP_PC_ENTER_SUCC
peer.Send(protocol.P_FE2CL_REP_PC_ENTER_FAIL, protocol.SP_FE2CL_REP_PC_ENTER_FAIL{}) if err := server.UpdatePlayer(peer, func(old *core.Player) (*core.Player, error) {
return err if old != nil { // resending a shard enter packet?
return nil, fmt.Errorf("resent enter packet!")
} }
// attach player plr, err := server.dbHndlr.GetPlayer(int(loginData.PlayerID))
server.JoinPlayer(peer, plr) if err != nil {
return nil, err
}
resp := &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{ resp = &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{
IID: int32(plr.PlayerID), IID: int32(plr.PlayerID),
PCLoadData2CL: plr.ToPCLoadData2CL(), PCLoadData2CL: plr.ToPCLoadData2CL(),
UiSvrTime: uint64(time.Now().Unix()), 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
}
// setup key // setup key
peer.E_key = protocol.CreateNewKey(resp.UiSvrTime, uint64(resp.IID+1), uint64(resp.PCLoadData2CL.IFusionMatter+1)) peer.E_key = protocol.CreateNewKey(resp.UiSvrTime, uint64(resp.IID+1), uint64(resp.PCLoadData2CL.IFusionMatter+1))
peer.FE_key = loginData.FEKey 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 var loadComplete protocol.SP_CL2FE_REQ_PC_LOADING_COMPLETE
pkt.Decode(&loadComplete) pkt.Decode(&loadComplete)
plr := server.GetPlayer(peer) plr := server.LoadPlayer(peer)
if plr == nil { if plr == nil {
return fmt.Errorf("peer has no player attached!") return fmt.Errorf("peer has no player attached!")
} }

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@ -23,8 +23,9 @@ type ShardServer struct {
port int port int
dbHndlr *db.DBHandler dbHndlr *db.DBHandler
packetHandlers map[uint32]PacketHandler packetHandlers map[uint32]PacketHandler
peers sync.Map // [*protocol.CNPeer]*core.Player
loginMetadataQueue sync.Map // [int64]*LoginMetadata w/ int64 = serialKey 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) { 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) 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) val, ok := server.peers.Load(peer)
if !ok { if !ok {
return nil return nil
@ -104,7 +105,25 @@ func (server *ShardServer) GetPlayer(peer *protocol.CNPeer) *core.Player {
return plr 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) server.peers.Store(peer, player)
} }