updated README

This commit is contained in:
CPunch 2023-03-10 00:58:29 -06:00
parent 5c7b9bf9fb
commit bf1e9d1350
3 changed files with 12 additions and 8 deletions

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@ -2,6 +2,10 @@
A toy implementation of the [Fusionfall Packet Protocol](https://openpunk.com/pages/fusionfall-openfusion/) written in Go.
## Login Sever
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).
## Generating structures
Dump and decompile the `Assembly - CSharp.dll` assembly from the fusionfall main.unity3d, using a tool like [ilspycmd](https://www.nuget.org/packages/ilspycmd/). The full output source can then be passed to `genstructs.py` script located in `tools/`, which will handle scraping constants and calculating structure padding. See the script for details on usage.

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@ -211,7 +211,7 @@ func (server *LoginServer) CharacterCreate(peer *Peer, pkt *protocol.Packet) {
ILevel: int16(plr.Level),
SPC_Style: PCStyle,
SPC_Style2: PCStyle2,
SOn_Item: charPkt.SOn_Item, // if the items were faked, we don't really care since the db only stores the sanitized fields
SOn_Item: charPkt.SOn_Item, // if items were faked, we don't really care since the db only stores the sanitized fields
}, protocol.P_LS2CL_REP_CHAR_CREATE_SUCC)
}

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@ -9,9 +9,9 @@ import (
)
type LoginServer struct {
listener net.Listener
peers map[*Peer]bool
lock sync.Mutex
listener net.Listener
peers map[*Peer]bool
peersLock sync.Mutex
}
func NewLoginServer() *LoginServer {
@ -78,13 +78,13 @@ func (server *LoginServer) HandlePacket(peer *Peer, typeID uint32, pkt *protocol
}
func (server *LoginServer) Disconnect(peer *Peer) {
server.lock.Lock()
server.peersLock.Lock()
delete(server.peers, peer)
server.lock.Unlock()
server.peersLock.Unlock()
}
func (server *LoginServer) Connect(peer *Peer) {
server.lock.Lock()
server.peersLock.Lock()
server.peers[peer] = true
server.lock.Unlock()
server.peersLock.Unlock()
}