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updated README
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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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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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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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## Generating structures
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## Generating structures
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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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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) {
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ILevel: int16(plr.Level),
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ILevel: int16(plr.Level),
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SPC_Style: PCStyle,
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SPC_Style: PCStyle,
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SPC_Style2: PCStyle2,
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SPC_Style2: PCStyle2,
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SOn_Item: charPkt.SOn_Item, // if the items were faked, we don't really care since the db only stores the sanitized fields
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SOn_Item: charPkt.SOn_Item, // if items were faked, we don't really care since the db only stores the sanitized fields
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}, protocol.P_LS2CL_REP_CHAR_CREATE_SUCC)
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}, protocol.P_LS2CL_REP_CHAR_CREATE_SUCC)
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}
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}
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@ -9,9 +9,9 @@ import (
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)
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)
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type LoginServer struct {
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type LoginServer struct {
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listener net.Listener
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listener net.Listener
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peers map[*Peer]bool
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peers map[*Peer]bool
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lock sync.Mutex
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peersLock sync.Mutex
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}
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}
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func NewLoginServer() *LoginServer {
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func NewLoginServer() *LoginServer {
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@ -78,13 +78,13 @@ func (server *LoginServer) HandlePacket(peer *Peer, typeID uint32, pkt *protocol
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}
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}
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func (server *LoginServer) Disconnect(peer *Peer) {
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func (server *LoginServer) Disconnect(peer *Peer) {
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server.lock.Lock()
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server.peersLock.Lock()
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delete(server.peers, peer)
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delete(server.peers, peer)
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server.lock.Unlock()
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server.peersLock.Unlock()
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}
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}
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func (server *LoginServer) Connect(peer *Peer) {
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func (server *LoginServer) Connect(peer *Peer) {
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server.lock.Lock()
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server.peersLock.Lock()
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server.peers[peer] = true
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server.peers[peer] = true
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server.lock.Unlock()
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server.peersLock.Unlock()
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}
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}
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