Commit Graph

6 Commits

Author SHA1 Message Date
7ebe80d6e3 fixed FinishPlayer assigning items to the wrong slots 2023-07-02 17:24:15 -05:00
8f00a0c492 movement.go: added support for basic movement packets
you should be able to view other players and jump around together,
although while testing locally one of the clients would always trigger
the "Some irregularities have been found with your connection to the
server, so your game will be closed" speed check for some reason ???

really not sure, might just be my machine

chunking uhhh works ? kind of, not tested for more than a few seconds
before one of the clients disconnects
2023-06-25 04:27:42 -05:00
f0b9bc6ed6 god forgive me for this commit 2023-06-25 01:51:21 -05:00
d7445e0f0f Switched to redis/postgres, major refactoring
- loginMetadata is passed to shards through redis now
- shards announce they're alive via redis.AnnounceShard() which just
  populates a hashset keyed 'shards'
- login servers grab the 'shards' hashset and randomly picks a shard to
  pass the player to (for now)
- ./service shard && ./service login
- Many new environment variables, check config/config.go for more info.
  or for a tl;dr just read the Dockerfile for the required ones
- Shard and login services now run in different processes ! (and
  containers?? wooaaah)
2023-06-22 01:53:38 -05:00
bb29a988b3 landwalker achieved!
- the shard's ip sent to the client via the login server is currently hardcoded in config/config.go
- no packets other than P_CL2FE_REQ_PC_ENTER and P_CL2FE_REQ_PC_LOADING_COMPLETE are supported via the shard server
2023-03-22 17:07:16 -05:00
5b2a8b838e major refactoring: db.Player is now core.Player
- misc. cleanup
- core/db/players.go: works with core.Player types, will also grab inventory table
2023-03-22 00:30:58 -05:00