Commit Graph

4 Commits

Author SHA1 Message Date
c0ba365cf5 CNPeer/Service refactor
- each CNPeer is given a unique chan *protocol.Event to pass events to
the service.handleEvents() loop. this is now passed to CNPeer.Handler()
as opposed to NewCNPeer().
- service has basically been rewritten. handleEvents() main loop uses
reflect.SelectCase() now to handle all of the eRecv channels for each
peer
- new protocol Event type: EVENT_CLIENT_CONNECT
- Added service_test.go; blackbox-styled testing like the others.
TestService() starts a service and spins up  a bunch of dummy peers
and verifies that each packet sent causes the corresponding packet
handler to be called.
2023-11-29 19:57:45 -06:00
3abba0ca3c this should be CompareAndSwap oopsd D: 2023-11-27 21:34:39 -06:00
1f66acfd25 holy refactor
started out as me making a service abstraction..

- db.Player exists again, and entity.Player uses it as an embedded struct
- chunk.ForEachEntity() lets you add/remove entities during iteration now
- removed account related fields from CNPeer
- protocol/pool has been merged with protocol.
use protocol.GetBuffer() and protocol.PutBuffer().
- new protocol/internal/service!
service.Service is an abstraction layer to handle multiple CNPeer*
connections and allows you to associate each with an interface{} uData.
In the future it might also handle a task queue for jobs that
modify/interact with the player's uData, called from service.handleEvents()
- PacketHandler callback type has a new param! uData is passed as well now
- much of loginserver/shardserver is now handled by the shared service
abstraction
- SHARD: NPC_ENTER packets are now sent on player loading complete
rather than on enter.
2023-11-27 21:23:28 -06:00
458e907c99 moved 'core' to 'internal' 2023-08-23 18:16:24 -05:00