package shard import ( "fmt" "log" "github.com/CPunch/gopenfusion/cnet" "github.com/CPunch/gopenfusion/cnet/protocol" "github.com/CPunch/gopenfusion/internal/redis" "github.com/CPunch/gopenfusion/shard/entity" ) func (server *ShardServer) attachPlayer(peer *cnet.Peer, meta redis.LoginMetadata) (*entity.Player, error) { dbPlr, err := server.dbHndlr.GetPlayer(int(meta.PlayerID)) if err != nil { return nil, err } plr := entity.NewPlayer(peer, dbPlr) // once we create the player, it's memory address is owned by the // server.Start() goroutine. the only functions allowed to access // it are the packet handlers as no other goroutines will be // concurrently accessing it. peer.SetUserData(plr) return plr, nil } func (server *ShardServer) RequestEnter(peer *cnet.Peer, pkt protocol.Packet) error { var enter protocol.SP_CL2FE_REQ_PC_ENTER pkt.Decode(&enter) // resending a shard enter packet? _plr, ok := peer.UserData().(*entity.Player) if ok && _plr != nil { return fmt.Errorf("resent enter packet") } loginData, err := server.redisHndlr.GetLogin(enter.IEnterSerialKey) if err != nil { // the error codes for P_FE2CL_REP_PC_ENTER_FAIL aren't referenced in the client :( peer.Send(protocol.P_FE2CL_REP_PC_ENTER_FAIL, protocol.SP_FE2CL_REP_PC_ENTER_FAIL{}) return err } plr, err := server.attachPlayer(peer, loginData) if err != nil { return err } resp := &protocol.SP_FE2CL_REP_PC_ENTER_SUCC{ IID: int32(plr.PlayerID), PCLoadData2CL: plr.ToPCLoadData2CL(), UiSvrTime: protocol.GetTime(), } // setup peer peer.E_key = protocol.CreateNewKey(resp.UiSvrTime, uint64(resp.IID+1), uint64(resp.PCLoadData2CL.IFusionMatter+1)) peer.FE_key = loginData.FEKey peer.SetActiveKey(cnet.USE_FE) log.Printf("Player %d (AccountID %d) entered\n", resp.IID, loginData.AccountID) if err := peer.Send(protocol.P_FE2CL_REP_PC_ENTER_SUCC, resp); err != nil { return err } return nil } func (server *ShardServer) LoadingComplete(peer *cnet.Peer, pkt protocol.Packet) error { var loadComplete protocol.SP_CL2FE_REQ_PC_LOADING_COMPLETE pkt.Decode(&loadComplete) // was the peer attached to a player? plr, ok := peer.UserData().(*entity.Player) if !ok || plr == nil { return fmt.Errorf("loadingComplete: plr is nil") } err := peer.Send(protocol.P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, protocol.SP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC{IPC_ID: int32(plr.PlayerID)}) if err != nil { return err } // we send the chunk updates (PC_NEW, NPC_NEW, etc.) after the enter packet chunkPos := entity.MakeChunkPosition(plr.X, plr.Y) viewableChunks := server.getViewableChunks(chunkPos) plr.SetChunkPos(chunkPos) server.getChunk(chunkPos).AddEntity(plr) server.addEntityToChunks(plr, viewableChunks) return nil }