package shard import ( "fmt" "log" "time" "github.com/CPunch/gopenfusion/core/entity" "github.com/CPunch/gopenfusion/core/protocol" "github.com/CPunch/gopenfusion/core/redis" ) func (server *ShardServer) attachPlayer(peer *protocol.CNPeer, meta redis.LoginMetadata) (*entity.Player, error) { // resending a shard enter packet? old, err := server.getPlayer(peer) if old != nil { return nil, fmt.Errorf("resent enter packet!") } // attach player plr, err := server.dbHndlr.GetPlayer(int(meta.PlayerID)) if err != nil { return nil, err } plr.Peer = peer server.setPlayer(peer, plr) return plr, nil } func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, pkt protocol.Packet) error { var enter protocol.SP_CL2FE_REQ_PC_ENTER pkt.Decode(&enter) 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: uint64(time.Now().Unix()), } // setup peer peer.E_key = protocol.CreateNewKey(resp.UiSvrTime, uint64(resp.IID+1), uint64(resp.PCLoadData2CL.IFusionMatter+1)) peer.FE_key = loginData.FEKey peer.PlayerID = loginData.PlayerID peer.AccountID = loginData.AccountID peer.SetActiveKey(protocol.USE_FE) log.Printf("Player %d (AccountID %d) entered\n", resp.IID, loginData.AccountID) server.updatePlayerPosition(peer, int(plr.X), int(plr.Y), int(plr.Z), int(plr.Angle)) return peer.Send(protocol.P_FE2CL_REP_PC_ENTER_SUCC, resp) } func (server *ShardServer) LoadingComplete(peer *protocol.CNPeer, pkt protocol.Packet) error { var loadComplete protocol.SP_CL2FE_REQ_PC_LOADING_COMPLETE pkt.Decode(&loadComplete) plr, err := server.getPlayer(peer) if err != nil { return err } return peer.Send(protocol.P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, protocol.SP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC{IPC_ID: int32(plr.PlayerID)}) }