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