gopenfusion/shard/join.go
CPunch 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

89 lines
2.6 KiB
Go

package shard
import (
"fmt"
"log"
"github.com/CPunch/gopenfusion/internal/entity"
"github.com/CPunch/gopenfusion/internal/protocol"
"github.com/CPunch/gopenfusion/internal/redis"
)
func (server *ShardServer) attachPlayer(peer *protocol.CNPeer, 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.
server.service.SetPeerData(peer, plr)
return plr, nil
}
func (server *ShardServer) RequestEnter(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
var enter protocol.SP_CL2FE_REQ_PC_ENTER
pkt.Decode(&enter)
// resending a shard enter packet?
if _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(protocol.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 *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
var loadComplete protocol.SP_CL2FE_REQ_PC_LOADING_COMPLETE
pkt.Decode(&loadComplete)
// was the peer attached to a player?
if _plr == nil {
return fmt.Errorf("loadingComplete: plr is nil")
}
plr := _plr.(*entity.Player)
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.addEntityToChunks(plr, viewableChunks)
return nil
}