mirror of
https://github.com/CPunch/gopenfusion.git
synced 2024-11-14 03:50:05 +00:00
CPunch
1f66acfd25
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.
95 lines
2.5 KiB
Go
95 lines
2.5 KiB
Go
package shard
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import (
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"fmt"
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"github.com/CPunch/gopenfusion/internal/entity"
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"github.com/CPunch/gopenfusion/internal/protocol"
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)
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func (server *ShardServer) updatePlayerPosition(plr *entity.Player, X, Y, Z, Angle int) {
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plr.X = X
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plr.Y = Y
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plr.Z = Z
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plr.Angle = Angle
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server.updateEntityChunk(plr, plr.GetChunkPos(), entity.MakeChunkPosition(X, Y))
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}
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func (server *ShardServer) playerMove(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var move protocol.SP_CL2FE_REQ_PC_MOVE
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pkt.Decode(&move)
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if _plr == nil {
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return fmt.Errorf("playerMove: _plr is nil")
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}
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plr := _plr.(*entity.Player)
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// update chunking
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server.updatePlayerPosition(plr, int(move.IX), int(move.IY), int(move.IZ), int(move.IAngle))
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return server.sendOthersPacket(plr, protocol.P_FE2CL_PC_MOVE, protocol.SP_FE2CL_PC_MOVE{
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ICliTime: move.ICliTime,
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IX: move.IX,
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IY: move.IY,
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IZ: move.IZ,
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FVX: move.FVX,
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FVY: move.FVY,
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FVZ: move.FVZ,
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IAngle: move.IAngle,
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CKeyValue: move.CKeyValue,
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ISpeed: move.ISpeed,
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IID: int32(plr.PlayerID),
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ISvrTime: protocol.GetTime(),
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})
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}
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func (server *ShardServer) playerStop(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var stop protocol.SP_CL2FE_REQ_PC_STOP
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pkt.Decode(&stop)
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if _plr == nil {
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return fmt.Errorf("playerStop: _plr is nil")
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}
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plr := _plr.(*entity.Player)
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// update chunking
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server.updatePlayerPosition(plr, int(stop.IX), int(stop.IY), int(stop.IZ), plr.Angle)
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return server.sendOthersPacket(plr, protocol.P_FE2CL_PC_STOP, protocol.SP_FE2CL_PC_STOP{
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ICliTime: stop.ICliTime,
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IX: stop.IX,
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IY: stop.IY,
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IZ: stop.IZ,
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IID: int32(plr.PlayerID),
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ISvrTime: protocol.GetTime(),
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})
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}
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func (server *ShardServer) playerJump(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var jump protocol.SP_CL2FE_REQ_PC_JUMP
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pkt.Decode(&jump)
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if _plr == nil {
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return fmt.Errorf("playerJump: _plr is nil")
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}
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plr := _plr.(*entity.Player)
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// update chunking
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server.updatePlayerPosition(plr, int(jump.IX), int(jump.IY), int(jump.IZ), plr.Angle)
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return server.sendOthersPacket(plr, protocol.P_FE2CL_PC_JUMP, protocol.SP_FE2CL_PC_JUMP{
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ICliTime: jump.ICliTime,
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IX: jump.IX,
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IY: jump.IY,
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IZ: jump.IZ,
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IVX: jump.IVX,
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IVY: jump.IVY,
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IVZ: jump.IVZ,
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IAngle: jump.IAngle,
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CKeyValue: jump.CKeyValue,
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ISpeed: jump.ISpeed,
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IID: int32(plr.PlayerID),
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ISvrTime: protocol.GetTime(),
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})
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}
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