player and dimension loader with ecs system
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112
server/player/player.go
Normal file
112
server/player/player.go
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@ -0,0 +1,112 @@
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package player
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import (
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"fmt"
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"github.com/Tnze/go-mc/data/packetid"
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pk "github.com/Tnze/go-mc/net/packet"
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"github.com/Tnze/go-mc/server"
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"github.com/Tnze/go-mc/server/ecs"
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"github.com/Tnze/go-mc/server/world"
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"log"
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)
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type PlayerProfile struct {
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Dim ecs.Index
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}
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type playerSpawnSystem struct {
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storage
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}
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func (p playerSpawnSystem) Update(w *ecs.World) {
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clients := ecs.GetComponent[server.Client](w)
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players := ecs.GetComponent[server.Player](w)
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profiles := ecs.GetComponent[PlayerProfile](w)
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dimensionRes := ecs.GetResource[world.DimensionList](w)
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players.AndNot(profiles.BitSetLike).Range(func(eid ecs.Index) {
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player := players.GetValue(eid)
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client := clients.GetValue(eid)
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profile, err := p.GetPlayer(player.UUID)
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if err != nil {
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client.PutErr(fmt.Errorf("read player data fail: %w", err))
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return
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}
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log.Println("load player info successes", profile)
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dim, ok := dimensionRes.Find(profile.Dimension)
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if !ok {
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panic("dimension " + profile.Dimension + " not found")
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}
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profiles.SetValue(eid, PlayerProfile{Dim: dim})
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client.WritePacket(server.Packet758(pk.Marshal(
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packetid.ClientboundLogin,
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pk.Int(eid), // Entity ID
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pk.Boolean(false), // Is hardcore
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pk.Byte(profile.PlayerGameType), // Gamemode
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pk.Byte(-1), // Prev Gamemode
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dimensionRes,
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pk.NBT(dimensionRes.DimCodecSNBT),
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pk.NBT(dimensionRes.DimSNBT),
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pk.Identifier(profile.Dimension), // World Name
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pk.Long(1234567), // Hashed seed
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pk.VarInt(0), // Max Players (Ignored by client)
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pk.VarInt(15), // View Distance
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pk.VarInt(15), // Simulation Distance
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pk.Boolean(false), // Reduced Debug Info
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pk.Boolean(true), // Enable respawn screen
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pk.Boolean(false), // Is Debug
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pk.Boolean(true), // Is Flat
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)))
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})
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}
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func SpawnSystem(g *server.Game, playerdataPath string) {
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ecs.Register[PlayerProfile, *ecs.HashMapStorage[PlayerProfile]](g.World)
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g.Dispatcher.Add(playerSpawnSystem{storage: storage{playerdataPath}}, "go-mc:player:SpawnSystem", nil)
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}
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// PosAndRotSystem add a system to g.Dispatcher that
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// receive player movement packets and update Pos and Rot component
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// Require component Pos and Rot to be registered before.
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func PosAndRotSystem(g *server.Game) {
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type posUpdate struct {
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ecs.Index
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server.Pos
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}
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updateChan := make(chan posUpdate)
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ecs.Register[server.Pos, *ecs.HashMapStorage[server.Pos]](g.World)
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ecs.Register[server.Rot, *ecs.HashMapStorage[server.Rot]](g.World)
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g.Dispatcher.Add(ecs.FuncSystem(func() {
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posStorage := ecs.GetComponent[server.Pos](g.World)
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for {
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select {
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case event := <-updateChan:
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if v := posStorage.GetValue(event.Index); v != nil {
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*v = event.Pos
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}
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default:
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return
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}
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}
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}), "go-mc:player:PosAndRotSystem", nil)
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g.AddHandler(&server.PacketHandler{
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ID: packetid.ServerboundMovePlayerPos,
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F: func(client *server.Client, player *server.Player, packet server.Packet758) error {
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var X, FeetY, Z pk.Double
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var OnGround pk.Boolean
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err := pk.Packet(packet).Scan(&X, &FeetY, &Z, &OnGround)
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if err != nil {
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return err
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}
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updateChan <- posUpdate{
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Index: client.Index,
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Pos: server.Pos{
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X: float64(X),
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Y: float64(FeetY),
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Z: float64(Z),
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},
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}
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return nil
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},
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})
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}
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