player and dimension loader with ecs system
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@ -16,7 +16,7 @@ import (
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// This struct should not be copied after used.
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type PlayerList struct {
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maxPlayer int
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players map[uuid.UUID]*Player
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clients map[uuid.UUID]*Player
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// Only the field players is protected by this Mutex.
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// Because others field never change after created.
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playersLock sync.Mutex
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@ -26,7 +26,7 @@ type PlayerList struct {
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func NewPlayerList(maxPlayers int) *PlayerList {
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return &PlayerList{
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maxPlayer: maxPlayers,
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players: make(map[uuid.UUID]*Player),
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clients: make(map[uuid.UUID]*Player),
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}
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}
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@ -36,35 +36,35 @@ func (p *PlayerList) Init(*Game) {}
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// Run implement Component for PlayerList
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func (p *PlayerList) Run(context.Context) {}
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// AddPlayer implement Component for PlayerList
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func (p *PlayerList) AddPlayer(player *Player) {
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// ClientJoin implement Component for PlayerList
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func (p *PlayerList) ClientJoin(client *Client, player *Player) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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if len(p.players) >= p.maxPlayer {
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player.WritePacket(Packet758(pk.Marshal(
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if len(p.clients) >= p.maxPlayer {
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client.WritePacket(Packet758(pk.Marshal(
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packetid.ClientboundDisconnect,
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chat.TranslateMsg("multiplayer.disconnect.server_full"),
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)))
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player.PutErr(errors.New("playerlist: server full"))
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client.PutErr(errors.New("playerlist: server full"))
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return
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}
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p.players[player.UUID] = player
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p.clients[player.UUID] = player
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}
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// RemovePlayer implement Component for PlayerList
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func (p *PlayerList) RemovePlayer(player *Player) {
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// ClientLeft implement Component for PlayerList
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func (p *PlayerList) ClientLeft(_ *Client, player *Player) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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delete(p.players, player.UUID)
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delete(p.clients, player.UUID)
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}
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// CheckPlayer implement LoginChecker for PlayerList
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func (p *PlayerList) CheckPlayer(name string, id uuid.UUID, protocol int32) (ok bool, reason chat.Message) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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if len(p.players) >= p.maxPlayer {
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if len(p.clients) >= p.maxPlayer {
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return false, chat.TranslateMsg("multiplayer.disconnect.server_full")
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}
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return true, chat.Message{}
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@ -77,20 +77,20 @@ func (p *PlayerList) MaxPlayer() int {
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func (p *PlayerList) OnlinePlayer() int {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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return len(p.players)
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return len(p.clients)
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}
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func (p *PlayerList) PlayerSamples() (sample []PlayerSample) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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// Up to 10 players can be returned
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length := len(p.players)
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length := len(p.clients)
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if length > 10 {
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length = 10
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}
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sample = make([]PlayerSample, length)
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var i int
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for _, v := range p.players {
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for _, v := range p.clients {
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sample[i] = PlayerSample{
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Name: v.Name,
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ID: v.UUID,
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