Optimize PacketHandler performance
This commit is contained in:
@ -14,7 +14,7 @@ import (
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"os"
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)
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const MaxPlayer = 20
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const MaxPlayer = 1024
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const IconPath = "./server-icon.png"
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var motd = chat.Message{Text: "A Minecraft Server ", Extra: []chat.Message{{Text: "Powered by go-mc", Color: "yellow"}}}
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@ -40,8 +40,9 @@ func main() {
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s := server.Server{
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ListPingHandler: serverInfo,
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LoginHandler: &server.MojangLoginHandler{
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OnlineMode: false,
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Threshold: 256,
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OnlineMode: false,
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Threshold: 256,
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LoginChecker: playerList,
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},
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GamePlay: game,
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}
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99
examples/pressureTest/main.go
Normal file
99
examples/pressureTest/main.go
Normal file
@ -0,0 +1,99 @@
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package main
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import (
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"flag"
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"log"
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"strconv"
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"time"
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"github.com/mattn/go-colorable"
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"github.com/Tnze/go-mc/bot"
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"github.com/Tnze/go-mc/bot/basic"
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"github.com/Tnze/go-mc/chat"
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)
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var address = flag.String("address", "127.0.0.1", "The server address")
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var number = flag.Int("number", 1023, "The number of clients")
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func main() {
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flag.Parse()
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log.SetOutput(colorable.NewColorableStdout())
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for i := 0; i < *number; i++ {
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go func(i int) {
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for {
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ind := newIndividual(i, "Player"+strconv.Itoa(i))
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ind.run(*address)
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time.Sleep(time.Second * 3)
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}
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}(i)
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}
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select {}
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}
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type individual struct {
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id int
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client *bot.Client
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player *basic.Player
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}
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func newIndividual(id int, name string) (i *individual) {
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i = new(individual)
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i.id = id
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i.client = bot.NewClient()
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i.client.Auth.Name = name
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i.player = basic.NewPlayer(i.client, basic.DefaultSettings)
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basic.EventsListener{
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GameStart: i.onGameStart,
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Death: i.onDeath,
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Disconnect: onDisconnect,
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}.Attach(i.client)
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return
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}
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func (i *individual) run(address string) {
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//Login
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err := i.client.JoinServer(address)
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if err != nil {
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log.Printf("[%d]Login fail: %v", i.id, err)
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return
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}
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log.Printf("[%d]Login success", i.id)
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//JoinGame
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if err = i.client.HandleGame(); err == nil {
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panic("HandleGame never return nil")
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}
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log.Printf("[%d] Handle game error: %v", i.id, err)
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}
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func (i *individual) onDeath() error {
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log.Printf("[%d]Died and Respawned", i.id)
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// If we exclude Respawn(...) then the player won't press the "Respawn" button upon death
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go func() {
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time.Sleep(time.Second * 5)
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err := i.player.Respawn()
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if err != nil {
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log.Print(err)
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}
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}()
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return nil
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}
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func (i *individual) onGameStart() error {
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log.Printf("[%d]Game start", i.id)
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return nil
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}
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type DisconnectErr struct {
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Reason chat.Message
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}
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func (d DisconnectErr) Error() string {
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return "disconnect: " + d.Reason.String()
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}
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func onDisconnect(reason chat.Message) error {
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return DisconnectErr{Reason: reason}
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}
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@ -32,26 +32,51 @@ func NewGlobalChat() *GlobalChat {
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}
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}
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func (g *GlobalChat) AddPlayer(p *Player) {
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g.join <- p
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p.AddHandler(PacketHandler{
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func (g *GlobalChat) Init(game *Game) {
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game.AddHandler(&PacketHandler{
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ID: packetid.ServerboundChat,
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F: func(packet Packet757) error {
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F: func(player *Player, packet Packet757) error {
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var msg pk.String
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if err := pk.Packet(packet).Scan(&msg); err != nil {
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return err
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}
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text, _ := chat.TransCtrlSeq(string(msg), false)
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g.msg <- chatItem{p: p, text: text}
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g.msg <- chatItem{p: player, text: text}
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return nil
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},
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})
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}
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func (g *GlobalChat) RemovePlayer(p *Player) {
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g.quit <- p
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func (g *GlobalChat) Run(ctx context.Context) {
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for {
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select {
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case <-ctx.Done():
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return
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case item := <-g.msg:
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packet := Packet757(pk.Marshal(
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packetid.ClientboundChat,
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item.toMessage(),
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pk.Byte(0),
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pk.UUID(item.p.UUID),
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))
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for _, p := range g.players {
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err := p.WritePacket(packet)
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if err != nil {
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p.PutErr(err)
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}
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}
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case p := <-g.join:
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g.players[p.UUID] = p
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case p := <-g.quit:
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delete(g.players, p.UUID)
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}
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}
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}
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func (g *GlobalChat) AddPlayer(player *Player) { g.join <- player }
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func (g *GlobalChat) RemovePlayer(p *Player) { g.quit <- p }
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func (c chatItem) toMessage() chat.Message {
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return chat.TranslateMsg(
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"chat.type.text",
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@ -86,29 +111,3 @@ func playerToSNBT(p *Player) string {
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return string(s)
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}
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func (g *GlobalChat) Run(ctx context.Context) {
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for {
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select {
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case <-ctx.Done():
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return
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case item := <-g.msg:
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packet := Packet757(pk.Marshal(
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packetid.ClientboundChat,
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item.toMessage(),
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pk.Byte(0),
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pk.UUID(item.p.UUID),
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))
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for _, p := range g.players {
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err := p.WritePacket(packet)
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if err != nil {
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p.PutErr(err)
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}
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}
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case p := <-g.join:
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g.players[p.UUID] = p
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case p := <-g.quit:
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delete(g.players, p.UUID)
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}
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}
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}
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@ -25,16 +25,25 @@ type GamePlay interface {
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type Game struct {
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Dim Level
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components []Component
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handlers map[int32][]*PacketHandler
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eid int32
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}
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type Component interface {
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Init(g *Game)
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Run(ctx context.Context)
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AddPlayer(p *Player)
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RemovePlayer(p *Player)
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}
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type PacketHandler struct {
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ID int32
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F packetHandlerFunc
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}
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type packetHandlerFunc func(player *Player, packet Packet757) error
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//go:embed DimensionCodec.snbt
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var dimensionCodecSNBT string
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@ -42,10 +51,19 @@ var dimensionCodecSNBT string
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var dimensionSNBT string
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func NewGame(dim Level, components ...Component) *Game {
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return &Game{
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g := &Game{
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Dim: dim,
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components: components,
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handlers: make(map[int32][]*PacketHandler),
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}
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for _, v := range components {
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v.Init(g)
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}
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return g
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}
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func (g *Game) AddHandler(ph *PacketHandler) {
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g.handlers[ph.ID] = append(g.handlers[ph.ID], ph)
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}
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func (g *Game) Run(ctx context.Context) {
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@ -67,7 +85,6 @@ func (g *Game) AcceptPlayer(name string, id uuid.UUID, protocol int32, conn *net
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UUID: id,
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EntityID: g.newEID(),
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Gamemode: 1,
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handlers: make(map[int32][]packetHandlerFunc),
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errChan: make(chan error, 1),
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}
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dimInfo := g.Dim.Info()
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@ -107,13 +124,11 @@ func (g *Game) AcceptPlayer(name string, id uuid.UUID, protocol int32, conn *net
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var packet pk.Packet
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for {
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err := p.ReadPacket(&packet)
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if err != nil {
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if err := p.ReadPacket(&packet); err != nil {
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return
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}
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for _, ph := range p.handlers[packet.ID] {
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err = ph(Packet757(packet))
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if err != nil {
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for _, ph := range g.handlers[packet.ID] {
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if err := ph.F(p, Packet757(packet)); err != nil {
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return
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}
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}
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@ -49,25 +49,22 @@ func NewKeepAlive() (k *KeepAlive) {
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}
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}
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func (k *KeepAlive) AddPlayer(p *Player) {
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k.join <- p
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p.AddHandler(PacketHandler{
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// Init implement Component for KeepAlive
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func (k *KeepAlive) Init(g *Game) {
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g.AddHandler(&PacketHandler{
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ID: packetid.ServerboundKeepAlive,
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F: func(packet Packet757) error {
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F: func(player *Player, packet Packet757) error {
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var KeepAliveID pk.Long
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if err := pk.Packet(packet).Scan(&KeepAliveID); err != nil {
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return err
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}
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k.tick <- p
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k.tick <- player
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return nil
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},
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})
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}
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func (k *KeepAlive) RemovePlayer(p *Player) {
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k.quit <- p
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}
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// Run implement Component for KeepAlive
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func (k *KeepAlive) Run(ctx context.Context) {
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for {
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select {
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@ -87,6 +84,12 @@ func (k *KeepAlive) Run(ctx context.Context) {
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}
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}
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// AddPlayer implement Component for KeepAlive
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func (k *KeepAlive) AddPlayer(player *Player) { k.join <- player }
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// RemovePlayer implement Component for KeepAlive
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func (k *KeepAlive) RemovePlayer(p *Player) { k.quit <- p }
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func (k KeepAlive) pushPlayer(p *Player) {
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k.listIndex[p.UUID] = k.pingList.PushBack(
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keepAliveItem{player: p, t: time.Now()},
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@ -18,7 +18,6 @@ type Player struct {
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uuid.UUID
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EntityID int32
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Gamemode byte
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handlers map[int32][]packetHandlerFunc
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errChan chan error
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}
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@ -51,20 +50,6 @@ func (s WritePacketError) Unwrap() error {
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return s.Err
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}
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type PacketHandler struct {
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ID int32
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F packetHandlerFunc
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}
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type packetHandlerFunc func(packet Packet757) error
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func (p *Player) AddHandler(ph PacketHandler) {
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if p.handlers == nil {
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p.handlers = make(map[int32][]packetHandlerFunc)
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}
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p.handlers[ph.ID] = append(p.handlers[ph.ID], ph.F)
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}
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func (p *Player) PutErr(err error) {
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select {
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case p.errChan <- err:
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@ -30,8 +30,13 @@ func NewPlayerList(maxPlayers int) *PlayerList {
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}
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}
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// Init implement Component for PlayerList
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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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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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@ -52,12 +57,23 @@ func (p *PlayerList) AddPlayer(player *Player) {
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p.players[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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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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delete(p.players, 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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return false, chat.TranslateMsg("multiplayer.disconnect.server_full")
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}
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return true, chat.Message{}
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}
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func (p *PlayerList) MaxPlayer() int {
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return p.maxPlayer
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}
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@ -72,7 +88,11 @@ 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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sample = make([]PlayerSample, len(p.players))
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length := len(p.players)
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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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sample[i] = PlayerSample{
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@ -80,7 +100,7 @@ func (p *PlayerList) PlayerSamples() (sample []PlayerSample) {
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ID: v.UUID,
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}
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i++
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if i >= len(p.players) {
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if i >= length {
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break
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}
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}
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Block a user