adjust PlayerList and KeepAlive in go-mc/server
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@ -1,22 +1,22 @@
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package server
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import (
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"context"
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"errors"
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"sync"
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"github.com/google/uuid"
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"github.com/Tnze/go-mc/chat"
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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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)
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type PlayerListClient interface {
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SendDisconnect(reason chat.Message)
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}
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// PlayerList is a player list based on linked-list.
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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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clients map[uuid.UUID]*Player
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players map[PlayerListClient]PlayerSample
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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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@ -26,45 +26,33 @@ 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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clients: make(map[uuid.UUID]*Player),
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players: make(map[PlayerListClient]PlayerSample),
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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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// ClientJoin implement Component for PlayerList
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func (p *PlayerList) ClientJoin(client *Client, player *Player) {
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func (p *PlayerList) ClientJoin(client PlayerListClient, player PlayerSample) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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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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client.PutErr(errors.New("playerlist: server full"))
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if len(p.players) >= p.maxPlayer {
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client.SendDisconnect(chat.TranslateMsg("multiplayer.disconnect.server_full"))
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return
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}
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p.clients[player.UUID] = player
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p.players[client] = player
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}
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// ClientLeft implement Component for PlayerList
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func (p *PlayerList) ClientLeft(_ *Client, player *Player, _ error) {
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func (p *PlayerList) ClientLeft(client PlayerListClient) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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delete(p.clients, player.UUID)
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delete(p.players, client)
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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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func (p *PlayerList) CheckPlayer(string, uuid.UUID, 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.clients) >= p.maxPlayer {
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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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@ -77,24 +65,21 @@ 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.clients)
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return len(p.players)
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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.clients)
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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.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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}
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for _, player := range p.players {
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sample[i] = player
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i++
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if i >= length {
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break
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