Files
go-mc/server/playerlist.go
patyhank 185020e31c
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Squashed below commits
nbt chat message

fixes some bug

chunk temp

relocate module

items id
2025-08-27 20:29:40 +08:00

104 lines
2.3 KiB
Go

package server
import (
"sync"
"github.com/google/uuid"
"git.konjactw.dev/falloutBot/go-mc/chat"
)
type PlayerListClient interface {
SendDisconnect(reason chat.Message)
}
// PlayerList is a player list based on linked-list.
// This struct should not be copied after used.
type PlayerList struct {
maxPlayer int
players map[PlayerListClient]PlayerSample
// Only the field players is protected by this Mutex.
// Because others field never change after created.
playersLock sync.Mutex
}
// NewPlayerList create a PlayerList which implement ListPingHandler.
func NewPlayerList(maxPlayers int) *PlayerList {
return &PlayerList{
maxPlayer: maxPlayers,
players: make(map[PlayerListClient]PlayerSample),
}
}
func (p *PlayerList) ClientJoin(client PlayerListClient, player PlayerSample) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
if len(p.players) >= p.maxPlayer {
client.SendDisconnect(chat.TranslateMsg("multiplayer.disconnect.server_full"))
return
}
p.players[client] = player
}
func (p *PlayerList) ClientLeft(client PlayerListClient) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
delete(p.players, client)
}
// CheckPlayer implements LoginChecker for PlayerList
func (p *PlayerList) CheckPlayer(string, uuid.UUID, int32) (ok bool, reason chat.Message) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
if len(p.players) >= p.maxPlayer {
return false, chat.TranslateMsg("multiplayer.disconnect.server_full")
}
return true, chat.Message{}
}
func (p *PlayerList) MaxPlayer() int {
return p.maxPlayer
}
func (p *PlayerList) OnlinePlayer() int {
p.playersLock.Lock()
defer p.playersLock.Unlock()
return len(p.players)
}
func (p *PlayerList) PlayerSamples() (sample []PlayerSample) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
// Up to 10 players can be returned
length := len(p.players)
if length > 10 {
length = 10
}
sample = make([]PlayerSample, length)
var i int
for _, player := range p.players {
sample[i] = player
i++
if i >= length {
break
}
}
return
}
func (p *PlayerList) Len() int {
p.playersLock.Lock()
defer p.playersLock.Unlock()
return len(p.players)
}
func (p *PlayerList) Range(f func(PlayerListClient, PlayerSample)) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
for client, player := range p.players {
f(client, player)
}
}