Files
go-mc/server/playerlist.go
2022-05-28 13:48:19 +08:00

105 lines
2.4 KiB
Go

package server
import (
"context"
"errors"
"sync"
"github.com/google/uuid"
"github.com/Tnze/go-mc/chat"
"github.com/Tnze/go-mc/data/packetid"
pk "github.com/Tnze/go-mc/net/packet"
)
// PlayerList is a player list based on linked-list.
// This struct should not be copied after used.
type PlayerList struct {
maxPlayer int
clients map[uuid.UUID]*Player
// 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,
clients: make(map[uuid.UUID]*Player),
}
}
// Init implement Component for PlayerList
func (p *PlayerList) Init(*Game) {}
// Run implement Component for PlayerList
func (p *PlayerList) Run(context.Context) {}
// ClientJoin implement Component for PlayerList
func (p *PlayerList) ClientJoin(client *Client, player *Player) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
if len(p.clients) >= p.maxPlayer {
client.WritePacket(Packet758(pk.Marshal(
packetid.ClientboundDisconnect,
chat.TranslateMsg("multiplayer.disconnect.server_full"),
)))
client.PutErr(errors.New("playerlist: server full"))
return
}
p.clients[player.UUID] = player
}
// ClientLeft implement Component for PlayerList
func (p *PlayerList) ClientLeft(_ *Client, player *Player, _ error) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
delete(p.clients, player.UUID)
}
// CheckPlayer implement LoginChecker for PlayerList
func (p *PlayerList) CheckPlayer(name string, id uuid.UUID, protocol int32) (ok bool, reason chat.Message) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
if len(p.clients) >= 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.clients)
}
func (p *PlayerList) PlayerSamples() (sample []PlayerSample) {
p.playersLock.Lock()
defer p.playersLock.Unlock()
// Up to 10 players can be returned
length := len(p.clients)
if length > 10 {
length = 10
}
sample = make([]PlayerSample, length)
var i int
for _, v := range p.clients {
sample[i] = PlayerSample{
Name: v.Name,
ID: v.UUID,
}
i++
if i >= length {
break
}
}
return
}