Cleanup plugin code
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1f12e916c3
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336133d875
@ -7,14 +7,21 @@ import (
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"github.com/josephbmanley/family/server/plugin/gamemap"
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)
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// OpCode represents a enum for valid OpCodes
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// used by the match logic
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type OpCode int64
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const (
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// OpCodeTileUpdate is used for tile updates
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OpCodeTileUpdate = 1
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)
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// Match is the object registered
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// as a runtime.Match interface
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type Match struct{}
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// MatchState holds information that is passed between
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// Nakama match methods
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type MatchState struct {
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presences map[string]runtime.Presence
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inputs map[string]string
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@ -23,6 +30,7 @@ type MatchState struct {
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worldMap *gamemap.WorldMap
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}
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// MatchInit is called when a new match is created
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func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
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state := &MatchState{
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@ -38,12 +46,16 @@ func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB
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return state, tickRate, label
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}
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// MatchJoinAttempt is called when a player tried to join a match
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// and validates their attempt
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func (m *Match) MatchJoinAttempt(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presence runtime.Presence, metadata map[string]string) (interface{}, bool, string) {
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mState, ok := state.(*MatchState)
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if !ok {
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logger.Error("Invalid match state on join attempt!")
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return state, false, "Invalid match state!"
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}
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// Validate user is not already connected
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if _, ok := mState.presences[presence.GetUserId()]; ok {
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return mState, false, "User already logged in."
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} else {
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@ -52,32 +64,39 @@ func (m *Match) MatchJoinAttempt(ctx context.Context, logger runtime.Logger, db
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}
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// MatchJoin is called when a player successfully joins the match
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func (m *Match) MatchJoin(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presences []runtime.Presence) interface{} {
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mState, ok := state.(*MatchState)
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if !ok {
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logger.Error("Invalid match state on join!")
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return state, false, "Invalid match state!"
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return state
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}
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for _, precense := range presences {
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// Add presence to map
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mState.presences[precense.GetUserId()] = precense
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// Set player spawn pos
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mState.positions[precense.GetUserId()] = map[string]int{"x": 16, "y": 16}
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mState.names[precense.GetUserId()] = "User"
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if regionData, err := mState.worldMap.GetJsonRegion(16-8, 16+8, 16-8, 16+8); err != nil {
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// Get intial tile data around player
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if regionData, err := mState.worldMap.GetJSONRegionAround(16, 16, 8); err != nil {
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logger.Error(err.Error())
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return mState
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} else {
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// Broadcast tile data to client
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if sendErr := dispatcher.BroadcastMessage(OpCodeTileUpdate, regionData, []runtime.Presence{precense}, precense, true); sendErr != nil {
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logger.Error(sendErr.Error())
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return mState
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}
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}
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}
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return mState
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}
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// MatchLeave is called when a player leaves the match
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func (m *Match) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, presences []runtime.Presence) interface{} {
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mState, ok := state.(*MatchState)
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if !ok {
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@ -90,6 +109,7 @@ func (m *Match) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.D
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return mState
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}
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// MatchLoop is code that is executed every tick
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func (m *Match) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, messages []runtime.MatchData) interface{} {
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// Custom code to:
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// - Process the messages received.
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@ -99,6 +119,7 @@ func (m *Match) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB
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return state
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}
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// MatchTerminate is code that is executed when the match ends
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func (m *Match) MatchTerminate(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, dispatcher runtime.MatchDispatcher, tick int64, state interface{}, graceSeconds int) interface{} {
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return state
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}
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@ -5,12 +5,14 @@ import (
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"fmt"
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)
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// WorldMap is the data structure used game world
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type WorldMap struct {
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data [64][64]int
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max_x int
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max_y int
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}
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// GetTile method is used to grab a tile value with error checking
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func (m WorldMap) GetTile(x int, y int) (int, error) {
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if x > m.max_x || y > m.max_y {
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return -1, fmt.Errorf("Map out of bounds error: %d, %d", x, y)
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@ -18,11 +20,13 @@ func (m WorldMap) GetTile(x int, y int) (int, error) {
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return m.data[x][y], nil
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}
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func (m WorldMap) GetJsonRegion(start_x, end_x, start_y, end_y int) ([]byte, error) {
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// GetJSONRegion method returns a JSON object containing the tile values of everything
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// within a given range
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func (m WorldMap) GetJSONRegion(startX, endX, startY, endY int) ([]byte, error) {
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regionMap := map[int]map[int]int{}
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for x := start_x; x < end_x; x++ {
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for x := startX; x < endX; x++ {
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regionMap[x] = map[int]int{}
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for y := start_y; y < end_y; y++ {
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for y := startY; y < endY; y++ {
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if result, err := m.GetTile(x, y); err != nil {
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return nil, err
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} else {
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@ -35,6 +39,14 @@ func (m WorldMap) GetJsonRegion(start_x, end_x, start_y, end_y int) ([]byte, err
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return jsonString, err
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}
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// GetJSONRegionAround returns a JSON object of tile data from a center point
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func (m WorldMap) GetJSONRegionAround(centerX, centerY, regionRadius int) ([]byte, error) {
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jsonString, err := m.GetJSONRegion(centerX-regionRadius, centerX+regionRadius, centerY-regionRadius, centerY+regionRadius)
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return jsonString, err
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}
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// IntializeMap is a method that helps easily
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// generate WorldMap objects
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func IntializeMap() *WorldMap {
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worldMap := new(WorldMap)
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worldMap.max_x = 64
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@ -9,27 +9,20 @@ import (
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func getFirstWorld(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule) (string, error) {
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// List existing matches
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// that have been 1 & 4 players
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// that have been 1 & 32 players
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minSize := 1
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maxSize := 31
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//5, false, "", &minSize, &maxSize, ""
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maxSize := 32
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// Lists server authorative servers
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if matches, err := nk.MatchList(ctx, 1, true, "", &minSize, &maxSize, ""); err != nil {
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logger.Printf("Failed to list matches when grabing first world! Error: %v\n", err)
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return "", err
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} else {
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//For debug purposes
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for _, match := range matches {
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logger.Info("Found match with id: %s", match.GetMatchId())
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}
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// If no matches exist, create one
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if len(matches) <= 0 {
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// Create match
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//params := map[string]interface{}{}
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matchID, createErr := nk.MatchCreate(ctx, "control", map[string]interface{}{})
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//return nakama.match_create("world_control", {})
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// Return if creation error
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if createErr != nil {
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