Cleanup plugin code

This commit is contained in:
2020-08-16 22:11:52 -04:00
parent 1f12e916c3
commit 336133d875
3 changed files with 44 additions and 18 deletions

View File

@ -7,14 +7,21 @@ import (
"github.com/josephbmanley/family/server/plugin/gamemap"
)
// OpCode represents a enum for valid OpCodes
// used by the match logic
type OpCode int64
const (
// OpCodeTileUpdate is used for tile updates
OpCodeTileUpdate = 1
)
// Match is the object registered
// as a runtime.Match interface
type Match struct{}
// MatchState holds information that is passed between
// Nakama match methods
type MatchState struct {
presences map[string]runtime.Presence
inputs map[string]string
@ -23,6 +30,7 @@ type MatchState struct {
worldMap *gamemap.WorldMap
}
// MatchInit is called when a new match is created
func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
state := &MatchState{
@ -38,12 +46,16 @@ func (m *Match) MatchInit(ctx context.Context, logger runtime.Logger, db *sql.DB
return state, tickRate, label
}
// MatchJoinAttempt is called when a player tried to join a match
// and validates their attempt
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) {
mState, ok := state.(*MatchState)
if !ok {
logger.Error("Invalid match state on join attempt!")
return state, false, "Invalid match state!"
}
// Validate user is not already connected
if _, ok := mState.presences[presence.GetUserId()]; ok {
return mState, false, "User already logged in."
} else {
@ -52,32 +64,39 @@ func (m *Match) MatchJoinAttempt(ctx context.Context, logger runtime.Logger, db
}
// MatchJoin is called when a player successfully joins the match
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{} {
mState, ok := state.(*MatchState)
if !ok {
logger.Error("Invalid match state on join!")
return state, false, "Invalid match state!"
return state
}
for _, precense := range presences {
// Add presence to map
mState.presences[precense.GetUserId()] = precense
// Set player spawn pos
mState.positions[precense.GetUserId()] = map[string]int{"x": 16, "y": 16}
mState.names[precense.GetUserId()] = "User"
if regionData, err := mState.worldMap.GetJsonRegion(16-8, 16+8, 16-8, 16+8); err != nil {
// Get intial tile data around player
if regionData, err := mState.worldMap.GetJSONRegionAround(16, 16, 8); err != nil {
logger.Error(err.Error())
return mState
} else {
// Broadcast tile data to client
if sendErr := dispatcher.BroadcastMessage(OpCodeTileUpdate, regionData, []runtime.Presence{precense}, precense, true); sendErr != nil {
logger.Error(sendErr.Error())
return mState
}
}
}
return mState
}
// MatchLeave is called when a player leaves the match
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{} {
mState, ok := state.(*MatchState)
if !ok {
@ -90,6 +109,7 @@ func (m *Match) MatchLeave(ctx context.Context, logger runtime.Logger, db *sql.D
return mState
}
// MatchLoop is code that is executed every tick
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{} {
// Custom code to:
// - Process the messages received.
@ -99,6 +119,7 @@ func (m *Match) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB
return state
}
// MatchTerminate is code that is executed when the match ends
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{} {
return state
}