Require player data to exist
This commit is contained in:
@ -72,7 +72,19 @@ func (m *Match) MatchJoinAttempt(ctx context.Context, logger runtime.Logger, db
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if _, ok := mState.presences[presence.GetUserId()]; ok {
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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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return mState, false, "User already logged in."
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} else {
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} else {
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return mState, true, ""
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dataExist, err := entities.PlayerDataExists(ctx, nk, presence)
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if err != nil {
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logger.Error(err.Error())
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return mState, false, err.Error()
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}
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if dataExist {
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return mState, true, ""
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} else {
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return mState, false, "User does not have a character!"
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}
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}
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}
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}
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}
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@ -1,15 +1,24 @@
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package entities
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package entities
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import (
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import (
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"context"
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"encoding/json"
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"encoding/json"
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"fmt"
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"fmt"
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"github.com/heroiclabs/nakama-common/runtime"
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"github.com/heroiclabs/nakama-common/runtime"
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"github.com/josephbmanley/family/server/plugin/gameworld"
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"strconv"
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"strconv"
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)
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)
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type PlayerSaveData struct {
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Faction int
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Name string
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}
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// PlayerEntity is the go struct representing the player's location
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// PlayerEntity is the go struct representing the player's location
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type PlayerEntity struct {
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type PlayerEntity struct {
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Presence runtime.Presence
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Presence runtime.Presence
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Faction gameworld.Faction
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Name string
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X float64
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X float64
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Y float64
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Y float64
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}
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}
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@ -20,6 +29,89 @@ type PlayerPosResponse struct {
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Y string
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Y string
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}
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}
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// PlayerDataExists checks if precense has saved data
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func PlayerDataExists(ctx context.Context, nk runtime.NakamaModule, presence runtime.Presence) (bool, error) {
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Reads := []*runtime.StorageRead{
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&runtime.StorageRead{
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Collection: "playerdata",
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Key: "data",
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UserID: presence.GetUserId(),
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},
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}
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records, err := nk.StorageRead(ctx, Reads)
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if err != nil {
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return false, err
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}
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for _, record := range records {
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if record.Key == "data" {
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return true, nil
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}
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}
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return false, nil
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}
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// LoadPlayer creates player object
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func LoadPlayer(ctx context.Context, nk runtime.NakamaModule, presence runtime.Presence) (PlayerEntity, error) {
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player := PlayerEntity{Presence: presence}
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// Read storage
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PlayerReads := []*runtime.StorageRead{
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&runtime.StorageRead{
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Collection: "playerdata",
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Key: "data",
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UserID: player.Presence.GetUserId(),
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},
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}
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records, err := nk.StorageRead(ctx, PlayerReads)
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if err != nil {
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return player, err
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}
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// Load storage records into object
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for _, record := range records {
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switch record.Key {
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case "data":
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responseData := PlayerSaveData{}
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err := json.Unmarshal([]byte(record.Value), &responseData)
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if err != nil {
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return player, err
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}
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player.Name = responseData.Name
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player.Faction = gameworld.Faction(responseData.Faction)
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}
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}
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return player, nil
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}
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// Save saves player data to nakama
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func (p *PlayerEntity) Save(ctx context.Context, nk runtime.NakamaModule) error {
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saveData := PlayerSaveData{
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Name: p.Name,
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Faction: int(p.Faction),
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}
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saveJSON, err := json.Marshal(saveData)
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if err != nil {
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return err
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}
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PlayerWrites := []*runtime.StorageWrite{
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&runtime.StorageWrite{
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Collection: "playerdata",
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Key: "data",
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Value: string(saveJSON),
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UserID: p.Presence.GetUserId(),
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},
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}
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_, err = nk.StorageWrite(ctx, PlayerWrites)
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return nil
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}
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// ParsePositionRequest parses data from client
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// ParsePositionRequest parses data from client
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func (p *PlayerEntity) ParsePositionRequest(data []byte) (PlayerPosResponse, error) {
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func (p *PlayerEntity) ParsePositionRequest(data []byte) (PlayerPosResponse, error) {
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var response PlayerPosResponse
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var response PlayerPosResponse
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10
server/plugin/gameworld/gameworld.go
Normal file
10
server/plugin/gameworld/gameworld.go
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@ -0,0 +1,10 @@
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package gameworld
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type Faction int
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const (
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FactionBurningWall = 1
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FactionLunaki = 2
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FactionRegium = 3
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FactionElectus = 4
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)
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