package entities import ( "context" "encoding/json" "fmt" "github.com/heroiclabs/nakama-common/runtime" "github.com/josephbmanley/family/server/plugin/gameworld" "strconv" ) type PlayerSaveData struct { Faction int Name string } // PlayerEntity is the go struct representing the player's location type PlayerEntity struct { Presence runtime.Presence Faction gameworld.Faction Name string X float64 Y float64 } // PlayerPosResponse struct that represents client data type PlayerPosResponse struct { X string Y string } // PlayerDataExists checks if precense has saved data func PlayerDataExists(ctx context.Context, nk runtime.NakamaModule, userID string) (bool, error) { Reads := []*runtime.StorageRead{ &runtime.StorageRead{ Collection: "playerdata", Key: "data", UserID: userID, }, } records, err := nk.StorageRead(ctx, Reads) if err != nil { return false, err } for _, record := range records { if record.Key == "data" { return true, nil } } return false, nil } // LoadPlayer creates player object func LoadPlayer(ctx context.Context, nk runtime.NakamaModule, presence runtime.Presence) (*PlayerEntity, error) { player := &PlayerEntity{Presence: presence} // Read storage PlayerReads := []*runtime.StorageRead{ &runtime.StorageRead{ Collection: "playerdata", Key: "data", UserID: player.Presence.GetUserId(), }, } records, err := nk.StorageRead(ctx, PlayerReads) if err != nil { return player, err } // Load storage records into object for _, record := range records { switch record.Key { case "data": responseData := PlayerSaveData{} err := json.Unmarshal([]byte(record.Value), &responseData) if err != nil { return player, err } player.Name = responseData.Name player.Faction = gameworld.Faction(responseData.Faction) player.X = 16.0 player.Y = 16.0 } } return player, nil } // GetPosJSON returns the player's position as a JSON object func (p *PlayerEntity) GetPosJSON() ([]byte, error) { playerMap := map[string]string{ "player": p.Presence.GetUserId(), "x": fmt.Sprintf("%f", p.X), "y": fmt.Sprintf("%f", p.Y), } jsonData, err := json.Marshal(playerMap) return jsonData, err } // Save passes the precensce id to SaveUserID func (p *PlayerEntity) Save(ctx context.Context, nk runtime.NakamaModule) error { return p.SaveUserID(ctx, nk, p.Presence.GetUserId()) } // SaveUserID saves player data to nakama func (p *PlayerEntity) SaveUserID(ctx context.Context, nk runtime.NakamaModule, userID string) error { saveData := PlayerSaveData{ Name: p.Name, Faction: int(p.Faction), } saveJSON, err := json.Marshal(saveData) if err != nil { return err } PlayerWrites := []*runtime.StorageWrite{ &runtime.StorageWrite{ Collection: "playerdata", Key: "data", Value: string(saveJSON), UserID: userID, }, } _, err = nk.StorageWrite(ctx, PlayerWrites) return nil } // ParsePositionRequest parses data from client func (p *PlayerEntity) ParsePositionRequest(data []byte) (PlayerPosResponse, error) { var response PlayerPosResponse err := json.Unmarshal(data, &response) return response, err } //UpdateBasedOnResponse updates the player object based on a response object func (p *PlayerEntity) UpdateBasedOnResponse(response PlayerPosResponse) error { if fx, err := strconv.ParseFloat(response.X, 64); err != nil { return err } else { p.X = fx if fy, err := strconv.ParseFloat(response.Y, 64); err != nil { return err } else { p.Y = fy } } return nil } // GetStateJSON builds a json object for player state func (p *PlayerEntity) GetStateJSON() ([]byte, error) { playerMap := map[string]string{ "player": p.Presence.GetUserId(), "name": p.Name, "faction": strconv.Itoa(int(p.Faction)), } jsonData, err := json.Marshal(playerMap) return jsonData, err }