167 lines
3.8 KiB
Go
167 lines
3.8 KiB
Go
package entities
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import (
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"context"
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"encoding/json"
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"fmt"
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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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)
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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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type PlayerEntity struct {
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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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Y float64
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}
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// PlayerPosResponse struct that represents client data
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type PlayerPosResponse struct {
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X string
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Y string
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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, userID string) (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: userID,
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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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player.X = 16.0
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player.Y = 16.0
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}
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}
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return player, nil
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}
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// GetPosJSON returns the player's position as a JSON object
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func (p *PlayerEntity) GetPosJSON() ([]byte, error) {
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playerMap := map[string]string{
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"player": p.Presence.GetUserId(),
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"x": fmt.Sprintf("%f", p.X),
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"y": fmt.Sprintf("%f", p.Y),
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}
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jsonData, err := json.Marshal(playerMap)
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return jsonData, err
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}
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// Save passes the precensce id to SaveUserID
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func (p *PlayerEntity) Save(ctx context.Context, nk runtime.NakamaModule) error {
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return p.SaveUserID(ctx, nk, p.Presence.GetUserId())
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}
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// SaveUserID saves player data to nakama
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func (p *PlayerEntity) SaveUserID(ctx context.Context, nk runtime.NakamaModule, userID string) 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: userID,
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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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func (p *PlayerEntity) ParsePositionRequest(data []byte) (PlayerPosResponse, error) {
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var response PlayerPosResponse
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err := json.Unmarshal(data, &response)
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return response, err
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}
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//UpdateBasedOnResponse updates the player object based on a response object
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func (p *PlayerEntity) UpdateBasedOnResponse(response PlayerPosResponse) error {
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if fx, err := strconv.ParseFloat(response.X, 64); err != nil {
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return err
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} else {
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p.X = fx
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if fy, err := strconv.ParseFloat(response.Y, 64); err != nil {
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return err
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} else {
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p.Y = fy
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}
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}
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return nil
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}
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// GetStateJSON builds a json object for player state
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func (p *PlayerEntity) GetStateJSON() ([]byte, error) {
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playerMap := map[string]string{
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"player": p.Presence.GetUserId(),
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"name": p.Name,
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"faction": strconv.Itoa(int(p.Faction)),
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}
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jsonData, err := json.Marshal(playerMap)
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return jsonData, err
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}
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