interface to any

This commit is contained in:
Sky Johnson 2025-08-07 11:21:56 -05:00
parent 41f80008c9
commit 5cb4b5b56c
11 changed files with 808 additions and 809 deletions

View File

@ -4,7 +4,7 @@ import (
"database/sql"
"fmt"
"sync"
_ "github.com/go-sql-driver/mysql"
_ "modernc.org/sqlite"
"zombiezen.com/go/sqlite/sqlitex"
@ -27,22 +27,22 @@ type Config struct {
// Database wraps the SQL database connection
type Database struct {
db *sql.DB
pool *sqlitex.Pool // For achievements system compatibility (SQLite only)
config Config
mutex sync.RWMutex
db *sql.DB
pool *sqlitex.Pool // For achievements system compatibility (SQLite only)
config Config
mutex sync.RWMutex
}
// New creates a new database connection with the provided configuration
func New(config Config) (*Database, error) {
var driverName string
var pool *sqlitex.Pool
// Set default pool size
if config.PoolSize == 0 {
config.PoolSize = 25
}
switch config.Type {
case SQLite:
driverName = "sqlite"
@ -59,27 +59,27 @@ func New(config Config) (*Database, error) {
default:
return nil, fmt.Errorf("unsupported database type: %d", config.Type)
}
db, err := sql.Open(driverName, config.DSN)
if err != nil {
return nil, fmt.Errorf("failed to open database: %w", err)
}
// Test connection
if err := db.Ping(); err != nil {
return nil, fmt.Errorf("failed to ping database: %w", err)
}
// Set connection pool settings
db.SetMaxOpenConns(config.PoolSize)
db.SetMaxIdleConns(config.PoolSize / 5)
d := &Database{
db: db,
pool: pool,
config: config,
}
return d, nil
}
@ -101,19 +101,18 @@ func (d *Database) GetPool() *sqlitex.Pool {
return d.pool
}
// Query executes a query that returns rows
func (d *Database) Query(query string, args ...interface{}) (*sql.Rows, error) {
func (d *Database) Query(query string, args ...any) (*sql.Rows, error) {
return d.db.Query(query, args...)
}
// QueryRow executes a query that returns a single row
func (d *Database) QueryRow(query string, args ...interface{}) *sql.Row {
func (d *Database) QueryRow(query string, args ...any) *sql.Row {
return d.db.QueryRow(query, args...)
}
// Exec executes a query that doesn't return rows
func (d *Database) Exec(query string, args ...interface{}) (sql.Result, error) {
func (d *Database) Exec(query string, args ...any) (sql.Result, error) {
return d.db.Exec(query, args...)
}
@ -129,21 +128,21 @@ func (d *Database) LoadRules() (map[string]map[string]string, error) {
return nil, err
}
defer rows.Close()
rules := make(map[string]map[string]string)
for rows.Next() {
var category, name, value string
if err := rows.Scan(&category, &name, &value); err != nil {
return nil, err
}
if rules[category] == nil {
rules[category] = make(map[string]string)
}
rules[category][name] = value
}
return rules, rows.Err()
}
@ -174,7 +173,7 @@ func NewMySQL(dsn string) (*Database, error) {
}
// GetZones retrieves all zones from the database
func (d *Database) GetZones() ([]map[string]interface{}, error) {
func (d *Database) GetZones() ([]map[string]any, error) {
rows, err := d.Query(`
SELECT id, name, file, description, motd, min_level, max_level,
min_version, xp_modifier, city_zone, weather_allowed,
@ -186,16 +185,16 @@ func (d *Database) GetZones() ([]map[string]interface{}, error) {
return nil, err
}
defer rows.Close()
var zones []map[string]interface{}
var zones []map[string]any
for rows.Next() {
zone := make(map[string]interface{})
zone := make(map[string]any)
var id, minLevel, maxLevel, minVersion int
var name, file, description, motd string
var xpModifier, safeX, safeY, safeZ, safeHeading float64
var cityZone, weatherAllowed bool
err := rows.Scan(&id, &name, &file, &description, &motd,
&minLevel, &maxLevel, &minVersion, &xpModifier,
&cityZone, &weatherAllowed,
@ -203,7 +202,7 @@ func (d *Database) GetZones() ([]map[string]interface{}, error) {
if err != nil {
return nil, err
}
zone["id"] = id
zone["name"] = name
zone["file"] = file
@ -219,9 +218,9 @@ func (d *Database) GetZones() ([]map[string]interface{}, error) {
zone["safe_y"] = safeY
zone["safe_z"] = safeZ
zone["safe_heading"] = safeHeading
zones = append(zones, zone)
}
return zones, rows.Err()
}
}

View File

@ -17,7 +17,7 @@ type PacketData struct {
// PacketContext provides context for packet handlers
type PacketContext struct {
Client ClientInterface // Client connection interface
World WorldInterface // World server interface
World WorldInterface // World server interface
Database DatabaseInterface // Database interface
}
@ -43,8 +43,8 @@ type WorldInterface interface {
// DatabaseInterface defines database operations needed by packet handlers
type DatabaseInterface interface {
GetCharacter(characterID int32) (map[string]interface{}, error)
SaveCharacter(characterID int32, data map[string]interface{}) error
GetCharacter(characterID int32) (map[string]any, error)
SaveCharacter(characterID int32, data map[string]any) error
// Add more database methods as needed
}
@ -68,7 +68,7 @@ func NewPacketHandlerRegistry() *PacketHandlerRegistry {
func (phr *PacketHandlerRegistry) RegisterHandler(opcode InternalOpcode, handler PacketHandlerFunc) {
phr.mutex.Lock()
defer phr.mutex.Unlock()
phr.handlers[opcode] = handler
fmt.Printf("Registered handler for opcode %s (%d)\n", GetInternalOpcodeName(opcode), int(opcode))
}
@ -77,7 +77,7 @@ func (phr *PacketHandlerRegistry) RegisterHandler(opcode InternalOpcode, handler
func (phr *PacketHandlerRegistry) UnregisterHandler(opcode InternalOpcode) {
phr.mutex.Lock()
defer phr.mutex.Unlock()
delete(phr.handlers, opcode)
}
@ -85,7 +85,7 @@ func (phr *PacketHandlerRegistry) UnregisterHandler(opcode InternalOpcode) {
func (phr *PacketHandlerRegistry) HasHandler(opcode InternalOpcode) bool {
phr.mutex.RLock()
defer phr.mutex.RUnlock()
_, exists := phr.handlers[opcode]
return exists
}
@ -95,16 +95,16 @@ func (phr *PacketHandlerRegistry) HandlePacket(ctx *PacketContext, packet *Packe
phr.mutex.RLock()
handler, exists := phr.handlers[packet.Opcode]
phr.mutex.RUnlock()
if !exists {
// No handler registered - this is not necessarily an error
fmt.Printf("No handler registered for opcode %s (%d) from client %s\n",
GetInternalOpcodeName(packet.Opcode),
fmt.Printf("No handler registered for opcode %s (%d) from client %s\n",
GetInternalOpcodeName(packet.Opcode),
int(packet.Opcode),
ctx.Client.GetCharacterName())
return nil
}
// Call the handler
return handler(ctx, packet)
}
@ -113,7 +113,7 @@ func (phr *PacketHandlerRegistry) HandlePacket(ctx *PacketContext, packet *Packe
func (phr *PacketHandlerRegistry) GetHandlerCount() int {
phr.mutex.RLock()
defer phr.mutex.RUnlock()
return len(phr.handlers)
}
@ -121,18 +121,18 @@ func (phr *PacketHandlerRegistry) GetHandlerCount() int {
func (phr *PacketHandlerRegistry) GetRegisteredOpcodes() []InternalOpcode {
phr.mutex.RLock()
defer phr.mutex.RUnlock()
opcodes := make([]InternalOpcode, 0, len(phr.handlers))
for opcode := range phr.handlers {
opcodes = append(opcodes, opcode)
}
return opcodes
}
// PacketProcessor combines opcode management and handler dispatch
type PacketProcessor struct {
opcodeManager *OpcodeManager
opcodeManager *OpcodeManager
handlerRegistry *PacketHandlerRegistry
}
@ -149,17 +149,17 @@ func (pp *PacketProcessor) ProcessRawPacket(ctx *PacketContext, rawData []byte,
if len(rawData) < 2 {
return fmt.Errorf("packet too short: %d bytes", len(rawData))
}
// Convert client opcode to internal opcode
clientVersion := ctx.Client.GetClientVersion()
internalOpcode := pp.opcodeManager.ClientOpcodeToInternal(clientVersion, clientOpcode)
if internalOpcode == OP_Unknown {
fmt.Printf("Unknown opcode 0x%04X from client version %d (client: %s)\n",
fmt.Printf("Unknown opcode 0x%04X from client version %d (client: %s)\n",
clientOpcode, clientVersion, ctx.Client.GetCharacterName())
return nil // Don't treat unknown opcodes as errors
}
// Create packet data structure
packet := &PacketData{
Opcode: internalOpcode,
@ -168,7 +168,7 @@ func (pp *PacketProcessor) ProcessRawPacket(ctx *PacketContext, rawData []byte,
Data: rawData,
Size: int32(len(rawData)),
}
// Dispatch to handler
return pp.handlerRegistry.HandlePacket(ctx, packet)
}
@ -188,11 +188,11 @@ func (pp *PacketProcessor) GetStats() (int, int, []int32) {
handlerCount := pp.handlerRegistry.GetHandlerCount()
supportedVersions := pp.opcodeManager.GetSupportedVersions()
totalOpcodes := 0
for _, version := range supportedVersions {
totalOpcodes += pp.opcodeManager.GetOpcodeCount(version)
}
return handlerCount, totalOpcodes, supportedVersions
}
@ -219,4 +219,4 @@ func ProcessGlobalPacket(ctx *PacketContext, rawData []byte, clientOpcode uint16
// LoadGlobalOpcodeMappings loads opcode mappings with the global processor
func LoadGlobalOpcodeMappings(clientVersion int32, opcodeMap map[string]uint16) error {
return globalPacketProcessor.LoadOpcodeMap(clientVersion, opcodeMap)
}
}

View File

@ -212,7 +212,7 @@ All server data is persisted to SQLite:
func (d *Database) LoadRules() (map[string]map[string]string, error)
// Zone management
func (d *Database) GetZones() ([]map[string]interface{}, error)
func (d *Database) GetZones() ([]map[string]any, error)
// Character persistence (planned)
func (d *Database) SaveCharacter(character *Character) error
@ -354,4 +354,4 @@ Built-in monitoring capabilities:
## Conclusion
The EQ2Go World Server provides a solid foundation for the EverQuest II server emulator. It maintains compatibility with the original protocol while leveraging modern Go patterns for improved reliability, performance, and maintainability. The modular design allows for easy extension and integration with additional game systems as they are implemented.
The EQ2Go World Server provides a solid foundation for the EverQuest II server emulator. It maintains compatibility with the original protocol while leveraging modern Go patterns for improved reliability, performance, and maintainability. The modular design allows for easy extension and integration with additional game systems as they are implemented.

View File

@ -15,19 +15,19 @@ const (
EventDeathByPlayer
EventDamageDealt
EventHealingDone
// Quest events
// Quest events
EventQuestCompleted
EventQuestStep
EventQuestStarted
EventQuestAbandoned
// Skill events
EventSkillIncrease
EventSkillMastery
EventSpellLearned
EventSpellCast
// Item events
EventItemDiscovered
EventItemCrafted
@ -35,12 +35,12 @@ const (
EventItemEquipped
EventItemSold
EventItemBought
// Exploration events
EventZoneDiscovered
EventLocationDiscovered
EventPOIDiscovered
// Social events
EventGuildJoin
EventGuildLeave
@ -48,27 +48,27 @@ const (
EventGroupLeave
EventFriendAdded
EventPlayerTell
// Harvesting/Crafting events
EventHarvest
EventRareHarvest
EventCraftingSuccess
EventCraftingFailure
EventRecipeDiscovered
// Level/Experience events
EventLevelGain
EventAAPoint
EventExperienceGain
EventStatusGain
// PvP events
EventPvPKill
EventPvPDeath
EventPvPAssist
EventArenaWin
EventArenaLoss
// Special events
EventHeroicOpportunity
EventRaidBoss
@ -80,7 +80,7 @@ const (
type AchievementEvent struct {
Type AchievementEventType
CharacterID int32
Data map[string]interface{}
Data map[string]any
Timestamp int64
}
@ -101,13 +101,13 @@ func (aeh *AchievementEventHandler) ProcessEvent(event *AchievementEvent) error
if event == nil {
return fmt.Errorf("event cannot be nil")
}
// Get player's achievement manager
achievementMgr := aeh.world.GetAchievementManager()
if achievementMgr == nil {
return fmt.Errorf("achievement manager not available")
}
// Process different event types
switch event.Type {
case EventNPCKill:
@ -138,28 +138,28 @@ func (aeh *AchievementEventHandler) handleNPCKill(event *AchievementEvent, achie
if !ok {
return fmt.Errorf("npc_id not found in event data")
}
level, ok := event.Data["level"].(int32)
if !ok {
level = 1 // Default level
}
// Update generic kill count achievements
err := achievementMgr.UpdateProgress(event.CharacterID, 1, 1) // Achievement ID 1: "First Blood"
if err != nil {
fmt.Printf("Error updating kill achievement: %v\n", err)
}
// Update level-specific kill achievements
if level >= 10 {
achievementMgr.UpdateProgress(event.CharacterID, 2, 1) // Achievement ID 2: "Veteran Hunter"
}
// Update specific NPC kill achievements (example)
if npcID == 100 { // Boss NPC
achievementMgr.UpdateProgress(event.CharacterID, 10, 1) // Achievement ID 10: "Boss Slayer"
}
return nil
}
@ -169,18 +169,18 @@ func (aeh *AchievementEventHandler) handleQuestCompleted(event *AchievementEvent
if !ok {
return fmt.Errorf("quest_id not found in event data")
}
// Update quest completion achievements
err := achievementMgr.UpdateProgress(event.CharacterID, 20, 1) // Achievement ID 20: "Quest Master"
if err != nil {
fmt.Printf("Error updating quest achievement: %v\n", err)
}
// Update specific quest achievements
if questID == 1000 { // Main story quest
achievementMgr.UpdateProgress(event.CharacterID, 21, 1) // Achievement ID 21: "Hero's Journey"
}
return nil
}
@ -190,7 +190,7 @@ func (aeh *AchievementEventHandler) handleLevelGain(event *AchievementEvent, ach
if !ok {
return fmt.Errorf("level not found in event data")
}
// Update level-based achievements
switch newLevel {
case 10:
@ -202,10 +202,10 @@ func (aeh *AchievementEventHandler) handleLevelGain(event *AchievementEvent, ach
case 90:
achievementMgr.UpdateProgress(event.CharacterID, 33, 1) // Achievement ID 33: "Master Adventurer"
}
// Update max level achievement
achievementMgr.UpdateProgress(event.CharacterID, 34, uint32(newLevel)) // Achievement ID 34: "Level Up!"
return nil
}
@ -215,12 +215,12 @@ func (aeh *AchievementEventHandler) handleSkillIncrease(event *AchievementEvent,
if !ok {
return fmt.Errorf("skill_id not found in event data")
}
skillLevel, ok := event.Data["skill_level"].(int32)
if !ok {
return fmt.Errorf("skill_level not found in event data")
}
// Update skill mastery achievements based on skill type
switch skillID {
case 1: // Melee skill
@ -236,7 +236,7 @@ func (aeh *AchievementEventHandler) handleSkillIncrease(event *AchievementEvent,
achievementMgr.UpdateProgress(event.CharacterID, 42, 1) // Achievement ID 42: "Master Craftsman"
}
}
return nil
}
@ -246,15 +246,15 @@ func (aeh *AchievementEventHandler) handleItemDiscovered(event *AchievementEvent
if !ok {
return fmt.Errorf("item_id not found in event data")
}
rarity, ok := event.Data["rarity"].(string)
if !ok {
rarity = "common"
}
// Update item discovery achievements
achievementMgr.UpdateProgress(event.CharacterID, 50, 1) // Achievement ID 50: "Treasure Hunter"
// Update rarity-specific achievements
switch rarity {
case "rare":
@ -264,12 +264,12 @@ func (aeh *AchievementEventHandler) handleItemDiscovered(event *AchievementEvent
case "mythical":
achievementMgr.UpdateProgress(event.CharacterID, 53, 1) // Achievement ID 53: "Myth Walker"
}
// Specific item achievements
if itemID == 12345 { // Special artifact
achievementMgr.UpdateProgress(event.CharacterID, 54, 1) // Achievement ID 54: "Ancient Artifact"
}
return nil
}
@ -279,10 +279,10 @@ func (aeh *AchievementEventHandler) handleZoneDiscovered(event *AchievementEvent
if !ok {
return fmt.Errorf("zone_id not found in event data")
}
// Update exploration achievements
achievementMgr.UpdateProgress(event.CharacterID, 60, 1) // Achievement ID 60: "Explorer"
// Update specific zone achievements
switch zoneID {
case 1: // Starting zone
@ -290,7 +290,7 @@ func (aeh *AchievementEventHandler) handleZoneDiscovered(event *AchievementEvent
case 100: // End game zone
achievementMgr.UpdateProgress(event.CharacterID, 62, 1) // Achievement ID 62: "Into the Unknown"
}
return nil
}
@ -300,12 +300,12 @@ func (aeh *AchievementEventHandler) handleHarvest(event *AchievementEvent, achie
if !ok {
return fmt.Errorf("resource_type not found in event data")
}
isRare, _ := event.Data["is_rare"].(bool)
// Update harvesting achievements
achievementMgr.UpdateProgress(event.CharacterID, 70, 1) // Achievement ID 70: "Gatherer"
// Update resource-specific achievements
switch resourceType {
case "ore":
@ -315,12 +315,12 @@ func (aeh *AchievementEventHandler) handleHarvest(event *AchievementEvent, achie
case "fish":
achievementMgr.UpdateProgress(event.CharacterID, 73, 1) // Achievement ID 73: "Angler"
}
// Update rare harvest achievement
if isRare {
achievementMgr.UpdateProgress(event.CharacterID, 74, 1) // Achievement ID 74: "Lucky Find"
}
return nil
}
@ -330,15 +330,15 @@ func (aeh *AchievementEventHandler) handlePvPKill(event *AchievementEvent, achie
if !ok {
targetLevel = 1
}
// Update PvP achievements
achievementMgr.UpdateProgress(event.CharacterID, 80, 1) // Achievement ID 80: "First Blood PvP"
// Update level-based PvP achievements
if targetLevel >= 50 {
achievementMgr.UpdateProgress(event.CharacterID, 81, 1) // Achievement ID 81: "Veteran Slayer"
}
return nil
}
@ -346,27 +346,27 @@ func (aeh *AchievementEventHandler) handlePvPKill(event *AchievementEvent, achie
func (aeh *AchievementEventHandler) handleGenericEvent(event *AchievementEvent, achievementMgr *AchievementManager) error {
// For events without specific handlers, attempt generic progress updates
// This allows for easy extension without requiring handler updates
// Log unhandled event types for debugging
fmt.Printf("Unhandled achievement event type: %d for character %d\n",
fmt.Printf("Unhandled achievement event type: %d for character %d\n",
int(event.Type), event.CharacterID)
return nil
}
// TriggerEvent is a convenience method for triggering achievement events
func (w *World) TriggerAchievementEvent(eventType AchievementEventType, characterID int32, data map[string]interface{}) {
func (w *World) TriggerAchievementEvent(eventType AchievementEventType, characterID int32, data map[string]any) {
if w.achievementMgr == nil {
return // Achievement system not initialized
}
event := &AchievementEvent{
Type: eventType,
CharacterID: characterID,
Data: data,
Timestamp: int64(w.worldTime.Year), // Use game time as timestamp
}
handler := NewAchievementEventHandler(w)
go func() {
if err := handler.ProcessEvent(event); err != nil {
@ -379,7 +379,7 @@ func (w *World) TriggerAchievementEvent(eventType AchievementEventType, characte
// OnNPCKill triggers an NPC kill achievement event
func (w *World) OnNPCKill(characterID int32, npcID int32, npcLevel int32) {
w.TriggerAchievementEvent(EventNPCKill, characterID, map[string]interface{}{
w.TriggerAchievementEvent(EventNPCKill, characterID, map[string]any{
"npc_id": npcID,
"level": npcLevel,
})
@ -387,21 +387,21 @@ func (w *World) OnNPCKill(characterID int32, npcID int32, npcLevel int32) {
// OnQuestComplete triggers a quest completion achievement event
func (w *World) OnQuestComplete(characterID int32, questID int32) {
w.TriggerAchievementEvent(EventQuestCompleted, characterID, map[string]interface{}{
w.TriggerAchievementEvent(EventQuestCompleted, characterID, map[string]any{
"quest_id": questID,
})
}
// OnLevelGain triggers a level gain achievement event
func (w *World) OnLevelGain(characterID int32, newLevel int32) {
w.TriggerAchievementEvent(EventLevelGain, characterID, map[string]interface{}{
w.TriggerAchievementEvent(EventLevelGain, characterID, map[string]any{
"level": newLevel,
})
}
// OnItemDiscovered triggers an item discovery achievement event
func (w *World) OnItemDiscovered(characterID int32, itemID int32, rarity string) {
w.TriggerAchievementEvent(EventItemDiscovered, characterID, map[string]interface{}{
w.TriggerAchievementEvent(EventItemDiscovered, characterID, map[string]any{
"item_id": itemID,
"rarity": rarity,
})
@ -409,7 +409,7 @@ func (w *World) OnItemDiscovered(characterID int32, itemID int32, rarity string)
// OnZoneDiscovered triggers a zone discovery achievement event
func (w *World) OnZoneDiscovered(characterID int32, zoneID int32) {
w.TriggerAchievementEvent(EventZoneDiscovered, characterID, map[string]interface{}{
w.TriggerAchievementEvent(EventZoneDiscovered, characterID, map[string]any{
"zone_id": zoneID,
})
}
}

View File

@ -3,19 +3,19 @@ package world
import (
"fmt"
"sync"
"eq2emu/internal/achievements"
"eq2emu/internal/database"
)
// AchievementManager manages achievements for the world server
type AchievementManager struct {
masterList *achievements.MasterList
playerManagers map[int32]*achievements.PlayerManager // CharacterID -> PlayerManager
database *database.Database
world *World // Reference to world server for notifications
mutex sync.RWMutex
masterList *achievements.MasterList
playerManagers map[int32]*achievements.PlayerManager // CharacterID -> PlayerManager
database *database.Database
world *World // Reference to world server for notifications
mutex sync.RWMutex
}
// NewAchievementManager creates a new achievement manager
@ -36,17 +36,17 @@ func (am *AchievementManager) SetWorld(world *World) {
// LoadAchievements loads all achievements from database
func (am *AchievementManager) LoadAchievements() error {
fmt.Println("Loading master achievement list...")
pool := am.database.GetPool()
if pool == nil {
return fmt.Errorf("database pool is nil")
}
err := achievements.LoadAllAchievements(pool, am.masterList)
if err != nil {
return fmt.Errorf("failed to load achievements: %w", err)
}
fmt.Printf("Loaded %d achievements\n", am.masterList.Size())
return nil
}
@ -56,26 +56,26 @@ func (am *AchievementManager) GetPlayerManager(characterID int32) *achievements.
am.mutex.RLock()
playerMgr, exists := am.playerManagers[characterID]
am.mutex.RUnlock()
if exists {
return playerMgr
}
// Create new player manager and load data
am.mutex.Lock()
defer am.mutex.Unlock()
// Double-check after acquiring write lock
if playerMgr, exists := am.playerManagers[characterID]; exists {
return playerMgr
}
playerMgr = achievements.NewPlayerManager()
am.playerManagers[characterID] = playerMgr
// Load player achievement data from database
go am.loadPlayerAchievements(characterID, playerMgr)
return playerMgr
}
@ -86,13 +86,13 @@ func (am *AchievementManager) loadPlayerAchievements(characterID int32, playerMg
fmt.Printf("Error: database pool is nil for character %d\n", characterID)
return
}
// Load player achievements
err := achievements.LoadPlayerAchievements(pool, uint32(characterID), playerMgr.Achievements)
if err != nil {
fmt.Printf("Error loading achievements for character %d: %v\n", characterID, err)
}
// Load player progress
err = achievements.LoadPlayerAchievementUpdates(pool, uint32(characterID), playerMgr.Updates)
if err != nil {
@ -106,10 +106,10 @@ func (am *AchievementManager) UpdateProgress(characterID int32, achievementID ui
if playerMgr == nil {
return fmt.Errorf("failed to get player manager for character %d", characterID)
}
// Update progress
playerMgr.Updates.UpdateProgress(achievementID, progress)
// Check if achievement is completed
achievement := am.masterList.GetAchievement(achievementID)
if achievement != nil {
@ -117,24 +117,24 @@ func (am *AchievementManager) UpdateProgress(characterID int32, achievementID ui
if err != nil {
return fmt.Errorf("failed to check requirements: %w", err)
}
if completed && !playerMgr.Updates.IsCompleted(achievementID) {
// Complete the achievement
playerMgr.Updates.CompleteAchievement(achievementID)
// Save progress to database
go am.savePlayerProgress(characterID, achievementID, playerMgr)
// Trigger achievement completion event
go am.onAchievementCompleted(characterID, achievement)
fmt.Printf("Character %d completed achievement: %s\n", characterID, achievement.Title)
} else if progress > 0 {
// Save progress update to database
go am.savePlayerProgress(characterID, achievementID, playerMgr)
}
}
return nil
}
@ -144,16 +144,16 @@ func (am *AchievementManager) savePlayerProgress(characterID int32, achievementI
if update == nil {
return
}
pool := am.database.GetPool()
if pool == nil {
fmt.Printf("Error: database pool is nil for character %d\n", characterID)
return
}
err := achievements.SavePlayerAchievementUpdate(pool, uint32(characterID), update)
if err != nil {
fmt.Printf("Error saving achievement progress for character %d, achievement %d: %v\n",
fmt.Printf("Error saving achievement progress for character %d, achievement %d: %v\n",
characterID, achievementID, err)
}
}
@ -165,12 +165,12 @@ func (am *AchievementManager) onAchievementCompleted(characterID int32, achievem
// Increment player's achievement points
fmt.Printf("Character %d earned %d achievement points\n", characterID, achievement.PointValue)
}
// Process rewards
for _, reward := range achievement.Rewards {
am.processReward(characterID, reward)
}
// Notify other systems about achievement completion
am.notifyAchievementCompleted(characterID, achievement.ID)
}
@ -231,7 +231,7 @@ func (am *AchievementManager) GetPlayerProgress(characterID int32, achievementID
if playerMgr == nil {
return 0
}
return playerMgr.Updates.GetProgress(achievementID)
}
@ -241,7 +241,7 @@ func (am *AchievementManager) IsPlayerCompleted(characterID int32, achievementID
if playerMgr == nil {
return false
}
return playerMgr.Updates.IsCompleted(achievementID)
}
@ -251,7 +251,7 @@ func (am *AchievementManager) GetPlayerCompletedAchievements(characterID int32)
if playerMgr == nil {
return nil
}
return playerMgr.Updates.GetCompletedAchievements()
}
@ -261,7 +261,7 @@ func (am *AchievementManager) GetPlayerInProgressAchievements(characterID int32)
if playerMgr == nil {
return nil
}
return playerMgr.Updates.GetInProgressAchievements()
}
@ -271,12 +271,12 @@ func (am *AchievementManager) GetCompletionPercentage(characterID int32, achieve
if playerMgr == nil {
return 0.0
}
achievement := am.masterList.GetAchievement(achievementID)
if achievement == nil {
return 0.0
}
return playerMgr.GetCompletionStatus(achievement)
}
@ -284,41 +284,41 @@ func (am *AchievementManager) GetCompletionPercentage(characterID int32, achieve
func (am *AchievementManager) RemovePlayerManager(characterID int32) {
am.mutex.Lock()
defer am.mutex.Unlock()
delete(am.playerManagers, characterID)
}
// GetStatistics returns achievement system statistics
func (am *AchievementManager) GetStatistics() map[string]interface{} {
func (am *AchievementManager) GetStatistics() map[string]any {
am.mutex.RLock()
defer am.mutex.RUnlock()
stats := map[string]interface{}{
"total_achievements": am.masterList.Size(),
"online_players": len(am.playerManagers),
"categories": am.masterList.GetCategories(),
"expansions": am.masterList.GetExpansions(),
stats := map[string]any{
"total_achievements": am.masterList.Size(),
"online_players": len(am.playerManagers),
"categories": am.masterList.GetCategories(),
"expansions": am.masterList.GetExpansions(),
}
return stats
}
// Shutdown gracefully shuts down the achievement manager
func (am *AchievementManager) Shutdown() {
fmt.Println("Shutting down achievement manager...")
am.mutex.Lock()
defer am.mutex.Unlock()
// Save all player progress before shutdown
for characterID, playerMgr := range am.playerManagers {
for _, achievementID := range playerMgr.Updates.GetInProgressAchievements() {
am.savePlayerProgress(characterID, achievementID, playerMgr)
}
}
// Clear player managers
am.playerManagers = make(map[int32]*achievements.PlayerManager)
fmt.Println("Achievement manager shutdown complete")
}
}

View File

@ -15,64 +15,64 @@ import (
// Client represents a connected player client
type Client struct {
// Account information
AccountID int32
AccountName string
AdminLevel int
AccountID int32
AccountName string
AdminLevel int
// Character information
CharacterID int32
CharacterName string
Player *entity.Entity
CharacterID int32
CharacterName string
Player *entity.Entity
// Connection information
Connection interface{} // TODO: Will be *udp.Connection
IPAddress string
ConnectedTime time.Time
LastActivity time.Time
ClientVersion int32 // EQ2 client version
Connection any // TODO: Will be *udp.Connection
IPAddress string
ConnectedTime time.Time
LastActivity time.Time
ClientVersion int32 // EQ2 client version
// Zone information
CurrentZone *ZoneServer
ZoneID int32
CurrentZone *ZoneServer
ZoneID int32
// State flags
IsConnected bool
IsLinkdead bool
IsAFK bool
IsAnonymous bool
IsLFG bool
IsConnected bool
IsLinkdead bool
IsAFK bool
IsAnonymous bool
IsLFG bool
// Chat state
LastTellFrom string
IgnoreList map[string]bool
LastTellFrom string
IgnoreList map[string]bool
// Group/Guild
GroupID int32
GuildID int32
GroupID int32
GuildID int32
// Pending operations
PendingZone *ZoneChangeDetails
mutex sync.RWMutex
PendingZone *ZoneChangeDetails
mutex sync.RWMutex
}
// ZoneChangeDetails holds information about a zone change
type ZoneChangeDetails struct {
ZoneID int32
InstanceID int32
X float32
Y float32
Z float32
Heading float32
ZoneID int32
InstanceID int32
X float32
Y float32
Z float32
Heading float32
}
// ClientList manages all connected clients
type ClientList struct {
clients map[int32]*Client // CharacterID -> Client
clientsByName map[string]*Client // Lowercase name -> Client
clientsByAcct map[int32][]*Client // AccountID -> Clients
mutex sync.RWMutex
clients map[int32]*Client // CharacterID -> Client
clientsByName map[string]*Client // Lowercase name -> Client
clientsByAcct map[int32][]*Client // AccountID -> Clients
mutex sync.RWMutex
}
// NewClientList creates a new client list
@ -88,22 +88,22 @@ func NewClientList() *ClientList {
func (cl *ClientList) Add(client *Client) error {
cl.mutex.Lock()
defer cl.mutex.Unlock()
if _, exists := cl.clients[client.CharacterID]; exists {
return fmt.Errorf("client with character ID %d already exists", client.CharacterID)
}
// Add to maps
cl.clients[client.CharacterID] = client
cl.clientsByName[strings.ToLower(client.CharacterName)] = client
// Add to account map
cl.clientsByAcct[client.AccountID] = append(cl.clientsByAcct[client.AccountID], client)
client.ConnectedTime = time.Now()
client.LastActivity = time.Now()
client.IsConnected = true
return nil
}
@ -111,16 +111,16 @@ func (cl *ClientList) Add(client *Client) error {
func (cl *ClientList) Remove(characterID int32) {
cl.mutex.Lock()
defer cl.mutex.Unlock()
client, exists := cl.clients[characterID]
if !exists {
return
}
// Remove from maps
delete(cl.clients, characterID)
delete(cl.clientsByName, strings.ToLower(client.CharacterName))
// Remove from account map
if clients, ok := cl.clientsByAcct[client.AccountID]; ok {
newClients := make([]*Client, 0, len(clients)-1)
@ -141,7 +141,7 @@ func (cl *ClientList) Remove(characterID int32) {
func (cl *ClientList) GetByCharacterID(characterID int32) *Client {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
return cl.clients[characterID]
}
@ -149,7 +149,7 @@ func (cl *ClientList) GetByCharacterID(characterID int32) *Client {
func (cl *ClientList) GetByCharacterName(name string) *Client {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
return cl.clientsByName[strings.ToLower(name)]
}
@ -157,7 +157,7 @@ func (cl *ClientList) GetByCharacterName(name string) *Client {
func (cl *ClientList) GetByAccountID(accountID int32) []*Client {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
clients := cl.clientsByAcct[accountID]
result := make([]*Client, len(clients))
copy(result, clients)
@ -168,7 +168,7 @@ func (cl *ClientList) GetByAccountID(accountID int32) []*Client {
func (cl *ClientList) Count() int32 {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
return int32(len(cl.clients))
}
@ -176,7 +176,7 @@ func (cl *ClientList) Count() int32 {
func (cl *ClientList) GetAll() []*Client {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
result := make([]*Client, 0, len(cl.clients))
for _, client := range cl.clients {
result = append(result, client)
@ -187,7 +187,7 @@ func (cl *ClientList) GetAll() []*Client {
// ProcessAll processes all clients
func (cl *ClientList) ProcessAll() {
clients := cl.GetAll()
now := time.Now()
for _, client := range clients {
client.Process(now)
@ -197,7 +197,7 @@ func (cl *ClientList) ProcessAll() {
// DisconnectAll disconnects all clients
func (cl *ClientList) DisconnectAll(reason string) {
clients := cl.GetAll()
for _, client := range clients {
client.DisconnectWithReason(reason)
}
@ -206,7 +206,7 @@ func (cl *ClientList) DisconnectAll(reason string) {
// BroadcastMessage sends a message to all clients
func (cl *ClientList) BroadcastMessage(message string) {
clients := cl.GetAll()
for _, client := range clients {
client.SendSimpleMessage(message)
}
@ -216,24 +216,24 @@ func (cl *ClientList) BroadcastMessage(message string) {
func (c *Client) Process(now time.Time) {
c.mutex.Lock()
defer c.mutex.Unlock()
if !c.IsConnected {
return
}
// Check for linkdead timeout
if now.Sub(c.LastActivity) > 5*time.Minute {
if !c.IsLinkdead {
c.IsLinkdead = true
fmt.Printf("Client %s has gone linkdead\n", c.CharacterName)
}
// Disconnect after 10 minutes
if now.Sub(c.LastActivity) > 10*time.Minute {
c.DisconnectWithReason("Linkdead timeout")
}
}
// Process pending zone change
if c.PendingZone != nil {
// TODO: Implement zone change
@ -245,22 +245,22 @@ func (c *Client) Process(now time.Time) {
func (c *Client) DisconnectWithReason(reason string) {
c.mutex.Lock()
defer c.mutex.Unlock()
if !c.IsConnected {
return
}
fmt.Printf("Disconnecting client %s: %s\n", c.CharacterName, reason)
// Remove from current zone
if c.CurrentZone != nil {
c.CurrentZone.RemoveClient(c.CharacterID)
c.CurrentZone = nil
}
// TODO: Save character data
// TODO: Close connection
c.IsConnected = false
}
@ -274,7 +274,7 @@ func (c *Client) SendSimpleMessage(message string) {
func (c *Client) Zone(details *ZoneChangeDetails) {
c.mutex.Lock()
defer c.mutex.Unlock()
c.PendingZone = details
}
@ -282,7 +282,7 @@ func (c *Client) Zone(details *ZoneChangeDetails) {
func (c *Client) UpdateActivity() {
c.mutex.Lock()
defer c.mutex.Unlock()
c.LastActivity = time.Now()
if c.IsLinkdead {
c.IsLinkdead = false
@ -411,7 +411,7 @@ func (c *Client) SetClientVersion(version int32) {
func (c *Client) ProcessPacket(world *World, rawData []byte, clientOpcode uint16) error {
// Create packet context
ctx := world.CreatePacketContext(c)
// Process the packet through the global packet processor
return packets.ProcessGlobalPacket(ctx, rawData, clientOpcode)
}
}

View File

@ -10,39 +10,39 @@ import (
// ItemManager manages items for the world server
type ItemManager struct {
masterItemList *items.MasterItemList
masterItemList *items.MasterItemList
itemSystemAdapter *items.ItemSystemAdapter
database *database.Database
world *World // Reference to world server
database *database.Database
world *World // Reference to world server
// World-specific item tracking
playerInventories map[uint32]*items.PlayerItemList // Player ID -> Inventory
playerEquipment map[uint32]*items.EquipmentItemList // Player ID -> Equipment
worldDrops map[int32][]*items.Item // Zone ID -> Ground items
mutex sync.RWMutex
playerInventories map[uint32]*items.PlayerItemList // Player ID -> Inventory
playerEquipment map[uint32]*items.EquipmentItemList // Player ID -> Equipment
worldDrops map[int32][]*items.Item // Zone ID -> Ground items
mutex sync.RWMutex
}
// NewItemManager creates a new item manager for the world server
func NewItemManager(db *database.Database) *ItemManager {
// Create master item list
masterList := items.NewMasterItemList()
// Create adapters for the item system
dbAdapter := &WorldItemDatabaseAdapter{db: db}
playerAdapter := &WorldItemPlayerAdapter{}
packetAdapter := &WorldItemPacketAdapter{}
ruleAdapter := &WorldItemRuleAdapter{}
// Create mock adapters for optional dependencies
questAdapter := &MockItemQuestAdapter{}
brokerAdapter := &MockItemBrokerAdapter{}
craftingAdapter := &MockItemCraftingAdapter{}
housingAdapter := &MockItemHousingAdapter{}
// Create loot manager adapter
lootAdapter := &WorldItemLootAdapter{}
// Create item system adapter
systemAdapter := items.NewItemSystemAdapter(
masterList,
@ -57,11 +57,11 @@ func NewItemManager(db *database.Database) *ItemManager {
housingAdapter,
lootAdapter,
)
return &ItemManager{
masterItemList: masterList,
itemSystemAdapter: systemAdapter,
database: db,
database: db,
playerInventories: make(map[uint32]*items.PlayerItemList),
playerEquipment: make(map[uint32]*items.EquipmentItemList),
worldDrops: make(map[int32][]*items.Item),
@ -76,13 +76,13 @@ func (im *ItemManager) SetWorld(world *World) {
// LoadItems loads all item templates and data from database
func (im *ItemManager) LoadItems() error {
fmt.Println("Loading item data...")
// Initialize the item system adapter
err := im.itemSystemAdapter.Initialize()
if err != nil {
return fmt.Errorf("failed to initialize item system: %w", err)
}
stats := im.masterItemList.GetStats()
fmt.Printf("Loaded %d item templates\n", stats.TotalItems)
return nil
@ -92,7 +92,7 @@ func (im *ItemManager) LoadItems() error {
func (im *ItemManager) GetPlayerInventory(playerID uint32) (*items.PlayerItemList, error) {
im.mutex.RLock()
defer im.mutex.RUnlock()
return im.itemSystemAdapter.GetPlayerInventory(playerID)
}
@ -100,7 +100,7 @@ func (im *ItemManager) GetPlayerInventory(playerID uint32) (*items.PlayerItemLis
func (im *ItemManager) GetPlayerEquipment(playerID uint32, appearanceType int8) (*items.EquipmentItemList, error) {
im.mutex.RLock()
defer im.mutex.RUnlock()
return im.itemSystemAdapter.GetPlayerEquipment(playerID, appearanceType)
}
@ -133,26 +133,26 @@ func (im *ItemManager) MoveItem(playerID uint32, fromBagID int32, fromSlot int16
func (im *ItemManager) CreateWorldDrop(itemID int32, quantity int16, x, y, z float32, zoneID int32) error {
im.mutex.Lock()
defer im.mutex.Unlock()
// Get item template
itemTemplate := im.masterItemList.GetItem(itemID)
if itemTemplate == nil {
return fmt.Errorf("item template not found: %d", itemID)
}
// Create item instance
item := items.NewItemFromTemplate(itemTemplate)
item.Details.Count = quantity
// Set position data (would normally be in a WorldItem wrapper)
// TODO: Create WorldItem wrapper with position data
// Add to world drops tracking
im.worldDrops[zoneID] = append(im.worldDrops[zoneID], item)
fmt.Printf("Created world drop: %s x%d at (%.2f, %.2f, %.2f) in zone %d\n",
item.Name, quantity, x, y, z, zoneID)
return nil
}
@ -160,14 +160,14 @@ func (im *ItemManager) CreateWorldDrop(itemID int32, quantity int16, x, y, z flo
func (im *ItemManager) GetWorldDrops(zoneID int32) []*items.Item {
im.mutex.RLock()
defer im.mutex.RUnlock()
if drops, exists := im.worldDrops[zoneID]; exists {
// Return a copy to avoid concurrent modification
result := make([]*items.Item, len(drops))
copy(result, drops)
return result
}
return nil
}
@ -175,16 +175,16 @@ func (im *ItemManager) GetWorldDrops(zoneID int32) []*items.Item {
func (im *ItemManager) PickupWorldDrop(playerID uint32, itemUniqueID int32, zoneID int32) error {
im.mutex.Lock()
defer im.mutex.Unlock()
// Find the item in world drops
drops, exists := im.worldDrops[zoneID]
if !exists {
return fmt.Errorf("no drops in zone %d", zoneID)
}
var foundItem *items.Item
var itemIndex int = -1
for i, item := range drops {
if int32(item.Details.UniqueID) == itemUniqueID {
foundItem = item
@ -192,20 +192,20 @@ func (im *ItemManager) PickupWorldDrop(playerID uint32, itemUniqueID int32, zone
break
}
}
if foundItem == nil {
return fmt.Errorf("item not found: %d", itemUniqueID)
}
// Try to give item to player
err := im.GiveItemToPlayer(playerID, foundItem.Details.ItemID, foundItem.Details.Count)
if err != nil {
return fmt.Errorf("failed to give item to player: %w", err)
}
// Remove from world drops
im.worldDrops[zoneID] = append(drops[:itemIndex], drops[itemIndex+1:]...)
fmt.Printf("Player %d picked up item: %s x%d\n", playerID, foundItem.Name, foundItem.Details.Count)
return nil
}
@ -214,12 +214,12 @@ func (im *ItemManager) PickupWorldDrop(playerID uint32, itemUniqueID int32, zone
func (im *ItemManager) GenerateLootForNPC(npcID int32, killerLevel int16) ([]*items.Item, error) {
// TODO: Implement proper loot table lookup and generation
// For now, create some basic test loot
testLoot := []*items.Item{}
// Example: Generate some coins based on NPC level
// This would normally come from loot tables in the database
fmt.Printf("Generated loot for NPC %d (placeholder implementation)\n", npcID)
return testLoot, nil
}
@ -227,18 +227,18 @@ func (im *ItemManager) GenerateLootForNPC(npcID int32, killerLevel int16) ([]*it
// OnPlayerLogin handles player login - loads their item data
func (im *ItemManager) OnPlayerLogin(playerID uint32) error {
fmt.Printf("Loading item data for player %d...\n", playerID)
// Pre-load player inventory and equipment
_, err := im.GetPlayerInventory(playerID)
if err != nil {
return fmt.Errorf("failed to load player inventory: %w", err)
}
_, err = im.GetPlayerEquipment(playerID, items.BaseEquipment)
if err != nil {
return fmt.Errorf("failed to load player equipment: %w", err)
}
fmt.Printf("Item data loaded for player %d\n", playerID)
return nil
}
@ -246,16 +246,16 @@ func (im *ItemManager) OnPlayerLogin(playerID uint32) error {
// OnPlayerLogout handles player logout - saves and clears their item data
func (im *ItemManager) OnPlayerLogout(playerID uint32) error {
fmt.Printf("Saving item data for player %d...\n", playerID)
// Save player data
err := im.itemSystemAdapter.SavePlayerData(playerID)
if err != nil {
return fmt.Errorf("failed to save player data: %w", err)
}
// Clear cached data
im.itemSystemAdapter.ClearPlayerData(playerID)
fmt.Printf("Item data saved and cleared for player %d\n", playerID)
return nil
}
@ -272,26 +272,26 @@ func (im *ItemManager) SearchItems(name string, maxResults int32) []*items.Item
}
// GetStatistics returns item system statistics
func (im *ItemManager) GetStatistics() map[string]interface{} {
func (im *ItemManager) GetStatistics() map[string]any {
im.mutex.RLock()
defer im.mutex.RUnlock()
systemStats := im.itemSystemAdapter.GetSystemStats()
// Add world-specific statistics
totalWorldDrops := 0
for _, drops := range im.worldDrops {
totalWorldDrops += len(drops)
}
result := make(map[string]interface{})
result := make(map[string]any)
for k, v := range systemStats {
result[k] = v
}
result["world_drops"] = totalWorldDrops
result["zones_with_drops"] = len(im.worldDrops)
return result
}
@ -303,15 +303,15 @@ func (im *ItemManager) ValidatePlayerItems(playerID uint32) *items.ItemValidatio
// Shutdown gracefully shuts down the item manager
func (im *ItemManager) Shutdown() {
fmt.Println("Shutting down item manager...")
im.mutex.Lock()
defer im.mutex.Unlock()
// Clear all tracking
im.playerInventories = make(map[uint32]*items.PlayerItemList)
im.playerEquipment = make(map[uint32]*items.EquipmentItemList)
im.worldDrops = make(map[int32][]*items.Item)
fmt.Println("Item manager shutdown complete")
}
@ -323,7 +323,7 @@ type WorldItemDatabaseAdapter struct {
// LoadItems implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) LoadItems(masterList *items.MasterItemList) error {
fmt.Println("Loading items from database...")
// Load item templates from database
rows, err := wdb.db.Query(`
SELECT id, name, item_type, icon, description, tier, level, classes, races,
@ -336,17 +336,17 @@ func (wdb *WorldItemDatabaseAdapter) LoadItems(masterList *items.MasterItemList)
return fmt.Errorf("failed to query items: %w", err)
}
defer rows.Close()
itemCount := 0
for rows.Next() {
// Create new item from database data
item := items.NewItem()
var id, itemType, icon, tier, level, stackCount int32
var weight, genericInfo, bagInfo, foodInfo, weaponInfo, rangedInfo int32
var details, appearance int32
var name, description, classes, races, adventureClasses, tradeskillClasses string
err := rows.Scan(&id, &name, &itemType, &icon, &description, &tier, &level,
&classes, &races, &adventureClasses, &tradeskillClasses, &stackCount,
&weight, &genericInfo, &bagInfo, &foodInfo, &weaponInfo, &rangedInfo,
@ -355,7 +355,7 @@ func (wdb *WorldItemDatabaseAdapter) LoadItems(masterList *items.MasterItemList)
fmt.Printf("Error scanning item row: %v\n", err)
continue
}
// Set item properties
item.Details.ItemID = id
item.Name = name
@ -366,25 +366,25 @@ func (wdb *WorldItemDatabaseAdapter) LoadItems(masterList *items.MasterItemList)
item.StackCount = int16(stackCount)
// TODO: Set weight when field is available
// item.Weight = weight
// TODO: Parse class/race strings and set appropriate fields
// item.SetClasses(parseClassString(classes))
// item.SetRaces(parseRaceString(races))
// Add to master list
masterList.AddItem(item)
itemCount++
}
if err := rows.Err(); err != nil {
return fmt.Errorf("error iterating item rows: %w", err)
}
fmt.Printf("Successfully loaded %d item templates from database\n", itemCount)
return nil
}
// SaveItem implements items.DatabaseService interface
// SaveItem implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) SaveItem(item *items.Item) error {
// TODO: Implement item template saving
fmt.Printf("Saving item template: %s (ID: %d) - not yet implemented\n", item.Name, item.Details.ItemID)
@ -432,27 +432,27 @@ func (wdb *WorldItemDatabaseAdapter) SavePlayerEquipment(playerID uint32, equipm
func (wdb *WorldItemDatabaseAdapter) LoadItemStats() (map[string]int32, map[int32]string, error) {
// TODO: Implement item stat mapping loading
fmt.Println("Loading item stats - using placeholder data")
statsStrings := map[string]int32{
"health": 1,
"power": 2,
"strength": 3,
"stamina": 4,
"agility": 5,
"wisdom": 6,
"health": 1,
"power": 2,
"strength": 3,
"stamina": 4,
"agility": 5,
"wisdom": 6,
"intelligence": 7,
}
statsIDs := map[int32]string{
1: "health",
2: "power",
2: "power",
3: "strength",
4: "stamina",
5: "agility",
6: "wisdom",
7: "intelligence",
}
return statsStrings, statsIDs, nil
}
@ -601,14 +601,14 @@ type MockPlayer struct {
alignment int8
}
func (mp *MockPlayer) GetID() uint32 { return mp.id }
func (mp *MockPlayer) GetName() string { return mp.name }
func (mp *MockPlayer) GetLevel() int16 { return mp.level }
func (mp *MockPlayer) GetAdventureClass() int8 { return mp.adventureClass }
func (mp *MockPlayer) GetTradeskillClass() int8 { return mp.tradeskillClass }
func (mp *MockPlayer) GetRace() int8 { return mp.race }
func (mp *MockPlayer) GetGender() int8 { return mp.gender }
func (mp *MockPlayer) GetAlignment() int8 { return mp.alignment }
func (mp *MockPlayer) GetID() uint32 { return mp.id }
func (mp *MockPlayer) GetName() string { return mp.name }
func (mp *MockPlayer) GetLevel() int16 { return mp.level }
func (mp *MockPlayer) GetAdventureClass() int8 { return mp.adventureClass }
func (mp *MockPlayer) GetTradeskillClass() int8 { return mp.tradeskillClass }
func (mp *MockPlayer) GetRace() int8 { return mp.race }
func (mp *MockPlayer) GetGender() int8 { return mp.gender }
func (mp *MockPlayer) GetAlignment() int8 { return mp.alignment }
// MockItemQuestAdapter provides mock quest functionality
type MockItemQuestAdapter struct{}
@ -676,4 +676,4 @@ func (mha *MockItemHousingAdapter) RemoveItem(playerID uint32, houseID int32, it
func (mha *MockItemHousingAdapter) GetHouseItems(houseID int32) ([]*items.Item, error) {
return []*items.Item{}, nil
}
}

View File

@ -3,24 +3,24 @@ package world
import (
"fmt"
"sync"
"eq2emu/internal/database"
"eq2emu/internal/npc"
"eq2emu/internal/npc/ai"
"eq2emu/internal/database"
)
// NPCManager manages NPCs for the world server
type NPCManager struct {
npcManager *npc.Manager
aiManager *ai.AIManager
database *database.Database
world *World // Reference to world server
npcManager *npc.Manager
aiManager *ai.AIManager
database *database.Database
world *World // Reference to world server
// World-specific NPC tracking
npcsByZone map[int32][]*npc.NPC // Zone ID -> NPCs
activeCombat map[int32]bool // NPC ID -> in combat
mutex sync.RWMutex
npcsByZone map[int32][]*npc.NPC // Zone ID -> NPCs
activeCombat map[int32]bool // NPC ID -> in combat
mutex sync.RWMutex
}
// NewNPCManager creates a new NPC manager for the world server
@ -28,13 +28,13 @@ func NewNPCManager(db *database.Database) *NPCManager {
// Create adapters for the NPC system
dbAdapter := &WorldNPCDatabaseAdapter{db: db}
logAdapter := &WorldNPCLoggerAdapter{}
// Create core NPC manager
npcMgr := npc.NewManager(dbAdapter, logAdapter)
// Create AI manager with logger
aiMgr := ai.NewAIManager(logAdapter, nil) // No Lua interface for now
return &NPCManager{
npcManager: npcMgr,
aiManager: aiMgr,
@ -52,13 +52,13 @@ func (nm *NPCManager) SetWorld(world *World) {
// LoadNPCs loads all NPCs from database
func (nm *NPCManager) LoadNPCs() error {
fmt.Println("Loading NPC data...")
// Initialize the NPC manager
err := nm.npcManager.Initialize()
if err != nil {
return fmt.Errorf("failed to initialize NPC manager: %w", err)
}
// Load NPCs from database
dbAdapter := &WorldNPCDatabaseAdapter{db: nm.database}
dbNPCs, err := dbAdapter.LoadAllNPCs()
@ -72,7 +72,7 @@ func (nm *NPCManager) LoadNPCs() error {
// Add to zone tracking (using zone ID from database or default)
zoneID := int32(1) // TODO: Get actual zone ID from NPC
nm.AddNPCToZone(zoneID, npc)
// Create AI brain for this NPC (skip for now due to interface incompatibility)
// TODO: Create proper NPC-to-AI adapter or implement missing methods
// err := nm.aiManager.CreateBrainForNPC(npc, ai.BrainTypeDefault)
@ -83,13 +83,13 @@ func (nm *NPCManager) LoadNPCs() error {
}
fmt.Printf("Loaded %d NPCs from database\n", len(dbNPCs))
}
// Setup default/test NPCs for development
err = nm.createTestNPCs()
if err != nil {
fmt.Printf("Warning: Failed to create test NPCs: %v\n", err)
}
stats := nm.npcManager.GetStatistics()
fmt.Printf("Total NPCs loaded: %d\n", stats.TotalNPCs)
return nil
@ -98,7 +98,7 @@ func (nm *NPCManager) LoadNPCs() error {
// createTestNPCs creates some test NPCs for development
func (nm *NPCManager) createTestNPCs() error {
fmt.Println("Creating test NPCs for development...")
// Create a few test NPCs using npc.NewNPC()
testNPCs := []struct {
id int32
@ -111,47 +111,47 @@ func (nm *NPCManager) createTestNPCs() error {
{1003, "Test Forest Bear", 15, 2},
{1004, "Test Fire Elemental", 20, 3},
}
for _, testData := range testNPCs {
// Create new NPC instance
newNPC := npc.NewNPC()
if newNPC == nil {
return fmt.Errorf("failed to create NPC %s", testData.name)
}
// Set basic NPC properties
newNPC.SetID(testData.id)
newNPC.SetName(testData.name)
newNPC.SetLevel(int16(testData.level))
// Set some default stats based on level
baseHP := int32(testData.level) * 50
newNPC.SetTotalHP(baseHP)
newNPC.SetHP(baseHP)
// Set position (placeholder coordinates)
x := float32(100 + testData.id)
y := float32(100 + testData.id)
y := float32(100 + testData.id)
z := float32(50)
newNPC.SetX(x)
newNPC.SetY(y, false) // SetY takes bool parameter
newNPC.SetY(y, false) // SetY takes bool parameter
newNPC.SetZ(z)
newNPC.SetHeadingFromFloat(0.0)
// Add to zone tracking
nm.AddNPCToZone(testData.zoneID, newNPC)
// Create an AI brain for this NPC (skip for now due to interface incompatibility)
// TODO: Create proper NPC-to-AI adapter or implement missing methods
// err := nm.aiManager.CreateBrainForNPC(newNPC, ai.BrainTypeDefault)
// if err != nil {
// fmt.Printf("Warning: Failed to create AI brain for NPC %s: %v\n", testData.name, err)
// }
fmt.Printf("Created test NPC: %s (ID: %d, Level: %d, Zone: %d)\n",
fmt.Printf("Created test NPC: %s (ID: %d, Level: %d, Zone: %d)\n",
testData.name, testData.id, testData.level, testData.zoneID)
}
fmt.Printf("Successfully created %d test NPCs\n", len(testNPCs))
return nil
}
@ -160,10 +160,10 @@ func (nm *NPCManager) createTestNPCs() error {
func (nm *NPCManager) ProcessNPCs() {
nm.mutex.RLock()
defer nm.mutex.RUnlock()
// Process AI for all NPCs
nm.aiManager.ProcessAllBrains()
// Process NPC-specific logic
stats := nm.npcManager.GetStatistics()
if stats.NPCsInCombat > 0 {
@ -176,13 +176,13 @@ func (nm *NPCManager) ProcessNPCs() {
func (nm *NPCManager) processCombatNPCs() {
nm.mutex.RLock()
defer nm.mutex.RUnlock()
// Process each NPC that's in combat
for npcID, inCombat := range nm.activeCombat {
if !inCombat {
continue
}
// Find the NPC in our zone tracking
var combatNPC *npc.NPC
for _, npcs := range nm.npcsByZone {
@ -196,19 +196,19 @@ func (nm *NPCManager) processCombatNPCs() {
break
}
}
if combatNPC == nil {
// NPC not found, remove from combat tracking
delete(nm.activeCombat, npcID)
continue
}
// Skip if NPC is dead or incapacitated
if !combatNPC.IsAlive() {
delete(nm.activeCombat, npcID)
continue
}
// Process combat AI
nm.processCombatNPC(combatNPC)
}
@ -219,21 +219,21 @@ func (nm *NPCManager) processCombatNPC(npc *npc.NPC) {
if npc == nil {
return
}
npcID := npc.GetID()
// TODO: Implement proper target system - GetTarget() returns int32 not Entity
// For now, simulate combat without target validation
// Check if NPC should still be in combat (placeholder logic)
if !npc.IsAlive() {
npc.InCombat(false)
delete(nm.activeCombat, npcID)
return
}
// Simplified combat processing (placeholder until target system is implemented)
fmt.Printf("NPC %s (%d) processing combat AI (simplified)\n", npc.GetName(), npcID)
// For now, just simulate combat for a few seconds then exit combat
// TODO: Implement proper combat mechanics with target system
// This is a placeholder to test the basic NPC system
@ -247,7 +247,7 @@ func (nm *NPCManager) processCombatNPC(npc *npc.NPC) {
// // Implementation deferred until interface issues are resolved
// }
// processCombatMelee handles NPC melee combat
// processCombatMelee handles NPC melee combat
// func (nm *NPCManager) processCombatMelee(npc *npc.NPC, target entity.Entity, distance float32) {
// // Implementation deferred until interface issues are resolved
// }
@ -262,7 +262,7 @@ func (nm *NPCManager) OnNPCKilled(npcID int32, killerCharacterID int32) {
nm.mutex.Lock()
delete(nm.activeCombat, npcID)
nm.mutex.Unlock()
// Trigger achievement events
if nm.world != nil && nm.world.achievementMgr != nil {
// Get NPC info
@ -272,7 +272,7 @@ func (nm *NPCManager) OnNPCKilled(npcID int32, killerCharacterID int32) {
nm.world.OnNPCKill(killerCharacterID, npcID, int32(npcInfo.Level))
}
}
// Generate and distribute loot
if nm.world != nil && nm.world.itemMgr != nil {
npcInfo := nm.GetNPCInfo(npcID)
@ -289,19 +289,19 @@ func (nm *NPCManager) OnNPCKilled(npcID int32, killerCharacterID int32) {
if zoneID == 0 {
zoneID = 1 // Default zone
}
for _, item := range loot {
err := nm.world.itemMgr.CreateWorldDrop(item.Details.ItemID, item.Details.Count, x, y, z, zoneID)
if err != nil {
fmt.Printf("Failed to create loot drop for item %d: %v\n", item.Details.ItemID, err)
}
}
fmt.Printf("Generated %d loot items for NPC %d kill\n", len(loot), npcID)
}
}
}
fmt.Printf("NPC %d killed by character %d\n", npcID, killerCharacterID)
}
@ -310,7 +310,7 @@ func (nm *NPCManager) OnNPCEnteredCombat(npcID int32, targetID int32) {
nm.mutex.Lock()
nm.activeCombat[npcID] = true
nm.mutex.Unlock()
fmt.Printf("NPC %d entered combat with target %d\n", npcID, targetID)
}
@ -319,7 +319,7 @@ func (nm *NPCManager) OnNPCLeftCombat(npcID int32) {
nm.mutex.Lock()
delete(nm.activeCombat, npcID)
nm.mutex.Unlock()
fmt.Printf("NPC %d left combat\n", npcID)
}
@ -327,7 +327,7 @@ func (nm *NPCManager) OnNPCLeftCombat(npcID int32) {
func (nm *NPCManager) GetNPCInfo(npcID int32) *NPCInfo {
nm.mutex.RLock()
defer nm.mutex.RUnlock()
// First, check if we have the NPC in memory
for _, npcs := range nm.npcsByZone {
for _, npc := range npcs {
@ -341,18 +341,18 @@ func (nm *NPCManager) GetNPCInfo(npcID int32) *NPCInfo {
}
}
}
// If not in memory, try to load from database
row := nm.database.QueryRow(`
SELECT id, name, level, zone_id
FROM npcs
WHERE id = ?
`, npcID)
var id, zoneID int32
var level int8
var name string
err := row.Scan(&id, &name, &level, &zoneID)
if err != nil {
// NPC not found in database either, return default info
@ -363,7 +363,7 @@ func (nm *NPCManager) GetNPCInfo(npcID int32) *NPCInfo {
ZoneID: 0,
}
}
return &NPCInfo{
ID: id,
Name: name,
@ -376,14 +376,14 @@ func (nm *NPCManager) GetNPCInfo(npcID int32) *NPCInfo {
func (nm *NPCManager) GetNPCsByZone(zoneID int32) []*npc.NPC {
nm.mutex.RLock()
defer nm.mutex.RUnlock()
if npcs, exists := nm.npcsByZone[zoneID]; exists {
// Return a copy to avoid concurrent modification
result := make([]*npc.NPC, len(npcs))
copy(result, npcs)
return result
}
return nil
}
@ -391,7 +391,7 @@ func (nm *NPCManager) GetNPCsByZone(zoneID int32) []*npc.NPC {
func (nm *NPCManager) AddNPCToZone(zoneID int32, npc *npc.NPC) {
nm.mutex.Lock()
defer nm.mutex.Unlock()
nm.npcsByZone[zoneID] = append(nm.npcsByZone[zoneID], npc)
}
@ -399,7 +399,7 @@ func (nm *NPCManager) AddNPCToZone(zoneID int32, npc *npc.NPC) {
func (nm *NPCManager) RemoveNPCFromZone(zoneID int32, npcID int32) {
nm.mutex.Lock()
defer nm.mutex.Unlock()
if npcs, exists := nm.npcsByZone[zoneID]; exists {
for i, npc := range npcs {
if npc != nil && npc.GetID() == npcID {
@ -412,56 +412,56 @@ func (nm *NPCManager) RemoveNPCFromZone(zoneID int32, npcID int32) {
}
// GetStatistics returns NPC system statistics
func (nm *NPCManager) GetStatistics() map[string]interface{} {
func (nm *NPCManager) GetStatistics() map[string]any {
nm.mutex.RLock()
defer nm.mutex.RUnlock()
// Get base statistics from NPC manager
stats := nm.npcManager.GetStatistics()
// Add world-specific statistics
totalZones := len(nm.npcsByZone)
totalInCombat := len(nm.activeCombat)
result := map[string]interface{}{
"total_npcs": stats.TotalNPCs,
"npcs_in_combat": stats.NPCsInCombat,
"npcs_with_spells": stats.NPCsWithSpells,
"npcs_with_skills": stats.NPCsWithSkills,
"spell_cast_count": stats.SpellCastCount,
"skill_usage_count": stats.SkillUsageCount,
"runback_count": stats.RunbackCount,
result := map[string]any{
"total_npcs": stats.TotalNPCs,
"npcs_in_combat": stats.NPCsInCombat,
"npcs_with_spells": stats.NPCsWithSpells,
"npcs_with_skills": stats.NPCsWithSkills,
"spell_cast_count": stats.SpellCastCount,
"skill_usage_count": stats.SkillUsageCount,
"runback_count": stats.RunbackCount,
"average_aggro_radius": stats.AverageAggroRadius,
"ai_strategy_counts": stats.AIStrategyCounts,
"zones_with_npcs": totalZones,
"ai_strategy_counts": stats.AIStrategyCounts,
"zones_with_npcs": totalZones,
"world_npcs_in_combat": totalInCombat,
}
return result
}
// Shutdown gracefully shuts down the NPC manager
func (nm *NPCManager) Shutdown() {
fmt.Println("Shutting down NPC manager...")
nm.mutex.Lock()
defer nm.mutex.Unlock()
// Clear all tracking
nm.npcsByZone = make(map[int32][]*npc.NPC)
nm.activeCombat = make(map[int32]bool)
// TODO: Shutdown AI manager when shutdown method is available
// nm.aiManager.Shutdown()
fmt.Println("NPC manager shutdown complete")
}
// NPCInfo represents basic information about an NPC
type NPCInfo struct {
ID int32
Name string
Level int8
ID int32
Name string
Level int8
ZoneID int32
}
@ -473,7 +473,7 @@ type WorldNPCDatabaseAdapter struct {
// LoadAllNPCs implements npc.Database interface
func (wdb *WorldNPCDatabaseAdapter) LoadAllNPCs() ([]*npc.NPC, error) {
fmt.Println("Loading NPCs from database...")
rows, err := wdb.db.Query(`
SELECT id, name, level, max_level, race, model_type, size, hp, power,
x, y, z, heading, respawn_time, zone_id, aggro_radius, ai_strategy,
@ -486,22 +486,22 @@ func (wdb *WorldNPCDatabaseAdapter) LoadAllNPCs() ([]*npc.NPC, error) {
return nil, fmt.Errorf("failed to query NPCs: %w", err)
}
defer rows.Close()
var npcs []*npc.NPC
for rows.Next() {
newNPC := npc.NewNPC()
if newNPC == nil {
continue // Skip if we can't create NPC
}
var id, maxLevel, race, modelType, size, hp, power int32
var x, y, z, heading, aggroRadius float32
var respawnTime, zoneID, aiStrategy, lootTableID, merchantType int32
var randomizeAppearance, showName, showLevel, targetable, showCommandIcon, displayHandIcon, factionID int32
var name string
var level int8
err := rows.Scan(&id, &name, &level, &maxLevel, &race, &modelType, &size,
&hp, &power, &x, &y, &z, &heading, &respawnTime, &zoneID,
&aggroRadius, &aiStrategy, &lootTableID, &merchantType,
@ -511,7 +511,7 @@ func (wdb *WorldNPCDatabaseAdapter) LoadAllNPCs() ([]*npc.NPC, error) {
fmt.Printf("Error scanning NPC row: %v\n", err)
continue
}
// Set NPC properties
newNPC.SetID(id)
newNPC.SetName(name)
@ -522,21 +522,21 @@ func (wdb *WorldNPCDatabaseAdapter) LoadAllNPCs() ([]*npc.NPC, error) {
newNPC.SetY(y, false)
newNPC.SetZ(z)
newNPC.SetHeadingFromFloat(heading)
// Set additional properties if the NPC supports them
// TODO: Set additional properties like race, model type, etc.
// This would require checking what methods are available on the NPC type
npcs = append(npcs, newNPC)
fmt.Printf("Loaded NPC: %s (ID: %d, Level: %d, Zone: %d)\n",
fmt.Printf("Loaded NPC: %s (ID: %d, Level: %d, Zone: %d)\n",
name, id, level, zoneID)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating NPC rows: %w", err)
}
fmt.Printf("Successfully loaded %d NPCs from database\n", len(npcs))
return npcs, nil
}
@ -546,7 +546,7 @@ func (wdb *WorldNPCDatabaseAdapter) SaveNPC(npcEntity *npc.NPC) error {
if npcEntity == nil {
return fmt.Errorf("cannot save nil NPC")
}
// Extract NPC properties for saving
id := npcEntity.GetID()
name := npcEntity.GetName()
@ -556,24 +556,24 @@ func (wdb *WorldNPCDatabaseAdapter) SaveNPC(npcEntity *npc.NPC) error {
y := npcEntity.GetY()
z := npcEntity.GetZ()
heading := npcEntity.GetHeading()
// Insert or update NPC in database
_, err := wdb.db.Exec(`
INSERT OR REPLACE INTO npcs
INSERT OR REPLACE INTO npcs
(id, name, level, max_level, race, model_type, size, hp, power,
x, y, z, heading, respawn_time, zone_id, aggro_radius, ai_strategy,
loot_table_id, merchant_type, randomize_appearance, show_name,
show_level, targetable, show_command_icon, display_hand_icon, faction_id,
created_date, last_modified)
VALUES
VALUES
(?, ?, ?, ?, 0, 0, 32, ?, ?, ?, ?, ?, ?, 300, 0, 10.0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0,
strftime('%s', 'now'), strftime('%s', 'now'))
`, id, name, level, level, hp, hp, x, y, z, heading)
if err != nil {
return fmt.Errorf("failed to save NPC %d: %w", id, err)
}
fmt.Printf("Saved NPC: %s (ID: %d) to database\n", name, id)
return nil
}
@ -586,44 +586,44 @@ func (wdb *WorldNPCDatabaseAdapter) DeleteNPC(npcID int32) error {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete related data first (due to foreign key constraints)
_, err = tx.Exec("DELETE FROM npc_spells WHERE npc_id = ?", npcID)
if err != nil {
return fmt.Errorf("failed to delete NPC spells: %w", err)
}
_, err = tx.Exec("DELETE FROM npc_skills WHERE npc_id = ?", npcID)
if err != nil {
return fmt.Errorf("failed to delete NPC skills: %w", err)
}
_, err = tx.Exec("DELETE FROM npc_loot WHERE npc_id = ?", npcID)
if err != nil {
return fmt.Errorf("failed to delete NPC loot: %w", err)
}
// Delete the NPC itself
result, err := tx.Exec("DELETE FROM npcs WHERE id = ?", npcID)
if err != nil {
return fmt.Errorf("failed to delete NPC: %w", err)
}
// Check if NPC was actually deleted
rowsAffected, err := result.RowsAffected()
if err != nil {
return fmt.Errorf("failed to check rows affected: %w", err)
}
if rowsAffected == 0 {
return fmt.Errorf("NPC %d not found", npcID)
}
// Commit transaction
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
fmt.Printf("Deleted NPC %d from database\n", npcID)
return nil
}
@ -640,19 +640,19 @@ func (wdb *WorldNPCDatabaseAdapter) LoadNPCSpells(npcID int32) ([]*npc.NPCSpell,
return nil, fmt.Errorf("failed to query NPC spells: %w", err)
}
defer rows.Close()
var spells []*npc.NPCSpell
for rows.Next() {
spell := npc.NewNPCSpell()
var npcIDDB, spellID, tier, hpPercentage, priority, castType, recastDelay int32
err := rows.Scan(&npcIDDB, &spellID, &tier, &hpPercentage, &priority, &castType, &recastDelay)
if err != nil {
fmt.Printf("Error scanning NPC spell row: %v\n", err)
continue
}
// Set spell properties (using available methods from NPCSpell)
// TODO: Set spell properties based on what methods are available
// spell.SetSpellID(spellID)
@ -661,14 +661,14 @@ func (wdb *WorldNPCDatabaseAdapter) LoadNPCSpells(npcID int32) ([]*npc.NPCSpell,
// spell.SetPriority(priority)
// spell.SetCastType(castType)
// spell.SetRecastDelay(recastDelay)
spells = append(spells, spell)
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating NPC spell rows: %w", err)
}
return spells, nil
}
@ -680,37 +680,37 @@ func (wdb *WorldNPCDatabaseAdapter) SaveNPCSpells(npcID int32, spells []*npc.NPC
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing spells for this NPC
_, err = tx.Exec("DELETE FROM npc_spells WHERE npc_id = ?", npcID)
if err != nil {
return fmt.Errorf("failed to delete existing NPC spells: %w", err)
}
// Insert new spells
for _, spell := range spells {
if spell == nil {
continue
}
// TODO: Get spell properties from NPCSpell object
// For now, use placeholder values
_, err = tx.Exec(`
INSERT INTO npc_spells
INSERT INTO npc_spells
(npc_id, spell_id, tier, hp_percentage, priority, cast_type, recast_delay)
VALUES (?, ?, ?, ?, ?, ?, ?)
`, npcID, 1, 1, 100, 1, 0, 5) // Placeholder values
if err != nil {
return fmt.Errorf("failed to save NPC spell: %w", err)
}
}
// Commit transaction
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
fmt.Printf("Saved %d spells for NPC %d\n", len(spells), npcID)
return nil
}
@ -727,29 +727,29 @@ func (wdb *WorldNPCDatabaseAdapter) LoadNPCSkills(npcID int32) (map[string]*npc.
return nil, fmt.Errorf("failed to query NPC skills: %w", err)
}
defer rows.Close()
skills := make(map[string]*npc.Skill)
for rows.Next() {
var npcIDDB, skillValue, maxValue int32
var skillName string
err := rows.Scan(&npcIDDB, &skillName, &skillValue, &maxValue)
if err != nil {
fmt.Printf("Error scanning NPC skill row: %v\n", err)
continue
}
// Create skill object
skill := npc.NewSkill(0, skillName, int16(skillValue), int16(maxValue))
skills[skillName] = skill
}
if err := rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating NPC skill rows: %w", err)
}
return skills, nil
}
@ -761,40 +761,40 @@ func (wdb *WorldNPCDatabaseAdapter) SaveNPCSkills(npcID int32, skills map[string
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer tx.Rollback()
// Delete existing skills for this NPC
_, err = tx.Exec("DELETE FROM npc_skills WHERE npc_id = ?", npcID)
if err != nil {
return fmt.Errorf("failed to delete existing NPC skills: %w", err)
}
// Insert new skills
for skillName, skill := range skills {
if skill == nil {
continue
}
// Get skill values (need to access directly since GetMaxVal doesn't exist)
currentVal := skill.GetCurrentVal()
// TODO: Add GetMaxVal method to Skill struct or access MaxVal field
maxVal := int16(100) // Placeholder - should be skill.MaxVal when accessible
_, err = tx.Exec(`
INSERT INTO npc_skills
INSERT INTO npc_skills
(npc_id, skill_name, skill_value, max_value)
VALUES (?, ?, ?, ?)
`, npcID, skillName, currentVal, maxVal)
if err != nil {
return fmt.Errorf("failed to save NPC skill %s: %w", skillName, err)
}
}
// Commit transaction
if err := tx.Commit(); err != nil {
return fmt.Errorf("failed to commit transaction: %w", err)
}
fmt.Printf("Saved %d skills for NPC %d\n", len(skills), npcID)
return nil
}
@ -820,4 +820,4 @@ func (wl *WorldNPCLoggerAdapter) LogDebug(message string, args ...any) {
// LogWarning implements npc.Logger interface
func (wl *WorldNPCLoggerAdapter) LogWarning(message string, args ...any) {
fmt.Printf("[NPC] WARNING: "+message+"\n", args...)
}
}

View File

@ -8,47 +8,47 @@ import (
// RegisterPacketHandlers registers all world server packet handlers
func (w *World) RegisterPacketHandlers() {
fmt.Println("Registering world server packet handlers...")
// Basic connection and loading handlers
packets.RegisterGlobalHandler(packets.OP_DoneLoadingZoneResourcesMsg, w.HandleDoneLoadingZoneResources)
packets.RegisterGlobalHandler(packets.OP_DoneSendingInitialEntitiesMsg, w.HandleDoneSendingInitialEntities)
packets.RegisterGlobalHandler(packets.OP_DoneLoadingEntityResourcesMsg, w.HandleDoneLoadingEntityResources)
packets.RegisterGlobalHandler(packets.OP_DoneLoadingUIResourcesMsg, w.HandleDoneLoadingUIResources)
// Zone readiness
packets.RegisterGlobalHandler(packets.OP_ReadyToZoneMsg, w.HandleReadyToZone)
// Command handling
packets.RegisterGlobalHandler(packets.OP_ClientCmdMsg, w.HandleClientCommand)
packets.RegisterGlobalHandler(packets.OP_DispatchClientCmdMsg, w.HandleDispatchClientCommand)
// Position updates
packets.RegisterGlobalHandler(packets.OP_UpdatePositionMsg, w.HandlePositionUpdate)
// Chat system
packets.RegisterGlobalHandler(packets.OP_ChatTellChannelMsg, w.HandleChatTellChannel)
packets.RegisterGlobalHandler(packets.OP_ChatTellUserMsg, w.HandleChatTellUser)
// Zone transitions
packets.RegisterGlobalHandler(packets.OP_ChangeZoneMsg, w.HandleChangeZone)
packets.RegisterGlobalHandler(packets.OP_ClientTeleportRequestMsg, w.HandleClientTeleportRequest)
// Achievement system
packets.RegisterGlobalHandler(packets.OP_AchievementUpdateMsg, w.HandleAchievementUpdate)
packets.RegisterGlobalHandler(packets.OP_CharacterAchievements, w.HandleCharacterAchievements)
// Title system
packets.RegisterGlobalHandler(packets.OP_TitleUpdateMsg, w.HandleTitleUpdate)
packets.RegisterGlobalHandler(packets.OP_CharacterTitles, w.HandleCharacterTitles)
packets.RegisterGlobalHandler(packets.OP_SetActiveTitleMsg, w.HandleSetActiveTitle)
// NPC system
packets.RegisterGlobalHandler(packets.OP_NPCAttackMsg, w.HandleNPCAttack)
packets.RegisterGlobalHandler(packets.OP_NPCTargetMsg, w.HandleNPCTarget)
packets.RegisterGlobalHandler(packets.OP_NPCInfoMsg, w.HandleNPCInfo)
packets.RegisterGlobalHandler(packets.OP_NPCSpellCastMsg, w.HandleNPCSpellCast)
packets.RegisterGlobalHandler(packets.OP_NPCMovementMsg, w.HandleNPCMovement)
// Item system
packets.RegisterGlobalHandler(packets.OP_ItemMoveMsg, w.HandleItemMove)
packets.RegisterGlobalHandler(packets.OP_ItemEquipMsg, w.HandleItemEquip)
@ -57,77 +57,77 @@ func (w *World) RegisterPacketHandlers() {
packets.RegisterGlobalHandler(packets.OP_ItemDropMsg, w.HandleItemDrop)
packets.RegisterGlobalHandler(packets.OP_ItemExamineMsg, w.HandleItemExamine)
packets.RegisterGlobalHandler(packets.OP_ItemUpdateMsg, w.HandleItemUpdate)
fmt.Printf("Registered %d packet handlers\n", 28)
}
// HandleDoneLoadingZoneResources handles when client finishes loading zone resources
func (w *World) HandleDoneLoadingZoneResources(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s finished loading zone resources\n", ctx.Client.GetCharacterName())
// Update client state
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Send initial zone data, spawns, etc.
}
return nil
}
// HandleDoneSendingInitialEntities handles when client finishes receiving initial entities
func (w *World) HandleDoneSendingInitialEntities(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s finished receiving initial entities\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Mark client as fully loaded
}
return nil
}
// HandleDoneLoadingEntityResources handles when client finishes loading entity resources
func (w *World) HandleDoneLoadingEntityResources(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s finished loading entity resources\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
}
return nil
}
// HandleDoneLoadingUIResources handles when client finishes loading UI resources
func (w *World) HandleDoneLoadingUIResources(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s finished loading UI resources\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Send initial UI packets (character sheet, spellbook, etc.)
}
return nil
}
// HandleReadyToZone handles when client is ready to enter the zone
func (w *World) HandleReadyToZone(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s is ready to enter zone\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Complete zone entry process
// - Send world time
// - Send MOTD
// - Send initial game state
// - Add player to zone
}
return nil
}
@ -136,28 +136,28 @@ func (w *World) HandleClientCommand(ctx *packets.PacketContext, packet *packets.
// TODO: Parse command from packet data
// For now, just log the attempt
fmt.Printf("Client %s sent command (raw packet)\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Extract command text and dispatch to command manager
// This will require parsing the packet structure
}
return nil
}
// HandleDispatchClientCommand handles dispatched client commands
func (w *World) HandleDispatchClientCommand(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent dispatched command\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Handle dispatched commands
}
return nil
}
@ -167,106 +167,106 @@ func (w *World) HandlePositionUpdate(ctx *packets.PacketContext, packet *packets
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse position data from packet
// TODO: Update player position in zone
// TODO: Send position update to other players in range
}
return nil
}
// HandleChatTellChannel handles channel chat messages
func (w *World) HandleChatTellChannel(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent channel chat message\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse chat message from packet
// TODO: Validate channel permissions
// TODO: Broadcast message to appropriate recipients
}
return nil
}
// HandleChatTellUser handles direct tell messages
func (w *World) HandleChatTellUser(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent tell message\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse tell message and target from packet
// TODO: Find target player
// TODO: Send message to target
}
return nil
}
// HandleChangeZone handles zone change requests
func (w *World) HandleChangeZone(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested zone change\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse zone change request from packet
// TODO: Validate zone change is allowed
// TODO: Begin zone transfer process
}
return nil
}
// HandleClientTeleportRequest handles client teleport requests
func (w *World) HandleClientTeleportRequest(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested teleport\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse teleport request from packet
// TODO: Validate teleport permissions
// TODO: Execute teleport
}
return nil
}
// HandleAchievementUpdate handles achievement update requests from client
func (w *World) HandleAchievementUpdate(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested achievement update\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// Send current achievement data to client
w.SendAchievementData(client)
}
return nil
}
// HandleCharacterAchievements handles character achievements request from client
// HandleCharacterAchievements handles character achievements request from client
func (w *World) HandleCharacterAchievements(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested character achievements\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// Send complete achievement list to client
w.SendCharacterAchievements(client)
}
return nil
}
@ -275,22 +275,22 @@ func (w *World) SendAchievementData(client *Client) {
if w.achievementMgr == nil {
return
}
characterID := client.CharacterID
// Get player's completed achievements
completedAchievements := w.achievementMgr.GetPlayerCompletedAchievements(characterID)
inProgressAchievements := w.achievementMgr.GetPlayerInProgressAchievements(characterID)
fmt.Printf("Sending achievement data to %s: %d completed, %d in progress\n",
fmt.Printf("Sending achievement data to %s: %d completed, %d in progress\n",
client.CharacterName, len(completedAchievements), len(inProgressAchievements))
// Create achievement update packet
// This would normally build a proper packet structure
totalPoints := w.calculateAchievementPoints(characterID)
// Send packet to client (placeholder - would use actual packet building)
client.SendSimpleMessage(fmt.Sprintf("Achievement Update: %d completed, %d in progress, %d points",
client.SendSimpleMessage(fmt.Sprintf("Achievement Update: %d completed, %d in progress, %d points",
len(completedAchievements), len(inProgressAchievements), totalPoints))
}
@ -299,19 +299,19 @@ func (w *World) SendCharacterAchievements(client *Client) {
if w.achievementMgr == nil {
return
}
characterID := client.CharacterID
// Get all achievements with player progress
allAchievements := w.achievementMgr.masterList.GetAllAchievements()
characterData := make(map[string]interface{})
characterData := make(map[string]any)
for achievementID, achievement := range allAchievements {
progress := w.achievementMgr.GetPlayerProgress(characterID, achievementID)
completed := w.achievementMgr.IsPlayerCompleted(characterID, achievementID)
percentage := w.achievementMgr.GetCompletionPercentage(characterID, achievementID)
characterData[fmt.Sprintf("achievement_%d", achievementID)] = map[string]interface{}{
characterData[fmt.Sprintf("achievement_%d", achievementID)] = map[string]any{
"id": achievementID,
"title": achievement.Title,
"description": achievement.UncompletedText,
@ -324,10 +324,10 @@ func (w *World) SendCharacterAchievements(client *Client) {
"expansion": achievement.Expansion,
}
}
fmt.Printf("Sending complete achievement list to %s: %d achievements\n",
fmt.Printf("Sending complete achievement list to %s: %d achievements\n",
client.CharacterName, len(allAchievements))
// Send packet to client (placeholder - would use actual packet building)
client.SendSimpleMessage(fmt.Sprintf("Character Achievements: %d total achievements", len(allAchievements)))
}
@ -337,67 +337,67 @@ func (w *World) calculateAchievementPoints(characterID int32) uint32 {
if w.achievementMgr == nil {
return 0
}
completedAchievements := w.achievementMgr.GetPlayerCompletedAchievements(characterID)
totalPoints := uint32(0)
for _, achievementID := range completedAchievements {
achievement := w.achievementMgr.GetAchievement(achievementID)
if achievement != nil {
totalPoints += achievement.PointValue
}
}
return totalPoints
}
// HandleTitleUpdate handles title update requests from client
func (w *World) HandleTitleUpdate(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested title update\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// Send current title data to client
w.SendTitleData(client)
}
return nil
}
// HandleCharacterTitles handles character titles request from client
func (w *World) HandleCharacterTitles(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested character titles\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// Send complete title list to client
w.SendCharacterTitles(client)
}
return nil
}
// HandleSetActiveTitle handles setting active title requests from client
func (w *World) HandleSetActiveTitle(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested to set active title\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse title ID and position from packet data
// TODO: Validate player has the title
// TODO: Set active title
// TODO: Send confirmation to client
// For now, just log the request
fmt.Printf("Set active title request for %s processed\n", client.CharacterName)
}
return nil
}
@ -406,16 +406,16 @@ func (w *World) SendTitleData(client *Client) {
if w.titleMgr == nil {
return
}
characterID := client.CharacterID
// Get player's titles
playerTitles := w.titleMgr.GetPlayerTitles(characterID)
titleCount := playerTitles.GetTitleCount()
fmt.Printf("Sending title data to %s: %d titles\n",
fmt.Printf("Sending title data to %s: %d titles\n",
client.CharacterName, titleCount)
// Create title update packet (placeholder)
client.SendSimpleMessage(fmt.Sprintf("Title Update: %d titles available", titleCount))
}
@ -425,24 +425,24 @@ func (w *World) SendCharacterTitles(client *Client) {
if w.titleMgr == nil {
return
}
characterID := client.CharacterID
// Get player's titles and master list
playerTitles := w.titleMgr.GetPlayerTitles(characterID)
masterList := w.titleMgr.titleManager.GetMasterList()
titleCount := playerTitles.GetTitleCount()
totalTitles := masterList.GetTitleCount()
fmt.Printf("Sending complete title list to %s: %d owned out of %d total\n",
fmt.Printf("Sending complete title list to %s: %d owned out of %d total\n",
client.CharacterName, titleCount, totalTitles)
// Get player's formatted name with titles
formattedName := w.titleMgr.GetPlayerFormattedName(characterID, client.CharacterName)
// Send packet to client (placeholder - would use actual packet building)
client.SendSimpleMessage(fmt.Sprintf("Character Titles: %d owned, %d total. Display name: %s",
client.SendSimpleMessage(fmt.Sprintf("Character Titles: %d owned, %d total. Display name: %s",
titleCount, totalTitles, formattedName))
}
@ -451,77 +451,77 @@ func (w *World) SendCharacterTitles(client *Client) {
// HandleNPCAttack handles NPC attack packets from clients
func (w *World) HandleNPCAttack(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent NPC attack packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse NPC ID and attack type from packet data
// TODO: Validate player can attack NPC
// TODO: Process attack through combat system
// TODO: Send attack result to client and nearby players
// For now, just trigger a test NPC kill event for achievement testing
if w.npcMgr != nil {
testNPCID := int32(1001)
w.npcMgr.OnNPCKilled(testNPCID, ctx.Client.GetCharacterID())
}
}
return nil
}
// HandleNPCTarget handles NPC targeting packets from clients
func (w *World) HandleNPCTarget(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent NPC target packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse NPC ID from packet data
// TODO: Validate NPC exists and is targetable
// TODO: Set player's target
// TODO: Send targeting confirmation to client
// For testing, send NPC info for any targeting
w.SendNPCInfo(client, 1001) // Test NPC
}
return nil
}
// HandleNPCInfo handles NPC info requests from clients
func (w *World) HandleNPCInfo(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s requested NPC info\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse NPC ID from packet data
// TODO: Send NPC information to client
// For testing, send test NPC info
w.SendNPCInfo(client, 1001)
}
return nil
}
// HandleNPCSpellCast handles NPC spell cast notifications
func (w *World) HandleNPCSpellCast(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s received NPC spell cast notification\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse spell cast data from packet
// TODO: Process spell effects
// TODO: Update client state based on spell effects
}
return nil
}
@ -531,12 +531,12 @@ func (w *World) HandleNPCMovement(ctx *packets.PacketContext, packet *packets.Pa
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse NPC movement data from packet
// TODO: Update NPC position in world
// TODO: Send movement update to other clients in range
}
return nil
}
@ -545,31 +545,31 @@ func (w *World) SendNPCInfo(client *Client, npcID int32) {
if w.npcMgr == nil {
return
}
// Get NPC information
npcInfo := w.npcMgr.GetNPCInfo(npcID)
if npcInfo == nil {
return
}
fmt.Printf("Sending NPC info to %s: NPC %d (%s) Level %d\n",
fmt.Printf("Sending NPC info to %s: NPC %d (%s) Level %d\n",
client.CharacterName, npcInfo.ID, npcInfo.Name, npcInfo.Level)
// Get NPC statistics for additional info
stats := w.npcMgr.GetStatistics()
// Create NPC info packet (placeholder)
client.SendSimpleMessage(fmt.Sprintf("NPC Info: %s (ID: %d, Level: %d) - %v total NPCs active",
client.SendSimpleMessage(fmt.Sprintf("NPC Info: %s (ID: %d, Level: %d) - %v total NPCs active",
npcInfo.Name, npcInfo.ID, npcInfo.Level, stats["total_npcs"]))
}
// SendNPCUpdate sends NPC update to clients in range
func (w *World) SendNPCUpdate(npcID int32, updateType string, data map[string]interface{}) {
func (w *World) SendNPCUpdate(npcID int32, updateType string, data map[string]any) {
// TODO: Implement NPC update broadcasting
// This would send updates to all clients in range of the NPC
fmt.Printf("NPC Update: NPC %d - %s: %v\n", npcID, updateType, data)
// Get all clients and send update (placeholder)
clients := w.clients.GetAll()
for _, client := range clients {
@ -583,16 +583,16 @@ func (w *World) SendNPCUpdate(npcID int32, updateType string, data map[string]in
// SendNPCCombatUpdate sends combat-related NPC updates to clients
func (w *World) SendNPCCombatUpdate(npcID int32, targetID int32, combatType string, damage int32) {
// TODO: Implement NPC combat update broadcasting
fmt.Printf("NPC Combat Update: NPC %d -> Target %d, %s for %d damage\n",
fmt.Printf("NPC Combat Update: NPC %d -> Target %d, %s for %d damage\n",
npcID, targetID, combatType, damage)
// Send to relevant clients (placeholder)
clients := w.clients.GetAll()
for _, client := range clients {
if client.CurrentZone != nil && (client.CharacterID == targetID ||
if client.CurrentZone != nil && (client.CharacterID == targetID ||
client.CharacterID == npcID) { // TODO: Proper range check
client.SendSimpleMessage(fmt.Sprintf("Combat: NPC %d %s target %d for %d damage",
client.SendSimpleMessage(fmt.Sprintf("Combat: NPC %d %s target %d for %d damage",
npcID, combatType, targetID, damage))
}
}
@ -604,13 +604,13 @@ type WorldDatabaseAdapter struct {
}
// GetCharacter implements packets.DatabaseInterface
func (wda *WorldDatabaseAdapter) GetCharacter(characterID int32) (map[string]interface{}, error) {
func (wda *WorldDatabaseAdapter) GetCharacter(characterID int32) (map[string]any, error) {
// TODO: Implement character loading from database
return nil, fmt.Errorf("character loading not yet implemented")
}
// SaveCharacter implements packets.DatabaseInterface
func (wda *WorldDatabaseAdapter) SaveCharacter(characterID int32, data map[string]interface{}) error {
func (wda *WorldDatabaseAdapter) SaveCharacter(characterID int32, data map[string]any) error {
// TODO: Implement character saving to database
return fmt.Errorf("character saving not yet implemented")
}
@ -654,8 +654,8 @@ func (wca *WorldClientAdapter) IsInZone() bool {
// SendPacket implements packets.ClientInterface
func (wca *WorldClientAdapter) SendPacket(opcode packets.InternalOpcode, data []byte) error {
// TODO: Implement packet sending via UDP connection
fmt.Printf("Sending packet %s to client %s\n",
packets.GetInternalOpcodeName(opcode),
fmt.Printf("Sending packet %s to client %s\n",
packets.GetInternalOpcodeName(opcode),
wca.client.CharacterName)
return nil
}
@ -684,11 +684,11 @@ func (wsa *WorldServerAdapter) GetClientByID(characterID int32) packets.ClientIn
func (wsa *WorldServerAdapter) GetAllClients() []packets.ClientInterface {
clients := wsa.world.clients.GetAll()
result := make([]packets.ClientInterface, len(clients))
for i, client := range clients {
result[i] = &WorldClientAdapter{client: client, world: wsa.world}
}
return result
}
@ -718,20 +718,20 @@ func (w *World) CreatePacketContext(client *Client) *packets.PacketContext {
// HandleItemMove handles item movement within player inventory
func (w *World) HandleItemMove(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item move packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse move data from packet (fromBagID, fromSlot, toBagID, toSlot)
// For now, use placeholder values for testing
fromBagID := int32(0)
fromSlot := int16(0)
toBagID := int32(0)
toSlot := int16(1)
if w.itemMgr != nil {
err := w.itemMgr.MoveItem(uint32(ctx.Client.GetCharacterID()),
err := w.itemMgr.MoveItem(uint32(ctx.Client.GetCharacterID()),
fromBagID, fromSlot, toBagID, toSlot)
if err != nil {
client.SendSimpleMessage(fmt.Sprintf("Item move failed: %v", err))
@ -740,23 +740,23 @@ func (w *World) HandleItemMove(ctx *packets.PacketContext, packet *packets.Packe
}
}
}
return nil
}
// HandleItemEquip handles item equipping
func (w *World) HandleItemEquip(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item equip packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse equip data from packet (uniqueID, slot)
// For now, use placeholder values for testing
uniqueID := int32(1001)
slot := int8(0) // Primary hand
if w.itemMgr != nil {
err := w.itemMgr.EquipItem(uint32(ctx.Client.GetCharacterID()), uniqueID, slot)
if err != nil {
@ -766,22 +766,22 @@ func (w *World) HandleItemEquip(ctx *packets.PacketContext, packet *packets.Pack
}
}
}
return nil
}
// HandleItemUnequip handles item unequipping
func (w *World) HandleItemUnequip(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item unequip packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse unequip data from packet (slot)
// For now, use placeholder values for testing
slot := int8(0) // Primary hand
if w.itemMgr != nil {
err := w.itemMgr.UnequipItem(uint32(ctx.Client.GetCharacterID()), slot)
if err != nil {
@ -791,23 +791,23 @@ func (w *World) HandleItemUnequip(ctx *packets.PacketContext, packet *packets.Pa
}
}
}
return nil
}
// HandleItemPickup handles picking up world drops
func (w *World) HandleItemPickup(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item pickup packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse pickup data from packet (itemUniqueID)
// For now, use placeholder values for testing
itemUniqueID := int32(5001)
zoneID := int32(1) // Current zone
if w.itemMgr != nil {
err := w.itemMgr.PickupWorldDrop(uint32(ctx.Client.GetCharacterID()), itemUniqueID, zoneID)
if err != nil {
@ -818,29 +818,29 @@ func (w *World) HandleItemPickup(ctx *packets.PacketContext, packet *packets.Pac
}
}
}
return nil
}
// HandleItemDrop handles dropping items to the world
func (w *World) HandleItemDrop(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item drop packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse drop data from packet (uniqueID, quantity, x, y, z)
// For now, use placeholder values for testing
itemID := int32(1001)
quantity := int16(1)
x, y, z := float32(100), float32(100), float32(50)
zoneID := int32(1)
if w.itemMgr != nil {
// First remove from player inventory (would need to look up by uniqueID)
// TODO: Get uniqueID from packet and remove from player
// Create world drop
err := w.itemMgr.CreateWorldDrop(itemID, quantity, x, y, z, zoneID)
if err != nil {
@ -851,22 +851,22 @@ func (w *World) HandleItemDrop(ctx *packets.PacketContext, packet *packets.Packe
}
}
}
return nil
}
// HandleItemExamine handles item examination requests
func (w *World) HandleItemExamine(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item examine packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse examine data from packet (uniqueID or itemID)
// For now, use placeholder values for testing
itemID := int32(1001)
if w.itemMgr != nil {
itemTemplate := w.itemMgr.GetItemTemplate(itemID)
if itemTemplate == nil {
@ -877,41 +877,41 @@ func (w *World) HandleItemExamine(ctx *packets.PacketContext, packet *packets.Pa
}
}
}
return nil
}
// HandleItemUpdate handles item update notifications
func (w *World) HandleItemUpdate(ctx *packets.PacketContext, packet *packets.PacketData) error {
fmt.Printf("Client %s sent item update packet\n", ctx.Client.GetCharacterName())
client := w.clients.GetByCharacterID(ctx.Client.GetCharacterID())
if client != nil {
client.UpdateActivity()
// TODO: Parse update data from packet
// This might be triggered when client needs updated item information
if w.itemMgr != nil {
// Send updated inventory to client
w.SendPlayerInventory(client)
}
}
return nil
}
// SendItemDetails sends detailed item information to a client
func (w *World) SendItemDetails(client *Client, item interface{}) {
func (w *World) SendItemDetails(client *Client, item any) {
if w.itemMgr == nil {
return
}
// TODO: Implement actual item detail packet building
// This would include stats, description, level requirements, etc.
fmt.Printf("Sending item details to %s\n", client.CharacterName)
// Placeholder - send basic item info as chat message
client.SendSimpleMessage("Item Details: [Item information would be displayed here]")
}
@ -921,52 +921,52 @@ func (w *World) SendPlayerInventory(client *Client) {
if w.itemMgr == nil {
return
}
playerID := uint32(client.CharacterID)
// Get player inventory and equipment
inventory, err := w.itemMgr.GetPlayerInventory(playerID)
if err != nil {
fmt.Printf("Failed to get inventory for player %d: %v\n", playerID, err)
return
}
equipment, err := w.itemMgr.GetPlayerEquipment(playerID, 0) // Base equipment
if err != nil {
fmt.Printf("Failed to get equipment for player %d: %v\n", playerID, err)
return
}
// TODO: Build and send inventory packet
fmt.Printf("Sending inventory to %s: %d inventory items, %d equipped items\n",
fmt.Printf("Sending inventory to %s: %d inventory items, %d equipped items\n",
client.CharacterName, inventory.GetNumberOfItems(), equipment.GetNumberOfItems())
// Placeholder - send summary as chat message
client.SendSimpleMessage(fmt.Sprintf("Inventory Update: %d items in inventory, %d equipped",
inventory.GetNumberOfItems(), equipment.GetNumberOfItems()))
}
// SendItemUpdate sends item update to client
func (w *World) SendItemUpdate(client *Client, updateType string, itemData map[string]interface{}) {
func (w *World) SendItemUpdate(client *Client, updateType string, itemData map[string]any) {
if w.itemMgr == nil {
return
}
// TODO: Build and send item update packet
fmt.Printf("Sending item update to %s: %s - %v\n",
fmt.Printf("Sending item update to %s: %s - %v\n",
client.CharacterName, updateType, itemData)
// Placeholder - send update as chat message
client.SendSimpleMessage(fmt.Sprintf("Item Update: %s", updateType))
}
// BroadcastItemUpdate broadcasts item updates to nearby players
func (w *World) BroadcastItemUpdate(sourcePlayerID uint32, updateType string, itemData map[string]interface{}) {
func (w *World) BroadcastItemUpdate(sourcePlayerID uint32, updateType string, itemData map[string]any) {
// TODO: Implement item update broadcasting (for things like equipment changes visible to others)
fmt.Printf("Broadcasting item update from player %d: %s - %v\n",
fmt.Printf("Broadcasting item update from player %d: %s - %v\n",
sourcePlayerID, updateType, itemData)
// Send to players in range (placeholder)
clients := w.clients.GetAll()
for _, client := range clients {
@ -975,4 +975,4 @@ func (w *World) BroadcastItemUpdate(sourcePlayerID uint32, updateType string, it
client.SendSimpleMessage(fmt.Sprintf("Player item update: %s", updateType))
}
}
}
}

View File

@ -3,25 +3,25 @@ package world
import (
"fmt"
"sync"
"eq2emu/internal/titles"
"eq2emu/internal/database"
"eq2emu/internal/titles"
)
// TitleManager manages titles for the world server
type TitleManager struct {
titleManager *titles.TitleManager
integrationMgr *titles.IntegrationManager
database *database.Database
mutex sync.RWMutex
titleManager *titles.TitleManager
integrationMgr *titles.IntegrationManager
database *database.Database
mutex sync.RWMutex
}
// NewTitleManager creates a new title manager for the world server
func NewTitleManager(db *database.Database) *TitleManager {
titleMgr := titles.NewTitleManager()
integrationMgr := titles.NewIntegrationManager(titleMgr)
return &TitleManager{
titleManager: titleMgr,
integrationMgr: integrationMgr,
@ -32,19 +32,19 @@ func NewTitleManager(db *database.Database) *TitleManager {
// LoadTitles loads all titles from database
func (tm *TitleManager) LoadTitles() error {
fmt.Println("Loading master title list...")
pool := tm.database.GetPool()
if pool == nil {
return fmt.Errorf("database pool is nil")
}
// TODO: Implement title loading from database when database functions are available
// For now, create some default titles for testing
err := tm.createDefaultTitles()
if err != nil {
return fmt.Errorf("failed to create default titles: %w", err)
}
fmt.Printf("Loaded %d titles\n", tm.titleManager.GetMasterList().GetTitleCount())
return nil
}
@ -52,7 +52,7 @@ func (tm *TitleManager) LoadTitles() error {
// createDefaultTitles creates some default titles for testing
func (tm *TitleManager) createDefaultTitles() error {
masterList := tm.titleManager.GetMasterList()
// Achievement-based titles
achievementTitles := map[string]*titles.Title{
"First Blood": {
@ -136,7 +136,7 @@ func (tm *TitleManager) createDefaultTitles() error {
Description: "Granted for leveling up",
},
}
// Add titles to master list
for name, title := range achievementTitles {
err := masterList.AddTitle(title)
@ -144,7 +144,7 @@ func (tm *TitleManager) createDefaultTitles() error {
fmt.Printf("Warning: Failed to add title '%s': %v\n", name, err)
}
}
return nil
}
@ -173,12 +173,12 @@ func (tm *TitleManager) SetupAchievementIntegration() {
// Setup callback to handle achievement completions
tm.integrationMgr.AddTitleEarnedCallback(func(playerID, titleID int32, source string) {
fmt.Printf("Player %d earned title %d from %s\n", playerID, titleID, source)
// TODO: Send title granted packet to client
// TODO: Send title list update to client
// TODO: Broadcast title earned message if appropriate
})
fmt.Println("Achievement-to-title integration setup complete")
}
@ -189,41 +189,41 @@ func (tm *TitleManager) ProcessAchievementCompletion(playerID int32, achievement
if err != nil {
return fmt.Errorf("failed to process achievement completion: %w", err)
}
// Notify integration system
tm.integrationMgr.NotifyTitleEarned(playerID, 0, "achievement") // Title ID is handled internally
fmt.Printf("Processed achievement completion %d for player %d\n", achievementID, playerID)
return nil
}
// GetStatistics returns title system statistics
func (tm *TitleManager) GetStatistics() map[string]interface{} {
func (tm *TitleManager) GetStatistics() map[string]any {
tm.mutex.RLock()
defer tm.mutex.RUnlock()
// Get statistics from the underlying title manager
titleManagerStats := tm.titleManager.GetStatistics()
// Combine with our own statistics
stats := map[string]interface{}{
"total_titles": tm.titleManager.GetMasterList().GetTitleCount(),
stats := map[string]any{
"total_titles": tm.titleManager.GetMasterList().GetTitleCount(),
}
// Add statistics from the title manager
for key, value := range titleManagerStats {
stats[key] = value
}
return stats
}
// Shutdown gracefully shuts down the title manager
func (tm *TitleManager) Shutdown() {
fmt.Println("Shutting down title manager...")
// TODO: Save player title data to database
// TODO: Cleanup any background processes
fmt.Println("Title manager shutdown complete")
}
}

View File

@ -16,88 +16,88 @@ import (
// World represents the main world server instance
type World struct {
// Core components
db *database.Database
commandManager *commands.CommandManager
rulesManager *rules.RuleManager
db *database.Database
commandManager *commands.CommandManager
rulesManager *rules.RuleManager
// Server configuration
config *WorldConfig
startTime time.Time
shutdownTime *time.Time
shutdownReason string
config *WorldConfig
startTime time.Time
shutdownTime *time.Time
shutdownReason string
// World time management
worldTime *WorldTime
worldTimeTicker *time.Ticker
// Zones management
zones *ZoneList
zones *ZoneList
// Client management
clients *ClientList
clients *ClientList
// Achievement system
achievementMgr *AchievementManager
achievementMgr *AchievementManager
// Title system
titleMgr *TitleManager
titleMgr *TitleManager
// NPC system
npcMgr *NPCManager
npcMgr *NPCManager
// Item system
itemMgr *ItemManager
itemMgr *ItemManager
// Master lists (singletons)
masterSpells interface{} // TODO: implement spell manager
masterQuests interface{} // TODO: implement quest manager
masterSkills interface{} // TODO: implement skill manager
masterFactions interface{} // TODO: implement faction manager
masterSpells any // TODO: implement spell manager
masterQuests any // TODO: implement quest manager
masterSkills any // TODO: implement skill manager
masterFactions any // TODO: implement faction manager
// Server statistics
stats *ServerStatistics
stats *ServerStatistics
// Synchronization
mutex sync.RWMutex
ctx context.Context
cancel context.CancelFunc
wg sync.WaitGroup
mutex sync.RWMutex
ctx context.Context
cancel context.CancelFunc
wg sync.WaitGroup
}
// WorldConfig holds world server configuration
type WorldConfig struct {
// Network settings
ListenAddr string `json:"listen_addr"`
ListenPort int `json:"listen_port"`
MaxClients int `json:"max_clients"`
ListenAddr string `json:"listen_addr"`
ListenPort int `json:"listen_port"`
MaxClients int `json:"max_clients"`
// Web interface settings
WebAddr string `json:"web_addr"`
WebPort int `json:"web_port"`
WebCertFile string `json:"web_cert_file"`
WebKeyFile string `json:"web_key_file"`
WebKeyPassword string `json:"web_key_password"`
WebAddr string `json:"web_addr"`
WebPort int `json:"web_port"`
WebCertFile string `json:"web_cert_file"`
WebKeyFile string `json:"web_key_file"`
WebKeyPassword string `json:"web_key_password"`
// Database settings
DatabaseType string `json:"database_type"` // "sqlite" or "mysql"
DatabasePath string `json:"database_path"` // For SQLite: file path
DatabaseHost string `json:"database_host"` // For MySQL: hostname
DatabasePort int `json:"database_port"` // For MySQL: port
DatabaseName string `json:"database_name"` // For MySQL: database name
DatabaseUser string `json:"database_user"` // For MySQL: username
DatabasePass string `json:"database_pass"` // For MySQL: password
DatabaseType string `json:"database_type"` // "sqlite" or "mysql"
DatabasePath string `json:"database_path"` // For SQLite: file path
DatabaseHost string `json:"database_host"` // For MySQL: hostname
DatabasePort int `json:"database_port"` // For MySQL: port
DatabaseName string `json:"database_name"` // For MySQL: database name
DatabaseUser string `json:"database_user"` // For MySQL: username
DatabasePass string `json:"database_pass"` // For MySQL: password
// Server settings
ServerName string `json:"server_name"`
ServerMOTD string `json:"server_motd"`
LogLevel string `json:"log_level"`
ServerName string `json:"server_name"`
ServerMOTD string `json:"server_motd"`
LogLevel string `json:"log_level"`
// Game settings
XPRate float32 `json:"xp_rate"`
TSXPRate float32 `json:"ts_xp_rate"`
CoinRate float32 `json:"coin_rate"`
LootRate float32 `json:"loot_rate"`
XPRate float32 `json:"xp_rate"`
TSXPRate float32 `json:"ts_xp_rate"`
CoinRate float32 `json:"coin_rate"`
LootRate float32 `json:"loot_rate"`
// Login server settings
LoginServerAddr string `json:"login_server_addr"`
LoginServerPort int `json:"login_server_port"`
@ -117,29 +117,29 @@ type WorldTime struct {
// ServerStatistics tracks server metrics
type ServerStatistics struct {
// Server info
ServerCreated time.Time
ServerStartTime time.Time
ServerCreated time.Time
ServerStartTime time.Time
// Connection stats
TotalConnections int64
CurrentConnections int32
MaxConnections int32
TotalConnections int64
CurrentConnections int32
MaxConnections int32
// Character stats
TotalAccounts int32
TotalCharacters int32
AverageCharLevel float32
TotalAccounts int32
TotalCharacters int32
AverageCharLevel float32
// Zone stats
ActiveZones int32
ActiveInstances int32
ActiveZones int32
ActiveInstances int32
// Performance stats
CPUUsage float32
MemoryUsage int64
PeakMemoryUsage int64
mutex sync.RWMutex
CPUUsage float32
MemoryUsage int64
PeakMemoryUsage int64
mutex sync.RWMutex
}
// NewWorld creates a new world server instance
@ -147,7 +147,7 @@ func NewWorld(config *WorldConfig) (*World, error) {
// Initialize database
var db *database.Database
var err error
switch strings.ToLower(config.DatabaseType) {
case "mysql", "mariadb":
dsn := fmt.Sprintf("%s:%s@tcp(%s:%d)/%s?parseTime=true&charset=utf8mb4&collation=utf8mb4_unicode_ci",
@ -163,35 +163,35 @@ func NewWorld(config *WorldConfig) (*World, error) {
default:
return nil, fmt.Errorf("unsupported database type: %s", config.DatabaseType)
}
if err != nil {
return nil, fmt.Errorf("failed to initialize database: %w", err)
}
// Initialize command manager
cmdManager, err := commands.InitializeCommands()
if err != nil {
return nil, fmt.Errorf("failed to initialize commands: %w", err)
}
// Initialize rules manager
rulesManager := rules.NewRuleManager()
// Initialize achievement manager
achievementMgr := NewAchievementManager(db)
// Initialize title manager
titleMgr := NewTitleManager(db)
// Initialize NPC manager
npcMgr := NewNPCManager(db)
// Initialize item manager
itemMgr := NewItemManager(db)
// Create context
ctx, cancel := context.WithCancel(context.Background())
w := &World{
db: db,
commandManager: cmdManager,
@ -205,24 +205,24 @@ func NewWorld(config *WorldConfig) (*World, error) {
worldTime: &WorldTime{Year: 3721, Month: 1, Day: 1, Hour: 12, Minute: 0},
zones: NewZoneList(),
clients: NewClientList(),
stats: &ServerStatistics{
stats: &ServerStatistics{
ServerStartTime: time.Now(),
},
ctx: ctx,
cancel: cancel,
ctx: ctx,
cancel: cancel,
}
// Set world references for cross-system communication
achievementMgr.SetWorld(w)
npcMgr.SetWorld(w)
itemMgr.SetWorld(w)
// Load server data from database
if err := w.loadServerData(); err != nil {
cancel()
return nil, fmt.Errorf("failed to load server data: %w", err)
}
return w, nil
}
@ -230,33 +230,33 @@ func NewWorld(config *WorldConfig) (*World, error) {
func (w *World) Start() error {
w.mutex.Lock()
defer w.mutex.Unlock()
fmt.Printf("Starting EQ2Go World Server '%s'...\n", w.config.ServerName)
fmt.Printf("Listen Address: %s:%d\n", w.config.ListenAddr, w.config.ListenPort)
// Register packet handlers
w.RegisterPacketHandlers()
// Load sample opcode mappings (TODO: Load from configuration files)
w.loadSampleOpcodeMappings()
// Start world time ticker
w.worldTimeTicker = time.NewTicker(3 * time.Second) // EQ2 time tick
w.wg.Add(1)
go w.worldTimeTick()
// Start statistics updater
w.wg.Add(1)
go w.updateStatistics()
// Start zone watchdog
w.wg.Add(1)
go w.zoneWatchdog()
// Start client handler
w.wg.Add(1)
go w.clientHandler()
fmt.Println("World server started successfully!")
return nil
}
@ -265,46 +265,46 @@ func (w *World) Start() error {
func (w *World) Stop() error {
w.mutex.Lock()
defer w.mutex.Unlock()
fmt.Println("Shutting down world server...")
// Cancel context to signal shutdown
w.cancel()
// Stop world time ticker
if w.worldTimeTicker != nil {
w.worldTimeTicker.Stop()
}
// Disconnect all clients
w.clients.DisconnectAll("Server shutting down")
// Shutdown all zones
w.zones.ShutdownAll()
// Wait for all goroutines to finish
w.wg.Wait()
// Shutdown achievement manager
if w.achievementMgr != nil {
w.achievementMgr.Shutdown()
}
// Shutdown title manager
if w.titleMgr != nil {
w.titleMgr.Shutdown()
}
// Shutdown NPC manager
if w.npcMgr != nil {
w.npcMgr.Shutdown()
}
// Close database
if w.db != nil {
w.db.Close()
}
fmt.Println("World server shutdown complete.")
return nil
}
@ -313,7 +313,7 @@ func (w *World) Stop() error {
func (w *World) Process() {
ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
for {
select {
case <-w.ctx.Done():
@ -328,16 +328,16 @@ func (w *World) Process() {
func (w *World) processFrame() {
// Process zones
w.zones.ProcessAll()
// Process clients
w.clients.ProcessAll()
// Process NPCs
w.npcMgr.ProcessNPCs()
// Check for scheduled shutdown
w.checkShutdown()
// Update vitality
w.updateVitality()
}
@ -345,14 +345,14 @@ func (w *World) processFrame() {
// worldTimeTick advances the in-game time
func (w *World) worldTimeTick() {
defer w.wg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.worldTimeTicker.C:
w.worldTime.mutex.Lock()
// Advance time (3 seconds = 1 game minute)
w.worldTime.Minute++
if w.worldTime.Minute >= 60 {
@ -371,9 +371,9 @@ func (w *World) worldTimeTick() {
}
}
}
w.worldTime.mutex.Unlock()
// Send time update to all zones
w.zones.SendTimeUpdate(w.worldTime)
}
@ -383,24 +383,24 @@ func (w *World) worldTimeTick() {
// updateStatistics updates server statistics periodically
func (w *World) updateStatistics() {
defer w.wg.Done()
ticker := time.NewTicker(30 * time.Second)
defer ticker.Stop()
for {
select {
case <-w.ctx.Done():
return
case <-ticker.C:
w.stats.mutex.Lock()
// Update current stats
w.stats.CurrentConnections = w.clients.Count()
w.stats.ActiveZones = w.zones.Count()
w.stats.ActiveInstances = w.zones.CountInstances()
// TODO: Update other statistics
w.stats.mutex.Unlock()
}
}
@ -409,10 +409,10 @@ func (w *World) updateStatistics() {
// zoneWatchdog monitors zone health
func (w *World) zoneWatchdog() {
defer w.wg.Done()
ticker := time.NewTicker(5 * time.Second)
defer ticker.Stop()
for {
select {
case <-w.ctx.Done():
@ -420,7 +420,7 @@ func (w *World) zoneWatchdog() {
case <-ticker.C:
// Check zone health
w.zones.CheckHealth()
// Clean up dead zones
w.zones.CleanupDead()
}
@ -430,18 +430,18 @@ func (w *World) zoneWatchdog() {
// clientHandler handles incoming client connections
func (w *World) clientHandler() {
defer w.wg.Done()
// TODO: Implement UDP listener and client connection handling
// This will create a UDP server that listens for incoming connections
// and creates Client instances for each connection
fmt.Printf("Client handler ready - waiting for UDP server integration\n")
fmt.Printf("When UDP integration is complete, this will:\n")
fmt.Printf(" - Listen on %s:%d for client connections\n", w.config.ListenAddr, w.config.ListenPort)
fmt.Printf(" - Create Client instances for new connections\n")
fmt.Printf(" - Process incoming packets through the opcode system\n")
fmt.Printf(" - Handle client authentication and zone entry\n")
// For now, just wait for shutdown
<-w.ctx.Done()
}
@ -449,39 +449,39 @@ func (w *World) clientHandler() {
// loadServerData loads initial data from database
func (w *World) loadServerData() error {
fmt.Println("Loading server data from database...")
// Load achievements
if err := w.achievementMgr.LoadAchievements(); err != nil {
fmt.Printf("Warning: Failed to load achievements: %v\n", err)
// Don't fail startup if achievements don't load - server can still run
}
// Load titles
if err := w.titleMgr.LoadTitles(); err != nil {
fmt.Printf("Warning: Failed to load titles: %v\n", err)
// Don't fail startup if titles don't load - server can still run
}
// Load NPCs
if err := w.npcMgr.LoadNPCs(); err != nil {
fmt.Printf("Warning: Failed to load NPCs: %v\n", err)
// Don't fail startup if NPCs don't load - server can still run
}
// Load items
if err := w.itemMgr.LoadItems(); err != nil {
fmt.Printf("Warning: Failed to load items: %v\n", err)
// Don't fail startup if items don't load - server can still run
}
// Setup title and achievement integration
w.setupTitleAchievementIntegration()
// Load rules (TODO: implement when rules database integration is ready)
// if err := w.rulesManager.LoadRules(); err != nil {
// return fmt.Errorf("failed to load rules: %w", err)
// }
// TODO: Load other server data
// - Master spell list
// - Master item list
@ -491,7 +491,7 @@ func (w *World) loadServerData() error {
// - Starting skills/spells
// - Merchant data
// - Transport data
fmt.Println("Server data loaded successfully.")
return nil
}
@ -501,7 +501,7 @@ func (w *World) checkShutdown() {
w.mutex.RLock()
shutdownTime := w.shutdownTime
w.mutex.RUnlock()
if shutdownTime != nil && time.Now().After(*shutdownTime) {
fmt.Printf("Scheduled shutdown: %s\n", w.shutdownReason)
go w.Stop()
@ -517,11 +517,11 @@ func (w *World) updateVitality() {
func (w *World) ScheduleShutdown(minutes int, reason string) {
w.mutex.Lock()
defer w.mutex.Unlock()
shutdownTime := time.Now().Add(time.Duration(minutes) * time.Minute)
w.shutdownTime = &shutdownTime
w.shutdownReason = reason
// Announce to all clients
message := fmt.Sprintf("Server shutdown scheduled in %d minutes: %s", minutes, reason)
w.clients.BroadcastMessage(message)
@ -531,11 +531,11 @@ func (w *World) ScheduleShutdown(minutes int, reason string) {
func (w *World) CancelShutdown() {
w.mutex.Lock()
defer w.mutex.Unlock()
if w.shutdownTime != nil {
w.shutdownTime = nil
w.shutdownReason = ""
// Announce cancellation
w.clients.BroadcastMessage("Scheduled shutdown has been cancelled.")
}
@ -545,7 +545,7 @@ func (w *World) CancelShutdown() {
func (w *World) GetWorldTime() WorldTime {
w.worldTime.mutex.RLock()
defer w.worldTime.mutex.RUnlock()
return WorldTime{
Year: w.worldTime.Year,
Month: w.worldTime.Month,
@ -593,7 +593,7 @@ func (w *World) GetNPCManager() *NPCManager {
// loadSampleOpcodeMappings loads sample opcode mappings for testing
func (w *World) loadSampleOpcodeMappings() {
fmt.Println("Loading sample opcode mappings...")
// Sample opcode mappings for a common client version (60013)
// These should eventually be loaded from configuration files
sampleOpcodes := map[string]uint16{
@ -659,7 +659,7 @@ func (w *World) loadSampleOpcodeMappings() {
"OP_EqSetControlGhostCmd": 0x1006,
"OP_EqSetPOVGhostCmd": 0x1007,
}
// Load opcodes for client version 60013
err := packets.LoadGlobalOpcodeMappings(60013, sampleOpcodes)
if err != nil {
@ -667,7 +667,7 @@ func (w *World) loadSampleOpcodeMappings() {
} else {
fmt.Printf("Loaded %d opcode mappings for client version 60013\n", len(sampleOpcodes))
}
// TODO: Load additional client versions and their opcode mappings
// This would typically be done from external configuration files
}
@ -675,14 +675,14 @@ func (w *World) loadSampleOpcodeMappings() {
// setupTitleAchievementIntegration sets up integration between titles and achievements
func (w *World) setupTitleAchievementIntegration() {
fmt.Println("Setting up title and achievement integration...")
if w.titleMgr == nil || w.achievementMgr == nil {
fmt.Println("Warning: Cannot setup integration - title or achievement manager is nil")
return
}
// Setup title manager's achievement integration
w.titleMgr.SetupAchievementIntegration()
fmt.Println("Title and achievement integration setup complete")
}
}