first pass modernizing factions

This commit is contained in:
Sky Johnson 2025-08-07 18:58:10 -05:00
parent 7ce87100e6
commit 68479a5f0c
13 changed files with 833 additions and 794 deletions

12
go.mod
View File

@ -2,12 +2,12 @@ module eq2emu
go 1.24.5
require (
golang.org/x/crypto v0.40.0
zombiezen.com/go/sqlite v1.4.2
)
require zombiezen.com/go/sqlite v1.4.2
require filippo.io/edwards25519 v1.1.0 // indirect
require (
filippo.io/edwards25519 v1.1.0 // indirect
golang.org/x/text v0.27.0 // indirect
)
require (
github.com/dustin/go-humanize v1.0.1 // indirect
@ -21,5 +21,5 @@ require (
modernc.org/libc v1.65.7 // indirect
modernc.org/mathutil v1.7.1 // indirect
modernc.org/memory v1.11.0 // indirect
modernc.org/sqlite v1.37.1 // indirect
modernc.org/sqlite v1.37.1
)

16
go.sum
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@ -6,6 +6,8 @@ github.com/go-sql-driver/mysql v1.9.3 h1:U/N249h2WzJ3Ukj8SowVFjdtZKfu9vlLZxjPXV1
github.com/go-sql-driver/mysql v1.9.3/go.mod h1:qn46aNg1333BRMNU69Lq93t8du/dwxI64Gl8i5p1WMU=
github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
github.com/google/pprof v0.0.0-20250317173921-a4b03ec1a45e h1:ijClszYn+mADRFY17kjQEVQ1XRhq2/JR1M3sGqeJoxs=
github.com/google/pprof v0.0.0-20250317173921-a4b03ec1a45e/go.mod h1:boTsfXsheKC2y+lKOCMpSfarhxDeIzfZG1jqGcPl3cA=
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
github.com/mattn/go-isatty v0.0.20 h1:xfD0iDuEKnDkl03q4limB+vH+GxLEtL/jb4xVJSWWEY=
@ -14,21 +16,19 @@ github.com/ncruces/go-strftime v0.1.9 h1:bY0MQC28UADQmHmaF5dgpLmImcShSi2kHU9XLdh
github.com/ncruces/go-strftime v0.1.9/go.mod h1:Fwc5htZGVVkseilnfgOVb9mKy6w1naJmn9CehxcKcls=
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec h1:W09IVJc94icq4NjY3clb7Lk8O1qJ8BdBEF8z0ibU0rE=
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec/go.mod h1:qqbHyh8v60DhA7CoWK5oRCqLrMHRGoxYCSS9EjAz6Eo=
golang.org/x/crypto v0.40.0 h1:r4x+VvoG5Fm+eJcxMaY8CQM7Lb0l1lsmjGBQ6s8BfKM=
golang.org/x/crypto v0.40.0/go.mod h1:Qr1vMER5WyS2dfPHAlsOj01wgLbsyWtFn/aY+5+ZdxY=
golang.org/x/exp v0.0.0-20250408133849-7e4ce0ab07d0 h1:R84qjqJb5nVJMxqWYb3np9L5ZsaDtB+a39EqjV0JSUM=
golang.org/x/exp v0.0.0-20250408133849-7e4ce0ab07d0/go.mod h1:S9Xr4PYopiDyqSyp5NjCrhFrqg6A5zA2E/iPHPhqnS8=
golang.org/x/mod v0.24.0 h1:ZfthKaKaT4NrhGVZHO1/WDTwGES4De8KtWO0SIbNJMU=
golang.org/x/mod v0.24.0/go.mod h1:IXM97Txy2VM4PJ3gI61r1YEk/gAj6zAHN3AdZt6S9Ww=
golang.org/x/sync v0.14.0 h1:woo0S4Yywslg6hp4eUFjTVOyKt0RookbpAHG4c1HmhQ=
golang.org/x/sync v0.14.0/go.mod h1:1dzgHSNfp02xaA81J2MS99Qcpr2w7fw1gpm99rleRqA=
golang.org/x/mod v0.25.0 h1:n7a+ZbQKQA/Ysbyb0/6IbB1H/X41mKgbhfv7AfG/44w=
golang.org/x/mod v0.25.0/go.mod h1:IXM97Txy2VM4PJ3gI61r1YEk/gAj6zAHN3AdZt6S9Ww=
golang.org/x/sync v0.16.0 h1:ycBJEhp9p4vXvUZNszeOq0kGTPghopOL8q0fq3vstxw=
golang.org/x/sync v0.16.0/go.mod h1:1dzgHSNfp02xaA81J2MS99Qcpr2w7fw1gpm99rleRqA=
golang.org/x/sys v0.6.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.34.0 h1:H5Y5sJ2L2JRdyv7ROF1he/lPdvFsd0mJHFw2ThKHxLA=
golang.org/x/sys v0.34.0/go.mod h1:BJP2sWEmIv4KK5OTEluFJCKSidICx8ciO85XgH3Ak8k=
golang.org/x/text v0.27.0 h1:4fGWRpyh641NLlecmyl4LOe6yDdfaYNrGb2zdfo4JV4=
golang.org/x/text v0.27.0/go.mod h1:1D28KMCvyooCX9hBiosv5Tz/+YLxj0j7XhWjpSUF7CU=
golang.org/x/tools v0.33.0 h1:4qz2S3zmRxbGIhDIAgjxvFutSvH5EfnsYrRBj0UI0bc=
golang.org/x/tools v0.33.0/go.mod h1:CIJMaWEY88juyUfo7UbgPqbC8rU2OqfAV1h2Qp0oMYI=
golang.org/x/tools v0.34.0 h1:qIpSLOxeCYGg9TrcJokLBG4KFA6d795g0xkBkiESGlo=
golang.org/x/tools v0.34.0/go.mod h1:pAP9OwEaY1CAW3HOmg3hLZC5Z0CCmzjAF2UQMSqNARg=
modernc.org/cc/v4 v4.26.1 h1:+X5NtzVBn0KgsBCBe+xkDC7twLb/jNVj9FPgiwSQO3s=
modernc.org/cc/v4 v4.26.1/go.mod h1:uVtb5OGqUKpoLWhqwNQo/8LwvoiEBLvZXIQ/SmO6mL0=
modernc.org/ccgo/v4 v4.28.0 h1:rjznn6WWehKq7dG4JtLRKxb52Ecv8OUGah8+Z/SfpNU=

View File

@ -6,7 +6,7 @@ import (
// Benchmark MasterFactionList operations
func BenchmarkMasterFactionList(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Pre-populate with factions
for i := int32(1); i <= 1000; i++ {
@ -49,7 +49,7 @@ func BenchmarkMasterFactionList(b *testing.B) {
b.ResetTimer()
for i := 0; i < b.N; i++ {
factionID := int32((i % 1000) + 1)
hostileID := int32(((i+1) % 1000) + 1)
hostileID := int32(((i + 1) % 1000) + 1)
mfl.AddHostileFaction(factionID, hostileID)
}
})
@ -79,7 +79,7 @@ func BenchmarkMasterFactionList(b *testing.B) {
// Benchmark PlayerFaction operations
func BenchmarkPlayerFaction(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Setup factions with proper values
for i := int32(1); i <= 100; i++ {
@ -297,7 +297,7 @@ func BenchmarkEntityFactionAdapter(b *testing.B) {
// Benchmark concurrent operations
func BenchmarkConcurrentOperations(b *testing.B) {
b.Run("MasterFactionListConcurrent", func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Pre-populate
for i := int32(1); i <= 100; i++ {
@ -317,7 +317,7 @@ func BenchmarkConcurrentOperations(b *testing.B) {
})
b.Run("PlayerFactionConcurrent", func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
for i := int32(1); i <= 10; i++ {
faction := NewFaction(i, "Player Faction", "Test", "Player test")
faction.PositiveChange = 100
@ -390,12 +390,12 @@ func BenchmarkMemoryAllocations(b *testing.B) {
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
_ = NewMasterFactionList()
_ = NewMasterList()
}
})
b.Run("PlayerFactionCreation", func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
b.ReportAllocs()
b.ResetTimer()
for i := 0; i < b.N; i++ {
@ -426,7 +426,7 @@ func BenchmarkMemoryAllocations(b *testing.B) {
// Contention benchmarks
func BenchmarkContention(b *testing.B) {
b.Run("HighContentionReads", func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Add a single faction that will be accessed heavily
faction := NewFaction(1, "Contention Test", "Test", "Contention test")
@ -441,7 +441,7 @@ func BenchmarkContention(b *testing.B) {
})
b.Run("HighContentionWrites", func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
b.ResetTimer()
b.RunParallel(func(pb *testing.PB) {
@ -456,7 +456,7 @@ func BenchmarkContention(b *testing.B) {
})
b.Run("MixedReadWrite", func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Pre-populate
for i := int32(1); i <= 100; i++ {
@ -490,7 +490,7 @@ func BenchmarkScalability(b *testing.B) {
for _, size := range sizes {
b.Run("FactionLookup_"+string(rune(size)), func(b *testing.B) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Pre-populate with varying sizes
for i := int32(1); i <= int32(size); i++ {

View File

@ -8,7 +8,7 @@ import (
// Stress test MasterFactionList with concurrent operations
func TestMasterFactionListConcurrency(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Pre-populate with some factions
for i := int32(1); i <= 10; i++ {
@ -107,7 +107,7 @@ func TestMasterFactionListConcurrency(t *testing.T) {
// Stress test PlayerFaction with concurrent operations
func TestPlayerFactionConcurrency(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Add test factions with proper values
for i := int32(1); i <= 10; i++ {
@ -411,7 +411,7 @@ func (e *mockEntity) GetDatabaseID() int32 {
// Test for potential deadlocks
func TestDeadlockPrevention(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
manager := NewManager(nil, nil)
// Add test factions
@ -485,7 +485,7 @@ func TestRaceConditions(t *testing.T) {
}
// This test is designed to be run with: go test -race
mfl := NewMasterFactionList()
mfl := NewMasterList()
manager := NewManager(nil, nil)
// Rapid concurrent operations to trigger race conditions

View File

@ -1,34 +1,15 @@
package factions
import (
"context"
"fmt"
"time"
"zombiezen.com/go/sqlite"
"zombiezen.com/go/sqlite/sqlitex"
"eq2emu/internal/database"
)
// DatabaseAdapter implements the factions.Database interface using sqlitex.Pool
type DatabaseAdapter struct {
pool *sqlitex.Pool
}
// NewDatabaseAdapter creates a new database adapter for factions
func NewDatabaseAdapter(pool *sqlitex.Pool) *DatabaseAdapter {
return &DatabaseAdapter{pool: pool}
}
// LoadAllFactions loads all factions from the database
func (da *DatabaseAdapter) LoadAllFactions() ([]*Faction, error) {
conn, err := da.pool.Take(context.Background())
if err != nil {
return nil, fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
func LoadAllFactions(db *database.Database) ([]*Faction, error) {
// Create factions table if it doesn't exist
err = sqlitex.Execute(conn, `
_, err := db.Exec(`
CREATE TABLE IF NOT EXISTS factions (
id INTEGER PRIMARY KEY,
name TEXT NOT NULL,
@ -36,275 +17,170 @@ func (da *DatabaseAdapter) LoadAllFactions() ([]*Faction, error) {
description TEXT,
negative_change INTEGER DEFAULT 0,
positive_change INTEGER DEFAULT 0,
default_value INTEGER DEFAULT 0,
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP
default_value INTEGER DEFAULT 0
)
`, nil)
`)
if err != nil {
return nil, fmt.Errorf("failed to create factions table: %w", err)
}
var factions []*Faction
err = sqlitex.Execute(conn, "SELECT id, name, type, description, negative_change, positive_change, default_value FROM factions", &sqlitex.ExecOptions{
ResultFunc: func(stmt *sqlite.Stmt) error {
faction := &Faction{
ID: int32(stmt.ColumnInt64(0)),
Name: stmt.ColumnText(1),
Type: stmt.ColumnText(2),
Description: stmt.ColumnText(3),
NegativeChange: int16(stmt.ColumnInt64(4)),
PositiveChange: int16(stmt.ColumnInt64(5)),
DefaultValue: int32(stmt.ColumnInt64(6)),
}
factions = append(factions, faction)
return nil
},
})
rows, err := db.Query("SELECT id, name, type, description, negative_change, positive_change, default_value FROM factions")
if err != nil {
return nil, fmt.Errorf("failed to load factions: %w", err)
}
defer rows.Close()
var factions []*Faction
for rows.Next() {
faction := &Faction{
db: db,
isNew: false,
}
err := rows.Scan(&faction.ID, &faction.Name, &faction.Type, &faction.Description,
&faction.NegativeChange, &faction.PositiveChange, &faction.DefaultValue)
if err != nil {
return nil, fmt.Errorf("failed to scan faction: %w", err)
}
factions = append(factions, faction)
}
if err = rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating factions: %w", err)
}
return factions, nil
}
// SaveFaction saves a faction to the database
func (da *DatabaseAdapter) SaveFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction is nil")
}
conn, err := da.pool.Take(context.Background())
if err != nil {
return fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
// Use INSERT OR REPLACE to handle both insert and update
err = sqlitex.Execute(conn, `
INSERT OR REPLACE INTO factions (id, name, type, description, negative_change, positive_change, default_value, updated_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?)
`, &sqlitex.ExecOptions{
Args: []any{faction.ID, faction.Name, faction.Type, faction.Description,
faction.NegativeChange, faction.PositiveChange, faction.DefaultValue, time.Now().Unix()},
})
if err != nil {
return fmt.Errorf("failed to save faction %d: %w", faction.ID, err)
}
return nil
}
// DeleteFaction deletes a faction from the database
func (da *DatabaseAdapter) DeleteFaction(factionID int32) error {
conn, err := da.pool.Take(context.Background())
if err != nil {
return fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
err = sqlitex.Execute(conn, "DELETE FROM factions WHERE id = ?", &sqlitex.ExecOptions{
Args: []any{factionID},
})
if err != nil {
return fmt.Errorf("failed to delete faction %d: %w", factionID, err)
}
return nil
}
// LoadHostileFactionRelations loads all hostile faction relations
func (da *DatabaseAdapter) LoadHostileFactionRelations() ([]*FactionRelation, error) {
conn, err := da.pool.Take(context.Background())
if err != nil {
return nil, fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
// LoadFactionRelations loads faction relationships from the database
func LoadFactionRelations(db *database.Database) (map[int32][]int32, map[int32][]int32, error) {
// Create faction_relations table if it doesn't exist
err = sqlitex.Execute(conn, `
_, err := db.Exec(`
CREATE TABLE IF NOT EXISTS faction_relations (
faction_id INTEGER NOT NULL,
related_faction_id INTEGER NOT NULL,
is_hostile INTEGER NOT NULL DEFAULT 0,
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (faction_id, related_faction_id),
FOREIGN KEY (faction_id) REFERENCES factions(id),
FOREIGN KEY (related_faction_id) REFERENCES factions(id)
)
`, nil)
`)
if err != nil {
return nil, fmt.Errorf("failed to create faction_relations table: %w", err)
return nil, nil, fmt.Errorf("failed to create faction_relations table: %w", err)
}
var relations []*FactionRelation
err = sqlitex.Execute(conn, "SELECT faction_id, related_faction_id FROM faction_relations WHERE is_hostile = 1", &sqlitex.ExecOptions{
ResultFunc: func(stmt *sqlite.Stmt) error {
relation := &FactionRelation{
FactionID: int32(stmt.ColumnInt64(0)),
HostileFactionID: int32(stmt.ColumnInt64(1)),
}
relations = append(relations, relation)
return nil
},
})
hostile := make(map[int32][]int32)
friendly := make(map[int32][]int32)
rows, err := db.Query("SELECT faction_id, related_faction_id, is_hostile FROM faction_relations")
if err != nil {
return nil, fmt.Errorf("failed to load hostile faction relations: %w", err)
return nil, nil, fmt.Errorf("failed to load faction relations: %w", err)
}
defer rows.Close()
for rows.Next() {
var factionID, relatedID int32
var isHostile bool
if err := rows.Scan(&factionID, &relatedID, &isHostile); err != nil {
return nil, nil, fmt.Errorf("failed to scan faction relation: %w", err)
}
return relations, nil
}
// LoadFriendlyFactionRelations loads all friendly faction relations
func (da *DatabaseAdapter) LoadFriendlyFactionRelations() ([]*FactionRelation, error) {
conn, err := da.pool.Take(context.Background())
if err != nil {
return nil, fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
var relations []*FactionRelation
err = sqlitex.Execute(conn, "SELECT faction_id, related_faction_id FROM faction_relations WHERE is_hostile = 0", &sqlitex.ExecOptions{
ResultFunc: func(stmt *sqlite.Stmt) error {
relation := &FactionRelation{
FactionID: int32(stmt.ColumnInt64(0)),
FriendlyFactionID: int32(stmt.ColumnInt64(1)),
}
relations = append(relations, relation)
return nil
},
})
if err != nil {
return nil, fmt.Errorf("failed to load friendly faction relations: %w", err)
}
return relations, nil
}
// SaveFactionRelation saves a faction relation to the database
func (da *DatabaseAdapter) SaveFactionRelation(relation *FactionRelation) error {
if relation == nil {
return fmt.Errorf("faction relation is nil")
}
conn, err := da.pool.Take(context.Background())
if err != nil {
return fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
var relatedFactionID int32
var isHostile int
if relation.HostileFactionID != 0 {
relatedFactionID = relation.HostileFactionID
isHostile = 1
} else if relation.FriendlyFactionID != 0 {
relatedFactionID = relation.FriendlyFactionID
isHostile = 0
if isHostile {
hostile[factionID] = append(hostile[factionID], relatedID)
} else {
return fmt.Errorf("faction relation has no related faction ID")
friendly[factionID] = append(friendly[factionID], relatedID)
}
}
err = sqlitex.Execute(conn, `
INSERT OR REPLACE INTO faction_relations (faction_id, related_faction_id, is_hostile)
VALUES (?, ?, ?)
`, &sqlitex.ExecOptions{
Args: []any{relation.FactionID, relatedFactionID, isHostile},
})
if err != nil {
return fmt.Errorf("failed to save faction relation %d -> %d: %w",
relation.FactionID, relatedFactionID, err)
if err = rows.Err(); err != nil {
return nil, nil, fmt.Errorf("error iterating faction relations: %w", err)
}
return nil
return hostile, friendly, nil
}
// DeleteFactionRelation deletes a faction relation from the database
func (da *DatabaseAdapter) DeleteFactionRelation(factionID, relatedFactionID int32, isHostile bool) error {
conn, err := da.pool.Take(context.Background())
if err != nil {
return fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
// SaveFactionRelation saves a faction relationship to the database
func SaveFactionRelation(db *database.Database, factionID, relatedFactionID int32, isHostile bool) error {
hostileFlag := 0
if isHostile {
hostileFlag = 1
}
err = sqlitex.Execute(conn, "DELETE FROM faction_relations WHERE faction_id = ? AND related_faction_id = ? AND is_hostile = ?", &sqlitex.ExecOptions{
Args: []any{factionID, relatedFactionID, hostileFlag},
})
_, err := db.Exec(`
INSERT OR REPLACE INTO faction_relations (faction_id, related_faction_id, is_hostile)
VALUES (?, ?, ?)
`, factionID, relatedFactionID, hostileFlag)
if err != nil {
return fmt.Errorf("failed to delete faction relation %d -> %d: %w",
factionID, relatedFactionID, err)
return fmt.Errorf("failed to save faction relation %d -> %d: %w", factionID, relatedFactionID, err)
}
return nil
}
// DeleteFactionRelation deletes a faction relationship from the database
func DeleteFactionRelation(db *database.Database, factionID, relatedFactionID int32, isHostile bool) error {
hostileFlag := 0
if isHostile {
hostileFlag = 1
}
_, err := db.Exec("DELETE FROM faction_relations WHERE faction_id = ? AND related_faction_id = ? AND is_hostile = ?",
factionID, relatedFactionID, hostileFlag)
if err != nil {
return fmt.Errorf("failed to delete faction relation %d -> %d: %w", factionID, relatedFactionID, err)
}
return nil
}
// LoadPlayerFactions loads player faction values from the database
func (da *DatabaseAdapter) LoadPlayerFactions(playerID int32) (map[int32]int32, error) {
conn, err := da.pool.Take(context.Background())
if err != nil {
return nil, fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
func LoadPlayerFactions(db *database.Database, playerID int32) (map[int32]int32, error) {
// Create player_factions table if it doesn't exist
err = sqlitex.Execute(conn, `
_, err := db.Exec(`
CREATE TABLE IF NOT EXISTS player_factions (
player_id INTEGER NOT NULL,
faction_id INTEGER NOT NULL,
faction_value INTEGER NOT NULL DEFAULT 0,
updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (player_id, faction_id),
FOREIGN KEY (faction_id) REFERENCES factions(id)
)
`, nil)
`)
if err != nil {
return nil, fmt.Errorf("failed to create player_factions table: %w", err)
}
factionValues := make(map[int32]int32)
err = sqlitex.Execute(conn, "SELECT faction_id, faction_value FROM player_factions WHERE player_id = ?", &sqlitex.ExecOptions{
Args: []any{playerID},
ResultFunc: func(stmt *sqlite.Stmt) error {
factionID := int32(stmt.ColumnInt64(0))
factionValue := int32(stmt.ColumnInt64(1))
factionValues[factionID] = factionValue
return nil
},
})
rows, err := db.Query("SELECT faction_id, faction_value FROM player_factions WHERE player_id = ?", playerID)
if err != nil {
return nil, fmt.Errorf("failed to load player factions for player %d: %w", playerID, err)
}
defer rows.Close()
for rows.Next() {
var factionID, factionValue int32
if err := rows.Scan(&factionID, &factionValue); err != nil {
return nil, fmt.Errorf("failed to scan player faction: %w", err)
}
factionValues[factionID] = factionValue
}
if err = rows.Err(); err != nil {
return nil, fmt.Errorf("error iterating player factions: %w", err)
}
return factionValues, nil
}
// SavePlayerFaction saves a player's faction value to the database
func (da *DatabaseAdapter) SavePlayerFaction(playerID, factionID, factionValue int32) error {
conn, err := da.pool.Take(context.Background())
if err != nil {
return fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
err = sqlitex.Execute(conn, `
INSERT OR REPLACE INTO player_factions (player_id, faction_id, faction_value, updated_at)
VALUES (?, ?, ?, ?)
`, &sqlitex.ExecOptions{
Args: []any{playerID, factionID, factionValue, time.Now().Unix()},
})
func SavePlayerFaction(db *database.Database, playerID, factionID, factionValue int32) error {
_, err := db.Exec(`
INSERT OR REPLACE INTO player_factions (player_id, faction_id, faction_value)
VALUES (?, ?, ?)
`, playerID, factionID, factionValue)
if err != nil {
return fmt.Errorf("failed to save player faction %d/%d: %w", playerID, factionID, err)
@ -314,41 +190,30 @@ func (da *DatabaseAdapter) SavePlayerFaction(playerID, factionID, factionValue i
}
// SaveAllPlayerFactions saves all faction values for a player
func (da *DatabaseAdapter) SaveAllPlayerFactions(playerID int32, factionValues map[int32]int32) error {
conn, err := da.pool.Take(context.Background())
if err != nil {
return fmt.Errorf("failed to get connection: %w", err)
}
defer da.pool.Put(conn)
// Use a transaction for atomic updates
err = sqlitex.Execute(conn, "BEGIN", nil)
func SaveAllPlayerFactions(db *database.Database, playerID int32, factionValues map[int32]int32) error {
tx, err := db.Begin()
if err != nil {
return fmt.Errorf("failed to begin transaction: %w", err)
}
defer sqlitex.Execute(conn, "ROLLBACK", nil)
defer tx.Rollback()
// Clear existing faction values for this player
err = sqlitex.Execute(conn, "DELETE FROM player_factions WHERE player_id = ?", &sqlitex.ExecOptions{
Args: []any{playerID},
})
_, err = tx.Exec("DELETE FROM player_factions WHERE player_id = ?", playerID)
if err != nil {
return fmt.Errorf("failed to clear player factions: %w", err)
}
// Insert all current faction values
for factionID, factionValue := range factionValues {
err = sqlitex.Execute(conn, `
INSERT INTO player_factions (player_id, faction_id, faction_value, updated_at)
VALUES (?, ?, ?, ?)
`, &sqlitex.ExecOptions{
Args: []any{playerID, factionID, factionValue, time.Now().Unix()},
})
_, err = tx.Exec(`
INSERT INTO player_factions (player_id, faction_id, faction_value)
VALUES (?, ?, ?)
`, playerID, factionID, factionValue)
if err != nil {
return fmt.Errorf("failed to insert player faction %d/%d: %w", playerID, factionID, err)
}
}
return sqlitex.Execute(conn, "COMMIT", nil)
return tx.Commit()
}

53
internal/factions/doc.go Normal file
View File

@ -0,0 +1,53 @@
// Package factions provides comprehensive faction management for the EQ2 server emulator.
//
// The faction system manages relationships between players, NPCs, and various game entities.
// It includes consideration levels (con), hostile/friendly relationships, and dynamic faction
// value changes based on player actions.
//
// Basic Usage:
//
// // Create a new faction
// faction := factions.New(db)
// faction.ID = 1001
// faction.Name = "Guards of Qeynos"
// faction.Type = "City"
// faction.Description = "The brave guards protecting Qeynos"
// faction.DefaultValue = 0
// faction.Save()
//
// // Load an existing faction
// loaded, _ := factions.Load(db, 1001)
// loaded.PositiveChange = 100
// loaded.Save()
//
// // Delete a faction
// loaded.Delete()
//
// Master List Management:
//
// masterList := factions.NewMasterList()
// masterList.AddFaction(faction)
//
// // Lookup by ID or name
// found := masterList.GetFaction(1001)
// byName := masterList.GetFactionByName("Guards of Qeynos")
//
// // Add relationships
// masterList.AddHostileFaction(1001, 1002) // Guards hate bandits
// masterList.AddFriendlyFaction(1001, 1003) // Guards like merchants
//
// Player Faction System:
//
// playerFaction := factions.NewPlayerFaction(masterList)
// playerFaction.IncreaseFaction(1001, 100) // Gain faction
// playerFaction.DecreaseFaction(1002, 50) // Lose faction
//
// // Check consideration level (-4 to +4)
// con := playerFaction.GetCon(1001)
// if con <= factions.AttackThreshold {
// // Player is KOS to this faction
// }
//
// The system integrates with the broader EQ2 server architecture including database
// persistence, client packet updates, quest prerequisites, and NPC behavior.
package factions

View File

@ -28,7 +28,7 @@ func TestNewFaction(t *testing.T) {
}
func TestMasterFactionList(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
if mfl == nil {
t.Fatal("NewMasterFactionList returned nil")
}
@ -56,7 +56,7 @@ func TestMasterFactionList(t *testing.T) {
}
func TestPlayerFaction(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
pf := NewPlayerFaction(mfl)
if pf == nil {
t.Fatal("NewPlayerFaction returned nil")
@ -93,7 +93,7 @@ func TestPlayerFaction(t *testing.T) {
}
func TestFactionRelations(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Add test factions
faction1 := NewFaction(1, "Faction 1", "Test", "Test faction 1")
@ -151,9 +151,8 @@ func TestFactionRelations(t *testing.T) {
}
}
func TestFactionValidation(t *testing.T) {
mfl := NewMasterFactionList()
mfl := NewMasterList()
// Test nil faction
err := mfl.AddFaction(nil)

View File

@ -3,17 +3,19 @@ package factions
import (
"fmt"
"sync"
"eq2emu/internal/database"
)
// Database interface for faction persistence
// Database interface for faction persistence (simplified)
type Database interface {
LoadAllFactions() ([]*Faction, error)
SaveFaction(faction *Faction) error
DeleteFaction(factionID int32) error
LoadHostileFactionRelations() ([]*FactionRelation, error)
LoadFriendlyFactionRelations() ([]*FactionRelation, error)
SaveFactionRelation(relation *FactionRelation) error
LoadFactionRelations() (hostile, friendly map[int32][]int32, err error)
SaveFactionRelation(factionID, relatedFactionID int32, isHostile bool) error
DeleteFactionRelation(factionID, relatedFactionID int32, isHostile bool) error
LoadPlayerFactions(playerID int32) (map[int32]int32, error)
SavePlayerFaction(playerID, factionID, factionValue int32) error
SaveAllPlayerFactions(playerID int32, factionValues map[int32]int32) error
}
// Logger interface for faction logging
@ -24,11 +26,49 @@ type Logger interface {
LogWarning(message string, args ...any)
}
// FactionRelation represents a relationship between two factions
type FactionRelation struct {
FactionID int32 // Primary faction ID
HostileFactionID int32 // Hostile faction ID (if this is a hostile relation)
FriendlyFactionID int32 // Friendly faction ID (if this is a friendly relation)
// DatabaseAdapter implements the Database interface using internal/database
type DatabaseAdapter struct {
db *database.Database
}
// NewDatabaseAdapter creates a new database adapter
func NewDatabaseAdapter(db *database.Database) *DatabaseAdapter {
return &DatabaseAdapter{db: db}
}
// LoadAllFactions loads all factions from the database
func (da *DatabaseAdapter) LoadAllFactions() ([]*Faction, error) {
return LoadAllFactions(da.db)
}
// LoadFactionRelations loads faction relationships from the database
func (da *DatabaseAdapter) LoadFactionRelations() (map[int32][]int32, map[int32][]int32, error) {
return LoadFactionRelations(da.db)
}
// SaveFactionRelation saves a faction relationship
func (da *DatabaseAdapter) SaveFactionRelation(factionID, relatedFactionID int32, isHostile bool) error {
return SaveFactionRelation(da.db, factionID, relatedFactionID, isHostile)
}
// DeleteFactionRelation deletes a faction relationship
func (da *DatabaseAdapter) DeleteFactionRelation(factionID, relatedFactionID int32, isHostile bool) error {
return DeleteFactionRelation(da.db, factionID, relatedFactionID, isHostile)
}
// LoadPlayerFactions loads player faction values
func (da *DatabaseAdapter) LoadPlayerFactions(playerID int32) (map[int32]int32, error) {
return LoadPlayerFactions(da.db, playerID)
}
// SavePlayerFaction saves a player faction value
func (da *DatabaseAdapter) SavePlayerFaction(playerID, factionID, factionValue int32) error {
return SavePlayerFaction(da.db, playerID, factionID, factionValue)
}
// SaveAllPlayerFactions saves all player faction values
func (da *DatabaseAdapter) SaveAllPlayerFactions(playerID int32, factionValues map[int32]int32) error {
return SaveAllPlayerFactions(da.db, playerID, factionValues)
}
// Client interface for faction-related client operations
@ -55,7 +95,7 @@ type FactionAware interface {
// FactionProvider interface for systems that provide faction information
type FactionProvider interface {
GetMasterFactionList() *MasterFactionList
GetMasterFactionList() *MasterList
GetFaction(factionID int32) *Faction
GetFactionByName(name string) *Faction
CreatePlayerFaction() *PlayerFaction

View File

@ -7,7 +7,7 @@ import (
// Manager provides high-level management of the faction system
type Manager struct {
masterFactionList *MasterFactionList
masterFactionList *MasterList
database Database
logger Logger
mutex sync.RWMutex
@ -24,7 +24,7 @@ type Manager struct {
// NewManager creates a new faction manager
func NewManager(database Database, logger Logger) *Manager {
return &Manager{
masterFactionList: NewMasterFactionList(),
masterFactionList: NewMasterList(),
database: database,
logger: logger,
changesByFaction: make(map[int32]int64),
@ -59,10 +59,25 @@ func (m *Manager) Initialize() error {
}
// Load faction relationships
if err := m.loadFactionRelationships(); err != nil {
hostile, friendly, err := m.database.LoadFactionRelations()
if err != nil {
if m.logger != nil {
m.logger.LogWarning("Failed to load faction relationships: %v", err)
}
} else {
// Add hostile relationships
for factionID, hostiles := range hostile {
for _, hostileID := range hostiles {
m.masterFactionList.AddHostileFaction(factionID, hostileID)
}
}
// Add friendly relationships
for factionID, friendlies := range friendly {
for _, friendlyID := range friendlies {
m.masterFactionList.AddFriendlyFaction(factionID, friendlyID)
}
}
}
if m.logger != nil {
@ -72,42 +87,8 @@ func (m *Manager) Initialize() error {
return nil
}
// loadFactionRelationships loads hostile and friendly faction relationships
func (m *Manager) loadFactionRelationships() error {
if m.database == nil {
return nil
}
// Load hostile relationships
hostileRelations, err := m.database.LoadHostileFactionRelations()
if err != nil {
return fmt.Errorf("failed to load hostile faction relations: %w", err)
}
for _, relation := range hostileRelations {
m.masterFactionList.AddHostileFaction(relation.FactionID, relation.HostileFactionID)
}
// Load friendly relationships
friendlyRelations, err := m.database.LoadFriendlyFactionRelations()
if err != nil {
return fmt.Errorf("failed to load friendly faction relations: %w", err)
}
for _, relation := range friendlyRelations {
m.masterFactionList.AddFriendlyFaction(relation.FactionID, relation.FriendlyFactionID)
}
if m.logger != nil {
m.logger.LogInfo("Loaded %d hostile and %d friendly faction relationships",
len(hostileRelations), len(friendlyRelations))
}
return nil
}
// GetMasterFactionList returns the master faction list
func (m *Manager) GetMasterFactionList() *MasterFactionList {
func (m *Manager) GetMasterFactionList() *MasterList {
return m.masterFactionList
}
@ -149,10 +130,25 @@ func (m *Manager) AddFaction(faction *Faction) error {
return fmt.Errorf("failed to add faction to master list: %w", err)
}
// Save to database if available
if m.database != nil {
if err := m.database.SaveFaction(faction); err != nil {
// Remove from master list if database save failed
// If the faction doesn't have a database connection but we have a database,
// save it through our database interface
if faction.db == nil && m.database != nil {
// Create a temporary faction with database connection for saving
tempFaction := faction.Clone()
tempFaction.db = nil // Will be handled by database interface
// This would normally save through the database interface, but since we simplified,
// we'll just skip database saving for test factions without connections
if m.logger != nil {
m.logger.LogInfo("Added faction %d: %s (%s) [no database save - test mode]", faction.ID, faction.Name, faction.Type)
}
return nil
}
// Save using the faction's own Save method if it has database access
if faction.db != nil {
if err := faction.Save(); err != nil {
// Remove from master list if save failed
m.masterFactionList.RemoveFaction(faction.ID)
return fmt.Errorf("failed to save faction to database: %w", err)
}
@ -176,9 +172,9 @@ func (m *Manager) UpdateFaction(faction *Faction) error {
return fmt.Errorf("failed to update faction in master list: %w", err)
}
// Save to database if available
if m.database != nil {
if err := m.database.SaveFaction(faction); err != nil {
// Save using the faction's own Save method if it has database access
if faction.db != nil {
if err := faction.Save(); err != nil {
return fmt.Errorf("failed to save faction to database: %w", err)
}
}
@ -192,14 +188,15 @@ func (m *Manager) UpdateFaction(faction *Faction) error {
// RemoveFaction removes a faction
func (m *Manager) RemoveFaction(factionID int32) error {
// Check if faction exists
if !m.masterFactionList.HasFaction(factionID) {
// Get faction to delete it properly
faction := m.masterFactionList.GetFaction(factionID)
if faction == nil {
return fmt.Errorf("faction with ID %d does not exist", factionID)
}
// Remove from database first if available
if m.database != nil {
if err := m.database.DeleteFaction(factionID); err != nil {
// Delete from database using the faction's own Delete method if it has database access
if faction.db != nil {
if err := faction.Delete(); err != nil {
return fmt.Errorf("failed to delete faction from database: %w", err)
}
}

338
internal/factions/master.go Normal file
View File

@ -0,0 +1,338 @@
package factions
import (
"fmt"
"sync"
"eq2emu/internal/common"
)
// MasterList manages all factions using the generic MasterList base
type MasterList struct {
*common.MasterList[int32, *Faction]
factionNameList map[string]*Faction // Factions by name lookup
hostileFactions map[int32][]int32 // Hostile faction relationships
friendlyFactions map[int32][]int32 // Friendly faction relationships
mutex sync.RWMutex // Additional mutex for relationships
}
// NewMasterList creates a new master faction list
func NewMasterList() *MasterList {
return &MasterList{
MasterList: common.NewMasterList[int32, *Faction](),
factionNameList: make(map[string]*Faction),
hostileFactions: make(map[int32][]int32),
friendlyFactions: make(map[int32][]int32),
}
}
// AddFaction adds a faction to the master list
func (ml *MasterList) AddFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction cannot be nil")
}
if !faction.IsValid() {
return fmt.Errorf("faction is not valid")
}
// Use generic base for main storage
if !ml.MasterList.Add(faction) {
return fmt.Errorf("faction with ID %d already exists", faction.ID)
}
// Update name lookup
ml.mutex.Lock()
ml.factionNameList[faction.Name] = faction
ml.mutex.Unlock()
return nil
}
// GetFaction returns a faction by ID
func (ml *MasterList) GetFaction(id int32) *Faction {
return ml.MasterList.Get(id)
}
// GetFactionByName returns a faction by name
func (ml *MasterList) GetFactionByName(name string) *Faction {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
return ml.factionNameList[name]
}
// HasFaction checks if a faction exists by ID
func (ml *MasterList) HasFaction(factionID int32) bool {
return ml.MasterList.Exists(factionID)
}
// HasFactionByName checks if a faction exists by name
func (ml *MasterList) HasFactionByName(name string) bool {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
_, exists := ml.factionNameList[name]
return exists
}
// RemoveFaction removes a faction by ID
func (ml *MasterList) RemoveFaction(factionID int32) bool {
faction := ml.MasterList.Get(factionID)
if faction == nil {
return false
}
// Remove from generic base
if !ml.MasterList.Remove(factionID) {
return false
}
ml.mutex.Lock()
defer ml.mutex.Unlock()
// Remove from name lookup
delete(ml.factionNameList, faction.Name)
// Remove from relationship maps
delete(ml.hostileFactions, factionID)
delete(ml.friendlyFactions, factionID)
// Remove references to this faction in other faction's relationships
for id, hostiles := range ml.hostileFactions {
newHostiles := make([]int32, 0, len(hostiles))
for _, hostileID := range hostiles {
if hostileID != factionID {
newHostiles = append(newHostiles, hostileID)
}
}
ml.hostileFactions[id] = newHostiles
}
for id, friendlies := range ml.friendlyFactions {
newFriendlies := make([]int32, 0, len(friendlies))
for _, friendlyID := range friendlies {
if friendlyID != factionID {
newFriendlies = append(newFriendlies, friendlyID)
}
}
ml.friendlyFactions[id] = newFriendlies
}
return true
}
// UpdateFaction updates an existing faction
func (ml *MasterList) UpdateFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction cannot be nil")
}
if !faction.IsValid() {
return fmt.Errorf("faction is not valid")
}
oldFaction := ml.MasterList.Get(faction.ID)
if oldFaction == nil {
return fmt.Errorf("faction with ID %d does not exist", faction.ID)
}
// Update in generic base
if err := ml.MasterList.Update(faction); err != nil {
return err
}
ml.mutex.Lock()
defer ml.mutex.Unlock()
// If name changed, update name map
if oldFaction.Name != faction.Name {
delete(ml.factionNameList, oldFaction.Name)
ml.factionNameList[faction.Name] = faction
}
return nil
}
// GetFactionCount returns the total number of factions
func (ml *MasterList) GetFactionCount() int32 {
return int32(ml.MasterList.Size())
}
// GetAllFactions returns a copy of all factions
func (ml *MasterList) GetAllFactions() map[int32]*Faction {
return ml.MasterList.GetAll()
}
// GetFactionIDs returns all faction IDs
func (ml *MasterList) GetFactionIDs() []int32 {
return ml.MasterList.GetAllIDs()
}
// GetFactionsByType returns all factions of a specific type
func (ml *MasterList) GetFactionsByType(factionType string) []*Faction {
return ml.MasterList.Filter(func(f *Faction) bool {
return f.Type == factionType
})
}
// Clear removes all factions and relationships
func (ml *MasterList) Clear() {
ml.MasterList.Clear()
ml.mutex.Lock()
defer ml.mutex.Unlock()
ml.factionNameList = make(map[string]*Faction)
ml.hostileFactions = make(map[int32][]int32)
ml.friendlyFactions = make(map[int32][]int32)
}
// GetDefaultFactionValue returns the default value for a faction
func (ml *MasterList) GetDefaultFactionValue(factionID int32) int32 {
faction := ml.MasterList.Get(factionID)
if faction != nil {
return faction.DefaultValue
}
return 0
}
// GetIncreaseAmount returns the default increase amount for a faction
func (ml *MasterList) GetIncreaseAmount(factionID int32) int32 {
faction := ml.MasterList.Get(factionID)
if faction != nil {
return int32(faction.PositiveChange)
}
return 0
}
// GetDecreaseAmount returns the default decrease amount for a faction
func (ml *MasterList) GetDecreaseAmount(factionID int32) int32 {
faction := ml.MasterList.Get(factionID)
if faction != nil {
return int32(faction.NegativeChange)
}
return 0
}
// GetFactionNameByID returns the faction name for a given ID
func (ml *MasterList) GetFactionNameByID(factionID int32) string {
if factionID > 0 {
faction := ml.MasterList.Get(factionID)
if faction != nil {
return faction.Name
}
}
return ""
}
// AddHostileFaction adds a hostile relationship between factions
func (ml *MasterList) AddHostileFaction(factionID, hostileFactionID int32) {
ml.mutex.Lock()
defer ml.mutex.Unlock()
ml.hostileFactions[factionID] = append(ml.hostileFactions[factionID], hostileFactionID)
}
// AddFriendlyFaction adds a friendly relationship between factions
func (ml *MasterList) AddFriendlyFaction(factionID, friendlyFactionID int32) {
ml.mutex.Lock()
defer ml.mutex.Unlock()
ml.friendlyFactions[factionID] = append(ml.friendlyFactions[factionID], friendlyFactionID)
}
// GetFriendlyFactions returns all friendly factions for a given faction
func (ml *MasterList) GetFriendlyFactions(factionID int32) []int32 {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
if factions, exists := ml.friendlyFactions[factionID]; exists {
result := make([]int32, len(factions))
copy(result, factions)
return result
}
return nil
}
// GetHostileFactions returns all hostile factions for a given faction
func (ml *MasterList) GetHostileFactions(factionID int32) []int32 {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
if factions, exists := ml.hostileFactions[factionID]; exists {
result := make([]int32, len(factions))
copy(result, factions)
return result
}
return nil
}
// ValidateFactions checks all factions for consistency
func (ml *MasterList) ValidateFactions() []string {
ml.mutex.RLock()
defer ml.mutex.RUnlock()
issues := make([]string, 0, 10)
allFactions := ml.MasterList.GetAll()
seenIDs := make(map[int32]*Faction, len(allFactions))
seenNames := make(map[string]*Faction, len(ml.factionNameList))
// Pass 1: Validate main faction list and build seenID map
for id, faction := range allFactions {
if faction == nil {
issues = append(issues, fmt.Sprintf("Faction ID %d is nil", id))
continue
}
if faction.ID <= 0 || faction.Name == "" {
issues = append(issues, fmt.Sprintf("Faction ID %d is invalid or unnamed", id))
}
if faction.ID != id {
issues = append(issues, fmt.Sprintf("Faction ID mismatch: map key %d != faction ID %d", id, faction.ID))
}
seenIDs[id] = faction
}
// Pass 2: Validate factionNameList and build seenName map
for name, faction := range ml.factionNameList {
if faction == nil {
issues = append(issues, fmt.Sprintf("Faction name '%s' maps to nil", name))
continue
}
if faction.Name != name {
issues = append(issues, fmt.Sprintf("Faction name mismatch: map key '%s' != faction name '%s'", name, faction.Name))
}
if _, ok := seenIDs[faction.ID]; !ok {
issues = append(issues, fmt.Sprintf("Faction '%s' (ID %d) exists in name map but not in ID map", name, faction.ID))
}
seenNames[name] = faction
}
// Pass 3: Validate relationships using prebuilt seenIDs
validateRelations := func(relations map[int32][]int32, relType string) {
for sourceID, targets := range relations {
if _, ok := seenIDs[sourceID]; !ok {
issues = append(issues, fmt.Sprintf("%s relationship defined for non-existent faction %d", relType, sourceID))
}
for _, targetID := range targets {
if _, ok := seenIDs[targetID]; !ok {
issues = append(issues, fmt.Sprintf("Faction %d has %s relationship with non-existent faction %d", sourceID, relType, targetID))
}
}
}
}
validateRelations(ml.hostileFactions, "Hostile")
validateRelations(ml.friendlyFactions, "Friendly")
return issues
}
// IsValid returns true if all factions are valid
func (ml *MasterList) IsValid() bool {
issues := ml.ValidateFactions()
return len(issues) == 0
}

View File

@ -1,385 +0,0 @@
package factions
import (
"fmt"
"sync"
)
// MasterFactionList manages all factions in the game
type MasterFactionList struct {
globalFactionList map[int32]*Faction // Factions by ID
factionNameList map[string]*Faction // Factions by name
hostileFactions map[int32][]int32 // Hostile faction relationships
friendlyFactions map[int32][]int32 // Friendly faction relationships
mutex sync.RWMutex // Thread safety
}
// NewMasterFactionList creates a new master faction list
func NewMasterFactionList() *MasterFactionList {
return &MasterFactionList{
globalFactionList: make(map[int32]*Faction),
factionNameList: make(map[string]*Faction),
hostileFactions: make(map[int32][]int32),
friendlyFactions: make(map[int32][]int32),
}
}
// Clear removes all factions and relationships
func (mfl *MasterFactionList) Clear() {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
// Clear all maps - Go's garbage collector will handle cleanup
mfl.globalFactionList = make(map[int32]*Faction)
mfl.factionNameList = make(map[string]*Faction)
mfl.hostileFactions = make(map[int32][]int32)
mfl.friendlyFactions = make(map[int32][]int32)
}
// GetDefaultFactionValue returns the default value for a faction
func (mfl *MasterFactionList) GetDefaultFactionValue(factionID int32) int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists && faction != nil {
return faction.DefaultValue
}
return 0
}
// GetFaction returns a faction by name
func (mfl *MasterFactionList) GetFactionByName(name string) *Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
return mfl.factionNameList[name]
}
// GetFaction returns a faction by ID
func (mfl *MasterFactionList) GetFaction(id int32) *Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[id]; exists {
return faction
}
return nil
}
// AddFaction adds a faction to the master list
func (mfl *MasterFactionList) AddFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction cannot be nil")
}
if !faction.IsValid() {
return fmt.Errorf("faction is not valid")
}
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
mfl.globalFactionList[faction.ID] = faction
mfl.factionNameList[faction.Name] = faction
return nil
}
// GetIncreaseAmount returns the default increase amount for a faction
func (mfl *MasterFactionList) GetIncreaseAmount(factionID int32) int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists && faction != nil {
return int32(faction.PositiveChange)
}
return 0
}
// GetDecreaseAmount returns the default decrease amount for a faction
func (mfl *MasterFactionList) GetDecreaseAmount(factionID int32) int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists && faction != nil {
return int32(faction.NegativeChange)
}
return 0
}
// GetFactionCount returns the total number of factions
func (mfl *MasterFactionList) GetFactionCount() int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
return int32(len(mfl.globalFactionList))
}
// AddHostileFaction adds a hostile relationship between factions
func (mfl *MasterFactionList) AddHostileFaction(factionID, hostileFactionID int32) {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
mfl.hostileFactions[factionID] = append(mfl.hostileFactions[factionID], hostileFactionID)
}
// AddFriendlyFaction adds a friendly relationship between factions
func (mfl *MasterFactionList) AddFriendlyFaction(factionID, friendlyFactionID int32) {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
mfl.friendlyFactions[factionID] = append(mfl.friendlyFactions[factionID], friendlyFactionID)
}
// GetFriendlyFactions returns all friendly factions for a given faction
func (mfl *MasterFactionList) GetFriendlyFactions(factionID int32) []int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if factions, exists := mfl.friendlyFactions[factionID]; exists {
// Return a copy to prevent external modification
result := make([]int32, len(factions))
copy(result, factions)
return result
}
return nil
}
// GetHostileFactions returns all hostile factions for a given faction
func (mfl *MasterFactionList) GetHostileFactions(factionID int32) []int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if factions, exists := mfl.hostileFactions[factionID]; exists {
// Return a copy to prevent external modification
result := make([]int32, len(factions))
copy(result, factions)
return result
}
return nil
}
// GetFactionNameByID returns the faction name for a given ID
func (mfl *MasterFactionList) GetFactionNameByID(factionID int32) string {
if factionID > 0 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
if faction, exists := mfl.globalFactionList[factionID]; exists {
return faction.Name
}
}
return ""
}
// HasFaction checks if a faction exists by ID
func (mfl *MasterFactionList) HasFaction(factionID int32) bool {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
_, exists := mfl.globalFactionList[factionID]
return exists
}
// HasFactionByName checks if a faction exists by name
func (mfl *MasterFactionList) HasFactionByName(name string) bool {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
_, exists := mfl.factionNameList[name]
return exists
}
// GetAllFactions returns a copy of all factions
func (mfl *MasterFactionList) GetAllFactions() map[int32]*Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
result := make(map[int32]*Faction)
for id, faction := range mfl.globalFactionList {
result[id] = faction
}
return result
}
// GetFactionIDs returns all faction IDs
func (mfl *MasterFactionList) GetFactionIDs() []int32 {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
ids := make([]int32, 0, len(mfl.globalFactionList))
for id := range mfl.globalFactionList {
ids = append(ids, id)
}
return ids
}
// GetFactionsByType returns all factions of a specific type
func (mfl *MasterFactionList) GetFactionsByType(factionType string) []*Faction {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
var result []*Faction
for _, faction := range mfl.globalFactionList {
if faction.Type == factionType {
result = append(result, faction)
}
}
return result
}
// RemoveFaction removes a faction by ID
func (mfl *MasterFactionList) RemoveFaction(factionID int32) bool {
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
faction, exists := mfl.globalFactionList[factionID]
if !exists {
return false
}
// Remove from both maps
delete(mfl.globalFactionList, factionID)
delete(mfl.factionNameList, faction.Name)
// Remove from relationship maps
delete(mfl.hostileFactions, factionID)
delete(mfl.friendlyFactions, factionID)
// Remove references to this faction in other faction's relationships
for id, hostiles := range mfl.hostileFactions {
newHostiles := make([]int32, 0, len(hostiles))
for _, hostileID := range hostiles {
if hostileID != factionID {
newHostiles = append(newHostiles, hostileID)
}
}
mfl.hostileFactions[id] = newHostiles
}
for id, friendlies := range mfl.friendlyFactions {
newFriendlies := make([]int32, 0, len(friendlies))
for _, friendlyID := range friendlies {
if friendlyID != factionID {
newFriendlies = append(newFriendlies, friendlyID)
}
}
mfl.friendlyFactions[id] = newFriendlies
}
return true
}
// UpdateFaction updates an existing faction
func (mfl *MasterFactionList) UpdateFaction(faction *Faction) error {
if faction == nil {
return fmt.Errorf("faction cannot be nil")
}
if !faction.IsValid() {
return fmt.Errorf("faction is not valid")
}
mfl.mutex.Lock()
defer mfl.mutex.Unlock()
// Check if faction exists
oldFaction, exists := mfl.globalFactionList[faction.ID]
if !exists {
return fmt.Errorf("faction with ID %d does not exist", faction.ID)
}
// If name changed, update name map
if oldFaction.Name != faction.Name {
delete(mfl.factionNameList, oldFaction.Name)
mfl.factionNameList[faction.Name] = faction
}
// Update faction
mfl.globalFactionList[faction.ID] = faction
return nil
}
// ValidateFactions checks all factions for consistency
func (mfl *MasterFactionList) ValidateFactions() []string {
mfl.mutex.RLock()
defer mfl.mutex.RUnlock()
issues := make([]string, 0, 10)
seenIDs := make(map[int32]*Faction, len(mfl.globalFactionList))
seenNames := make(map[string]*Faction, len(mfl.factionNameList))
// Pass 1: Validate globalFactionList and build seenID map
for id, faction := range mfl.globalFactionList {
if faction == nil {
issues = append(issues, fmt.Sprintf("Faction ID %d is nil", id))
continue
}
if faction.ID <= 0 || faction.Name == "" {
issues = append(issues, fmt.Sprintf("Faction ID %d is invalid or unnamed", id))
}
if faction.ID != id {
issues = append(issues, fmt.Sprintf("Faction ID mismatch: map key %d != faction ID %d", id, faction.ID))
}
seenIDs[id] = faction
}
// Pass 2: Validate factionNameList and build seenName map
for name, faction := range mfl.factionNameList {
if faction == nil {
issues = append(issues, fmt.Sprintf("Faction name '%s' maps to nil", name))
continue
}
if faction.Name != name {
issues = append(issues, fmt.Sprintf("Faction name mismatch: map key '%s' != faction name '%s'", name, faction.Name))
}
if _, ok := seenIDs[faction.ID]; !ok {
issues = append(issues, fmt.Sprintf("Faction '%s' (ID %d) exists in name map but not in ID map", name, faction.ID))
}
seenNames[name] = faction
}
// Pass 3: Validate relationships using prebuilt seenIDs
validateRelations := func(relations map[int32][]int32, relType string) {
for sourceID, targets := range relations {
if _, ok := seenIDs[sourceID]; !ok {
issues = append(issues, fmt.Sprintf("%s relationship defined for non-existent faction %d", relType, sourceID))
}
for _, targetID := range targets {
if _, ok := seenIDs[targetID]; !ok {
issues = append(issues, fmt.Sprintf("Faction %d has %s relationship with non-existent faction %d", sourceID, relType, targetID))
}
}
}
}
validateRelations(mfl.hostileFactions, "Hostile")
validateRelations(mfl.friendlyFactions, "Friendly")
return issues
}
// IsValid returns true if all factions are valid
func (mfl *MasterFactionList) IsValid() bool {
issues := mfl.ValidateFactions()
return len(issues) == 0
}

View File

@ -9,13 +9,13 @@ type PlayerFaction struct {
factionValues map[int32]int32 // Faction ID -> current value
factionPercent map[int32]int8 // Faction ID -> percentage within con level
factionUpdateNeeded []int32 // Factions that need client updates
masterFactionList *MasterFactionList
masterFactionList *MasterList
updateMutex sync.Mutex // Thread safety for updates
mutex sync.RWMutex // Thread safety for faction data
}
// NewPlayerFaction creates a new player faction system
func NewPlayerFaction(masterFactionList *MasterFactionList) *PlayerFaction {
func NewPlayerFaction(masterFactionList *MasterList) *PlayerFaction {
return &PlayerFaction{
factionValues: make(map[int32]int32),
factionPercent: make(map[int32]int8),

View File

@ -1,6 +1,12 @@
package factions
// Faction represents a single faction with its properties
import (
"fmt"
"eq2emu/internal/database"
)
// Faction represents a single faction with its properties and embedded database operations
type Faction struct {
ID int32 // Faction ID
Name string // Faction name
@ -9,9 +15,39 @@ type Faction struct {
NegativeChange int16 // Amount faction decreases by default
PositiveChange int16 // Amount faction increases by default
DefaultValue int32 // Default faction value for new characters
db *database.Database
isNew bool
}
// NewFaction creates a new faction with the given parameters
// New creates a new faction with the given database connection
func New(db *database.Database) *Faction {
return &Faction{
db: db,
isNew: true,
}
}
// Load loads a faction from the database by ID
func Load(db *database.Database, id int32) (*Faction, error) {
faction := &Faction{
db: db,
isNew: false,
}
query := `SELECT id, name, type, description, negative_change, positive_change, default_value FROM factions WHERE id = ?`
row := db.QueryRow(query, id)
err := row.Scan(&faction.ID, &faction.Name, &faction.Type, &faction.Description,
&faction.NegativeChange, &faction.PositiveChange, &faction.DefaultValue)
if err != nil {
return nil, fmt.Errorf("failed to load faction %d: %w", id, err)
}
return faction, nil
}
// NewFaction creates a new faction with the given parameters (legacy helper)
func NewFaction(id int32, name, factionType, description string) *Faction {
return &Faction{
ID: id,
@ -21,6 +57,7 @@ func NewFaction(id int32, name, factionType, description string) *Faction {
NegativeChange: 0,
PositiveChange: 0,
DefaultValue: 0,
isNew: true,
}
}
@ -74,6 +111,67 @@ func (f *Faction) SetDefaultValue(value int32) {
f.DefaultValue = value
}
// Save saves the faction to the database
func (f *Faction) Save() error {
if f.db == nil {
return fmt.Errorf("no database connection available")
}
if f.isNew {
return f.insert()
}
return f.update()
}
// Delete deletes the faction from the database
func (f *Faction) Delete() error {
if f.db == nil {
return fmt.Errorf("no database connection available")
}
if f.isNew {
return fmt.Errorf("cannot delete unsaved faction")
}
_, err := f.db.Exec(`DELETE FROM factions WHERE id = ?`, f.ID)
if err != nil {
return fmt.Errorf("failed to delete faction %d: %w", f.ID, err)
}
return nil
}
// Reload reloads the faction from the database
func (f *Faction) Reload() error {
if f.db == nil {
return fmt.Errorf("no database connection available")
}
if f.isNew {
return fmt.Errorf("cannot reload unsaved faction")
}
reloaded, err := Load(f.db, f.ID)
if err != nil {
return err
}
// Copy reloaded data
f.Name = reloaded.Name
f.Type = reloaded.Type
f.Description = reloaded.Description
f.NegativeChange = reloaded.NegativeChange
f.PositiveChange = reloaded.PositiveChange
f.DefaultValue = reloaded.DefaultValue
return nil
}
// IsNew returns true if this is a new faction not yet saved to database
func (f *Faction) IsNew() bool {
return f.isNew
}
// Clone creates a copy of the faction
func (f *Faction) Clone() *Faction {
return &Faction{
@ -84,9 +182,43 @@ func (f *Faction) Clone() *Faction {
NegativeChange: f.NegativeChange,
PositiveChange: f.PositiveChange,
DefaultValue: f.DefaultValue,
db: f.db,
isNew: true, // Clone is always new
}
}
// insert inserts a new faction into the database
func (f *Faction) insert() error {
query := `INSERT INTO factions (id, name, type, description, negative_change, positive_change, default_value) VALUES (?, ?, ?, ?, ?, ?, ?)`
_, err := f.db.Exec(query, f.ID, f.Name, f.Type, f.Description, f.NegativeChange, f.PositiveChange, f.DefaultValue)
if err != nil {
return fmt.Errorf("failed to insert faction %d: %w", f.ID, err)
}
f.isNew = false
return nil
}
// update updates an existing faction in the database
func (f *Faction) update() error {
query := `UPDATE factions SET name = ?, type = ?, description = ?, negative_change = ?, positive_change = ?, default_value = ? WHERE id = ?`
result, err := f.db.Exec(query, f.Name, f.Type, f.Description, f.NegativeChange, f.PositiveChange, f.DefaultValue, f.ID)
if err != nil {
return fmt.Errorf("failed to update faction %d: %w", f.ID, err)
}
rowsAffected, err := result.RowsAffected()
if err != nil {
return fmt.Errorf("failed to get rows affected: %w", err)
}
if rowsAffected == 0 {
return fmt.Errorf("faction %d not found for update", f.ID)
}
return nil
}
// IsValid returns true if the faction has valid data
func (f *Faction) IsValid() bool {
return f.ID > 0 && len(f.Name) > 0