get rid of world since it's broken

This commit is contained in:
Sky Johnson 2025-08-30 19:44:55 -05:00
parent 6b0f888fef
commit f2484a403c
10 changed files with 0 additions and 5638 deletions

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# EQ2Go World Server
The EQ2Go World Server is the main game server component that handles client connections, zone management, and game logic. This implementation is converted from the C++ EQ2EMu WorldServer while leveraging modern Go patterns.
## Architecture Overview
The world server consists of several key components:
### Core Components
- **World**: Main server instance managing all subsystems
- **ZoneList**: Zone management with instance support
- **ClientList**: Connected player management
- **Database**: SQLite-based data persistence
- **CommandManager**: Integrated command system
- **RuleManager**: Server configuration rules
### Key Features
- **Multi-Zone Support**: Manages multiple zone instances
- **Client Management**: Handles player connections and state
- **Command Integration**: Full admin and player command support
- **Database Integration**: SQLite with automatic schema creation
- **Configuration Management**: JSON-based configuration with CLI overrides
- **Graceful Shutdown**: Clean shutdown with proper resource cleanup
- **Thread-Safe Operations**: All components use proper synchronization
## Server Components
### World Server (`world.go`)
The main World struct coordinates all server operations:
```go
type World struct {
db *database.Database
commandManager *commands.CommandManager
rulesManager *rules.RuleManager
zones *ZoneList
clients *ClientList
config *WorldConfig
worldTime *WorldTime
stats *ServerStatistics
}
```
**Key Methods:**
- `NewWorld()`: Creates a new world server instance
- `Start()`: Starts all server subsystems
- `Stop()`: Gracefully shuts down the server
- `Process()`: Main server processing loop
### Zone Management (`zone_list.go`)
Manages all active zones and their instances:
**Features:**
- Zone instance management
- Population tracking
- Health monitoring
- Automatic cleanup
- Load balancing
**Zone Properties:**
- ID, Name, Instance ID
- Level requirements
- Population limits
- Safe locations
- Processing state
### Client Management (`client_list.go`)
Handles all connected players:
**Features:**
- Connection tracking
- Linkdead detection
- Admin level management
- Zone transitions
- Command integration
**Client State:**
- Account/Character information
- Connection details
- Zone assignment
- AFK/Anonymous flags
- Group/Guild membership
### Database Integration (`database.go`)
SQLite-based persistence with automatic schema creation:
**Tables:**
- Rules: Server configuration rules
- Accounts: Player accounts
- Characters: Character data
- Zones: Zone definitions
- Server Stats: Performance metrics
- Merchants: NPC merchant data
### Configuration System
JSON-based configuration with CLI overrides:
```json
{
"listen_addr": "0.0.0.0",
"listen_port": 9000,
"max_clients": 1000,
"web_port": 8080,
"database_type": "sqlite",
"database_path": "eq2.db",
"database_host": "localhost",
"database_port": 3306,
"database_name": "eq2emu",
"database_user": "eq2",
"database_pass": "password",
"server_name": "EQ2Go World Server",
"xp_rate": 1.0,
"ts_xp_rate": 1.0
}
```
For MySQL/MariaDB configuration:
```json
{
"database_type": "mysql",
"database_host": "localhost",
"database_port": 3306,
"database_name": "eq2emu",
"database_user": "eq2",
"database_pass": "password"
}
```
For SQLite configuration (default):
```json
{
"database_type": "sqlite",
"database_path": "eq2.db"
}
```
## Usage
### Basic Startup
```bash
# Use default configuration
./world_server
# Override specific settings
./world_server -listen-port 9001 -xp-rate 2.0 -name "My EQ2 Server"
# Use custom config file
./world_server -config custom_config.json
```
### Command Line Options
- `-config`: Configuration file path
- `-listen-addr`: Override listen address
- `-listen-port`: Override listen port
- `-web-port`: Override web interface port
- `-db`: Override database path
- `-log-level`: Override log level
- `-name`: Override server name
- `-xp-rate`: Override XP rate multiplier
- `-version`: Show version information
### Configuration File
On first run, a default configuration file is created automatically. The configuration includes:
**Network Settings:**
- Listen address and port
- Maximum client connections
- Web interface settings
**Database Settings:**
- Database file path
- Connection pool settings
**Game Settings:**
- XP/TS XP/Coin/Loot rate multipliers
- Server name and MOTD
- Login server connection details
## Integration Points
### Command System Integration
The world server fully integrates with the command system:
```go
// Client implements commands.ClientInterface
func (c *Client) GetPlayer() *entity.Entity
func (c *Client) SendMessage(channel int, color int, message string)
func (c *Client) GetAdminLevel() int
// Zone implements commands.ZoneInterface through ZoneAdapter
func (za *ZoneAdapter) GetID() int32
func (za *ZoneAdapter) SendZoneMessage(channel int, color int, message string)
```
### Database Integration
All server data is persisted to SQLite:
```go
// Load server configuration
func (d *Database) LoadRules() (map[string]map[string]string, error)
// Zone management
func (d *Database) GetZones() ([]map[string]any, error)
// Character persistence (planned)
func (d *Database) SaveCharacter(character *Character) error
```
### Rules System Integration
Integrates with the existing rules package:
```go
// Rules manager provides server configuration
rulesManager := rules.NewRuleManager()
// Access server rules
maxLevel := rulesManager.GetInt32(rules.CategoryServer, rules.TypeMaxLevel)
xpRate := rulesManager.GetFloat32(rules.CategoryServer, rules.TypeXPMultiplier)
```
## Server Statistics
The world server tracks comprehensive statistics:
- Connection counts (current, total, peak)
- Zone statistics (active zones, instances)
- Performance metrics (CPU, memory usage)
- Character statistics (total accounts, average level)
## Time System
Implements EverQuest II's accelerated time system:
- 3 real seconds = 1 game minute
- 72 real minutes = 1 game day
- Broadcasts time updates to all zones
- Supports custom starting year/date
## Lifecycle Management
### Startup Sequence
1. Load/create configuration file
2. Initialize database connection
3. Load server data from database
4. Initialize command and rules managers
5. Start background processing threads
6. Begin accepting client connections
### Shutdown Sequence
1. Stop accepting new connections
2. Disconnect all clients gracefully
3. Shutdown all zones
4. Save server state
5. Close database connections
6. Clean up resources
## Thread Safety
All components use proper Go synchronization:
- `sync.RWMutex` for read-heavy operations
- `sync.Mutex` for exclusive access
- `context.Context` for cancellation
- `sync.WaitGroup` for graceful shutdown
## Future Integration Points
The world server is designed for easy integration with:
### Network Layer (UDP Package)
```go
// TODO: Integrate UDP connection handling
func (w *World) handleClientConnection(conn *udp.Connection) {
client := &Client{
Connection: conn,
// ...
}
w.clients.Add(client)
}
```
### Game Systems
```go
// TODO: Integrate additional game systems
w.spellManager = spells.NewManager()
w.questManager = quests.NewManager()
w.itemManager = items.NewManager()
```
### Zone Loading
```go
// TODO: Implement zone loading from database
func (zl *ZoneList) LoadZone(zoneID int32) (*ZoneServer, error) {
// Load zone data from database
// Initialize NPCs, spawns, objects
// Start zone processing
}
```
## Error Handling
Comprehensive error handling throughout:
- Database connection errors
- Configuration validation
- Resource cleanup on errors
- Graceful degradation
- Detailed error logging
## Performance Considerations
- Efficient concurrent data structures
- Connection pooling for database
- Batched time updates
- Lazy loading of game data
- Memory pool reuse (planned)
## Testing
The world server can be tested in isolation:
```bash
# Run server with test configuration
./world_server -config test_config.json -db test.db
# Test with different rates
./world_server -xp-rate 10.0 -name "Test Server"
```
## Monitoring
Built-in monitoring capabilities:
- Server statistics tracking
- Zone health monitoring
- Client connection monitoring
- Performance metrics collection
- Automatic dead zone cleanup
## 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.

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package world
import (
"fmt"
)
// AchievementEventType represents different types of achievement events
type AchievementEventType int
const (
// Combat events
EventNPCKill AchievementEventType = iota
EventPlayerKill
EventDeathByNPC
EventDeathByPlayer
EventDamageDealt
EventHealingDone
// Quest events
EventQuestCompleted
EventQuestStep
EventQuestStarted
EventQuestAbandoned
// Skill events
EventSkillIncrease
EventSkillMastery
EventSpellLearned
EventSpellCast
// Item events
EventItemDiscovered
EventItemCrafted
EventItemLooted
EventItemEquipped
EventItemSold
EventItemBought
// Exploration events
EventZoneDiscovered
EventLocationDiscovered
EventPOIDiscovered
// Social events
EventGuildJoin
EventGuildLeave
EventGroupJoin
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
EventInstanceComplete
EventCollectionComplete
)
// AchievementEvent represents a single achievement-related event
type AchievementEvent struct {
Type AchievementEventType
CharacterID int32
Data map[string]any
Timestamp int64
}
// AchievementEventHandler processes achievement events
type AchievementEventHandler struct {
world *World
}
// NewAchievementEventHandler creates a new achievement event handler
func NewAchievementEventHandler(world *World) *AchievementEventHandler {
return &AchievementEventHandler{
world: world,
}
}
// ProcessEvent processes an achievement event and updates progress
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:
return aeh.handleNPCKill(event, achievementMgr)
case EventQuestCompleted:
return aeh.handleQuestCompleted(event, achievementMgr)
case EventLevelGain:
return aeh.handleLevelGain(event, achievementMgr)
case EventSkillIncrease:
return aeh.handleSkillIncrease(event, achievementMgr)
case EventItemDiscovered:
return aeh.handleItemDiscovered(event, achievementMgr)
case EventZoneDiscovered:
return aeh.handleZoneDiscovered(event, achievementMgr)
case EventHarvest:
return aeh.handleHarvest(event, achievementMgr)
case EventPvPKill:
return aeh.handlePvPKill(event, achievementMgr)
default:
// For unhandled events, try generic processing
return aeh.handleGenericEvent(event, achievementMgr)
}
}
// handleNPCKill processes NPC kill events
func (aeh *AchievementEventHandler) handleNPCKill(event *AchievementEvent, achievementMgr *AchievementManager) error {
npcID, ok := event.Data["npc_id"].(int32)
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
}
// handleQuestCompleted processes quest completion events
func (aeh *AchievementEventHandler) handleQuestCompleted(event *AchievementEvent, achievementMgr *AchievementManager) error {
questID, ok := event.Data["quest_id"].(int32)
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
}
// handleLevelGain processes level gain events
func (aeh *AchievementEventHandler) handleLevelGain(event *AchievementEvent, achievementMgr *AchievementManager) error {
newLevel, ok := event.Data["level"].(int32)
if !ok {
return fmt.Errorf("level not found in event data")
}
// Update level-based achievements
switch newLevel {
case 10:
achievementMgr.UpdateProgress(event.CharacterID, 30, 1) // Achievement ID 30: "Growing Strong"
case 20:
achievementMgr.UpdateProgress(event.CharacterID, 31, 1) // Achievement ID 31: "Seasoned Adventurer"
case 50:
achievementMgr.UpdateProgress(event.CharacterID, 32, 1) // Achievement ID 32: "Veteran"
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
}
// handleSkillIncrease processes skill increase events
func (aeh *AchievementEventHandler) handleSkillIncrease(event *AchievementEvent, achievementMgr *AchievementManager) error {
skillID, ok := event.Data["skill_id"].(int32)
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
if skillLevel >= 300 {
achievementMgr.UpdateProgress(event.CharacterID, 40, 1) // Achievement ID 40: "Weapon Master"
}
case 10: // Magic skill
if skillLevel >= 300 {
achievementMgr.UpdateProgress(event.CharacterID, 41, 1) // Achievement ID 41: "Arcane Scholar"
}
case 20: // Crafting skill
if skillLevel >= 300 {
achievementMgr.UpdateProgress(event.CharacterID, 42, 1) // Achievement ID 42: "Master Craftsman"
}
}
return nil
}
// handleItemDiscovered processes item discovery events
func (aeh *AchievementEventHandler) handleItemDiscovered(event *AchievementEvent, achievementMgr *AchievementManager) error {
itemID, ok := event.Data["item_id"].(int32)
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":
achievementMgr.UpdateProgress(event.CharacterID, 51, 1) // Achievement ID 51: "Rare Collector"
case "legendary":
achievementMgr.UpdateProgress(event.CharacterID, 52, 1) // Achievement ID 52: "Legend Seeker"
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
}
// handleZoneDiscovered processes zone discovery events
func (aeh *AchievementEventHandler) handleZoneDiscovered(event *AchievementEvent, achievementMgr *AchievementManager) error {
zoneID, ok := event.Data["zone_id"].(int32)
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
achievementMgr.UpdateProgress(event.CharacterID, 61, 1) // Achievement ID 61: "First Steps"
case 100: // End game zone
achievementMgr.UpdateProgress(event.CharacterID, 62, 1) // Achievement ID 62: "Into the Unknown"
}
return nil
}
// handleHarvest processes harvesting events
func (aeh *AchievementEventHandler) handleHarvest(event *AchievementEvent, achievementMgr *AchievementManager) error {
resourceType, ok := event.Data["resource_type"].(string)
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":
achievementMgr.UpdateProgress(event.CharacterID, 71, 1) // Achievement ID 71: "Miner"
case "wood":
achievementMgr.UpdateProgress(event.CharacterID, 72, 1) // Achievement ID 72: "Lumberjack"
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
}
// handlePvPKill processes PvP kill events
func (aeh *AchievementEventHandler) handlePvPKill(event *AchievementEvent, achievementMgr *AchievementManager) error {
targetLevel, ok := event.Data["target_level"].(int32)
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
}
// handleGenericEvent processes generic events
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",
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]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 {
fmt.Printf("Error processing achievement event: %v\n", err)
}
}()
}
// Convenience methods for common events
// OnNPCKill triggers an NPC kill achievement event
func (w *World) OnNPCKill(characterID int32, npcID int32, npcLevel int32) {
w.TriggerAchievementEvent(EventNPCKill, characterID, map[string]any{
"npc_id": npcID,
"level": npcLevel,
})
}
// OnQuestComplete triggers a quest completion achievement event
func (w *World) OnQuestComplete(characterID int32, questID int32) {
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]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]any{
"item_id": itemID,
"rarity": rarity,
})
}
// OnZoneDiscovered triggers a zone discovery achievement event
func (w *World) OnZoneDiscovered(characterID int32, zoneID int32) {
w.TriggerAchievementEvent(EventZoneDiscovered, characterID, map[string]any{
"zone_id": zoneID,
})
}

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package world
import (
"fmt"
"sync"
"time"
"eq2emu/internal/achievements"
"eq2emu/internal/database"
"eq2emu/internal/packets"
)
// 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
}
// NewAchievementManager creates a new achievement manager
func NewAchievementManager(db *database.Database) *AchievementManager {
return &AchievementManager{
masterList: achievements.NewMasterList(),
playerManagers: make(map[int32]*achievements.PlayerManager),
database: db,
world: nil, // Set by world server after creation
}
}
// SetWorld sets the world server reference for notifications
func (am *AchievementManager) SetWorld(world *World) {
am.world = world
}
// LoadAchievements loads all achievements from database
func (am *AchievementManager) LoadAchievements() error {
fmt.Println("Loading master achievement list...")
err := achievements.LoadAllAchievements(am.database, 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
}
// GetPlayerManager gets or creates a player achievement manager
func (am *AchievementManager) GetPlayerManager(characterID int32) *achievements.PlayerManager {
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
}
// loadPlayerAchievements loads achievement data for a specific player
func (am *AchievementManager) loadPlayerAchievements(characterID int32, playerMgr *achievements.PlayerManager) {
// Load player achievements
err := achievements.LoadPlayerAchievements(am.database, 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(am.database, uint32(characterID), playerMgr.Updates)
if err != nil {
fmt.Printf("Error loading achievement progress for character %d: %v\n", characterID, err)
}
}
// UpdateProgress updates player progress for an achievement
func (am *AchievementManager) UpdateProgress(characterID int32, achievementID uint32, progress uint32) error {
playerMgr := am.GetPlayerManager(characterID)
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 {
completed, err := playerMgr.CheckRequirements(achievement)
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)
// Send achievement update packet to client
go am.sendAchievementUpdateToClient(characterID)
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)
// Send achievement update packet for progress update
go am.sendAchievementUpdateToClient(characterID)
}
}
return nil
}
// savePlayerProgress saves player achievement progress to database
func (am *AchievementManager) savePlayerProgress(characterID int32, achievementID uint32, playerMgr *achievements.PlayerManager) {
update := playerMgr.Updates.GetUpdate(achievementID)
if update == nil {
return
}
err := achievements.SavePlayerAchievementUpdate(am.database, uint32(characterID), update)
if err != nil {
fmt.Printf("Error saving achievement progress for character %d, achievement %d: %v\n",
characterID, achievementID, err)
}
}
// onAchievementCompleted handles achievement completion events
func (am *AchievementManager) onAchievementCompleted(characterID int32, achievement *achievements.Achievement) {
// Award points
if achievement.PointValue > 0 {
// 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)
}
// notifyAchievementCompleted notifies other systems about achievement completion
func (am *AchievementManager) notifyAchievementCompleted(characterID int32, achievementID uint32) {
// Notify title system if available
if am.world != nil && am.world.titleMgr != nil {
integrationMgr := am.world.titleMgr.GetIntegrationManager()
if integrationMgr != nil {
achievementIntegration := integrationMgr.GetAchievementIntegration()
if achievementIntegration != nil {
err := achievementIntegration.OnAchievementCompleted(characterID, achievementID)
if err != nil {
fmt.Printf("Error processing achievement completion for titles: %v\n", err)
}
}
}
}
}
// processReward processes an achievement reward
func (am *AchievementManager) processReward(characterID int32, reward achievements.Reward) {
// Basic reward processing - extend based on reward types
switch reward.Reward {
case "title":
// Award title
fmt.Printf("Character %d earned a title reward\n", characterID)
case "item":
// Award item
fmt.Printf("Character %d earned an item reward\n", characterID)
case "experience":
// Award experience
fmt.Printf("Character %d earned experience reward\n", characterID)
default:
fmt.Printf("Character %d earned reward: %s\n", characterID, reward.Reward)
}
}
// GetAchievement gets an achievement by ID from master list
func (am *AchievementManager) GetAchievement(achievementID uint32) *achievements.Achievement {
return am.masterList.GetAchievement(achievementID)
}
// GetAchievementsByCategory gets achievements filtered by category
func (am *AchievementManager) GetAchievementsByCategory(category string) []*achievements.Achievement {
return am.masterList.GetAchievementsByCategory(category)
}
// GetAchievementsByExpansion gets achievements filtered by expansion
func (am *AchievementManager) GetAchievementsByExpansion(expansion string) []*achievements.Achievement {
return am.masterList.GetAchievementsByExpansion(expansion)
}
// GetPlayerProgress gets player's progress for an achievement
func (am *AchievementManager) GetPlayerProgress(characterID int32, achievementID uint32) uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return 0
}
return playerMgr.Updates.GetProgress(achievementID)
}
// IsPlayerCompleted checks if player has completed an achievement
func (am *AchievementManager) IsPlayerCompleted(characterID int32, achievementID uint32) bool {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return false
}
return playerMgr.Updates.IsCompleted(achievementID)
}
// GetPlayerCompletedAchievements gets all completed achievement IDs for a player
func (am *AchievementManager) GetPlayerCompletedAchievements(characterID int32) []uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil
}
return playerMgr.Updates.GetCompletedAchievements()
}
// GetPlayerInProgressAchievements gets all in-progress achievement IDs for a player
func (am *AchievementManager) GetPlayerInProgressAchievements(characterID int32) []uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil
}
return playerMgr.Updates.GetInProgressAchievements()
}
// GetCompletionPercentage gets completion percentage for player's achievement
func (am *AchievementManager) GetCompletionPercentage(characterID int32, achievementID uint32) float64 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return 0.0
}
achievement := am.masterList.GetAchievement(achievementID)
if achievement == nil {
return 0.0
}
return playerMgr.GetCompletionStatus(achievement)
}
// RemovePlayerManager removes a player manager (called when player logs out)
func (am *AchievementManager) RemovePlayerManager(characterID int32) {
am.mutex.Lock()
defer am.mutex.Unlock()
delete(am.playerManagers, characterID)
}
// GetMasterList returns the master achievement list
func (am *AchievementManager) GetMasterList() *achievements.MasterList {
return am.masterList
}
// GetStatistics returns achievement system statistics
func (am *AchievementManager) GetStatistics() map[string]any {
am.mutex.RLock()
defer am.mutex.RUnlock()
stats := map[string]any{
"total_achievements": am.masterList.Size(),
"online_players": len(am.playerManagers),
"categories": am.masterList.GetCategories(),
"expansions": am.masterList.GetExpansions(),
}
return stats
}
// CreateAchievementUpdatePacket creates an achievement update packet for a player
func (am *AchievementManager) CreateAchievementUpdatePacket(characterID int32, version uint32) ([]byte, error) {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil, fmt.Errorf("player manager not found for character %d", characterID)
}
updates := playerMgr.Updates.GetAllUpdates()
// Build the packet data map according to the AchievementUpdate.xml structure
achievementArray := make([]map[string]any, 0, len(updates))
for achievementID, update := range updates {
var completedDate uint32
if !update.CompletedDate.IsZero() {
completedDate = uint32(update.CompletedDate.Unix())
}
// Build item array for this achievement
itemArray := make([]map[string]any, 0, len(update.UpdateItems))
for _, item := range update.UpdateItems {
itemArray = append(itemArray, map[string]any{
"item_update": item.ItemUpdate,
})
}
achievementData := map[string]any{
"achievement_id": achievementID,
"completed_date": completedDate,
"num_items": uint8(len(update.UpdateItems)),
"item_array": itemArray,
}
achievementArray = append(achievementArray, achievementData)
}
packetData := map[string]any{
"unknown1": uint8(0),
"num_achievements": uint16(len(updates)),
"achievement_array": achievementArray,
}
// Build the packet using the packet system
packetBytes, err := packets.BuildPacket("AchievementUpdate", packetData, version, 0)
if err != nil {
return nil, fmt.Errorf("failed to build achievement update packet: %w", err)
}
return packetBytes, nil
}
// SendAchievementUpdateToPlayer sends achievement update packet to a player
func (am *AchievementManager) SendAchievementUpdateToPlayer(characterID int32, clientVersion int32) error {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("player manager not found for character %d", characterID)
}
// Create the packet data
packetData, err := am.CreateAchievementUpdatePacket(characterID, uint32(clientVersion))
if err != nil {
return fmt.Errorf("failed to create achievement update packet: %w", err)
}
// TODO: Send packet to player through world server client connection
// This would typically use the world server's client manager
if am.world != nil {
// Get client opcode for this version
clientOpcode := packets.InternalToClient(packets.OP_AchievementUpdateMsg, clientVersion)
if clientOpcode == 0 {
return fmt.Errorf("no client opcode mapping for achievement update in version %d", clientVersion)
}
fmt.Printf("Would send achievement update packet to character %d (opcode: %d, size: %d bytes)\n",
characterID, clientOpcode, len(packetData))
// In a real implementation:
// return am.world.SendPacketToClient(characterID, clientOpcode, packetData)
}
return nil
}
// CreateCharacterAchievementsPacket creates a character achievements packet (master list) for a player
func (am *AchievementManager) CreateCharacterAchievementsPacket(characterID int32, version uint32) ([]byte, error) {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil, fmt.Errorf("player manager not found for character %d", characterID)
}
// Get all achievements from master list
allAchievements := am.masterList.GetAllAchievements()
// Build achievement array according to CharacterAchievements.xml structure
achievementArray := make([]map[string]any, 0, len(allAchievements))
for _, achievement := range allAchievements {
// Build requirements array
itemArray := make([]map[string]any, 0, len(achievement.Requirements))
for _, req := range achievement.Requirements {
itemArray = append(itemArray, map[string]any{
"item_name": req.Name,
"item_qty_req": req.QtyRequired,
})
}
// Build rewards array
rewardArray := make([]map[string]any, 0, len(achievement.Rewards))
for _, reward := range achievement.Rewards {
rewardData := map[string]any{
"reward_item": reward.Reward,
}
// Add unknown4 field for version 57032+
if version >= 57032 {
rewardData["unknown4"] = uint32(0)
}
rewardArray = append(rewardArray, rewardData)
}
// Build achievement data based on version
achievementData := map[string]any{
"achievement_id": achievement.AchievementID,
"title": achievement.Title,
"uncompleted_text": achievement.UncompletedText,
"completed_text": achievement.CompletedText,
"category": achievement.Category,
"expansion": achievement.Expansion,
"icon": achievement.Icon,
"point_value": achievement.PointValue,
"qty_req": achievement.QtyRequired,
"hide_achievement": uint8(0), // Convert bool to uint8
}
if achievement.Hide {
achievementData["hide_achievement"] = uint8(1)
}
// Handle version-specific fields
switch {
case version >= 57032:
achievementData["unknown3"] = [2]uint32{achievement.Unknown3A, achievement.Unknown3B}
achievementData["num_items"] = uint8(len(achievement.Requirements))
achievementData["item_array"] = itemArray
achievementData["num_rewards"] = uint8(len(achievement.Rewards))
achievementData["reward_array"] = rewardArray
achievementData["num_reward_links"] = uint8(0) // TODO: Implement reward links if needed
achievementData["reward_link_array"] = []map[string]any{}
case version >= 1096:
achievementData["unknown3"] = [2]uint32{achievement.Unknown3A, achievement.Unknown3B}
achievementData["num_items"] = uint8(len(achievement.Requirements))
achievementData["item_array"] = itemArray
achievementData["num_rewards"] = uint8(len(achievement.Rewards))
achievementData["reward_array"] = rewardArray
case version >= 603:
achievementData["unknown3a"] = achievement.Unknown3A
achievementData["unknown3b"] = achievement.Unknown3B
achievementData["guild"] = uint8(0) // TODO: Implement guild achievements if needed
achievementData["num_items"] = uint8(len(achievement.Requirements))
achievementData["item_array"] = itemArray
achievementData["num_reward_links"] = uint8(0) // TODO: Implement reward links if needed
achievementData["reward_link_array"] = []map[string]any{}
}
achievementArray = append(achievementArray, achievementData)
}
packetData := map[string]any{
"num_achievements": uint16(len(allAchievements)),
"achievement_array": achievementArray,
}
// Build the packet using the packet system
packetBytes, err := packets.BuildPacket("CharacterAchievements", packetData, version, 0)
if err != nil {
return nil, fmt.Errorf("failed to build character achievements packet: %w", err)
}
return packetBytes, nil
}
// SendCharacterAchievementsToPlayer sends the master achievement list to a player
func (am *AchievementManager) SendCharacterAchievementsToPlayer(characterID int32, clientVersion int32) error {
// Create the packet data
packetData, err := am.CreateCharacterAchievementsPacket(characterID, uint32(clientVersion))
if err != nil {
return fmt.Errorf("failed to create character achievements packet: %w", err)
}
// TODO: Send packet to player through world server client connection
if am.world != nil {
// Get client opcode for this version
clientOpcode := packets.InternalToClient(packets.OP_CharacterAchievements, clientVersion)
if clientOpcode == 0 {
return fmt.Errorf("no client opcode mapping for character achievements in version %d", clientVersion)
}
fmt.Printf("Would send character achievements packet to character %d (opcode: %d, size: %d bytes)\n",
characterID, clientOpcode, len(packetData))
// In a real implementation:
// return am.world.SendPacketToClient(characterID, clientOpcode, packetData)
}
return nil
}
// AwardAchievementPoints awards achievement points to a player
func (am *AchievementManager) AwardAchievementPoints(characterID int32, points uint32) error {
// TODO: Integrate with player character system to award achievement points
// This would typically update the player's total achievement points
fmt.Printf("Character %d awarded %d achievement points\n", characterID, points)
return nil
}
// ProcessAchievementTrigger processes an achievement trigger for a player
func (am *AchievementManager) ProcessAchievementTrigger(characterID int32, triggerType string, value uint32) error {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("player manager not found for character %d", characterID)
}
// Get all achievements and check if any match the trigger
allAchievements := am.masterList.GetAllAchievements()
for _, achievement := range allAchievements {
// Check requirements to see if any match the trigger
for _, requirement := range achievement.Requirements {
if requirement.Name == triggerType {
// Update progress for this achievement
currentProgress := playerMgr.Updates.GetProgress(achievement.AchievementID)
newProgress := currentProgress + value
// Ensure we don't exceed the requirement
if newProgress > requirement.QtyRequired {
newProgress = requirement.QtyRequired
}
// Update the progress
err := am.UpdateProgress(characterID, achievement.AchievementID, newProgress)
if err != nil {
fmt.Printf("Error updating progress for achievement %d: %v\n", achievement.AchievementID, err)
}
}
}
}
return nil
}
// GetPlayerAchievementPoints returns total achievement points for a player
func (am *AchievementManager) GetPlayerAchievementPoints(characterID int32) uint32 {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return 0
}
var totalPoints uint32
completedAchievements := playerMgr.Updates.GetCompletedAchievements()
for _, achievementID := range completedAchievements {
achievement := am.masterList.GetAchievement(achievementID)
if achievement != nil {
totalPoints += achievement.PointValue
}
}
return totalPoints
}
// RefreshPlayerAchievements refreshes a player's achievement data
func (am *AchievementManager) RefreshPlayerAchievements(characterID int32) error {
// Remove existing player manager
am.RemovePlayerManager(characterID)
// This will create a new manager and load fresh data
am.GetPlayerManager(characterID)
return nil
}
// GetAchievementProgress returns detailed progress information for a player's achievement
func (am *AchievementManager) GetAchievementProgress(characterID int32, achievementID uint32) map[string]any {
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return nil
}
achievement := am.masterList.GetAchievement(achievementID)
if achievement == nil {
return nil
}
progress := playerMgr.Updates.GetProgress(achievementID)
completed := playerMgr.Updates.IsCompleted(achievementID)
completionPercentage := am.GetCompletionPercentage(characterID, achievementID)
result := map[string]any{
"achievement_id": achievementID,
"title": achievement.Title,
"category": achievement.Category,
"current_progress": progress,
"required_progress": achievement.QtyRequired,
"completed": completed,
"completion_percentage": completionPercentage,
"point_value": achievement.PointValue,
}
if completed {
completedDate := playerMgr.Updates.GetCompletedDate(achievementID)
if !completedDate.IsZero() {
result["completed_date"] = completedDate.Format(time.RFC3339)
}
}
return result
}
// sendAchievementUpdateToClient sends achievement update to client with version detection
func (am *AchievementManager) sendAchievementUpdateToClient(characterID int32) {
// TODO: Get client version from world server client connection
// For now, use a common version (1096 is a common EQ2 client version)
defaultClientVersion := int32(1096)
err := am.SendAchievementUpdateToPlayer(characterID, defaultClientVersion)
if err != nil {
fmt.Printf("Failed to send achievement update to character %d: %v\n", characterID, err)
}
}
// LoadAndSendInitialAchievements loads and sends all achievements to a newly connected player
func (am *AchievementManager) LoadAndSendInitialAchievements(characterID int32, clientVersion int32) error {
// Ensure player manager is loaded
playerMgr := am.GetPlayerManager(characterID)
if playerMgr == nil {
return fmt.Errorf("failed to create player manager for character %d", characterID)
}
// Send master achievement list first
err := am.SendCharacterAchievementsToPlayer(characterID, clientVersion)
if err != nil {
return fmt.Errorf("failed to send character achievements: %w", err)
}
// Then send current progress
err = am.SendAchievementUpdateToPlayer(characterID, clientVersion)
if err != nil {
return fmt.Errorf("failed to send achievement updates: %w", err)
}
fmt.Printf("Sent initial achievement data to character %d\n", characterID)
return nil
}
// HandleAchievementTriggerEvent processes achievement triggers from game events
func (am *AchievementManager) HandleAchievementTriggerEvent(characterID int32, triggerType string, value uint32) {
err := am.ProcessAchievementTrigger(characterID, triggerType, value)
if err != nil {
fmt.Printf("Error processing achievement trigger for character %d: %v\n", characterID, err)
}
}
// 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

@ -1,417 +0,0 @@
package world
import (
"fmt"
"strings"
"sync"
"time"
"eq2emu/internal/commands"
"eq2emu/internal/entity"
"eq2emu/internal/packets"
"eq2emu/internal/spawn"
)
// Client represents a connected player client
type Client struct {
// Account information
AccountID int32
AccountName string
AdminLevel int
// Character information
CharacterID int32
CharacterName string
Player *entity.Entity
// Connection information
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
// State flags
IsConnected bool
IsLinkdead bool
IsAFK bool
IsAnonymous bool
IsLFG bool
// Chat state
LastTellFrom string
IgnoreList map[string]bool
// Group/Guild
GroupID int32
GuildID int32
// Pending operations
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
}
// 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
}
// NewClientList creates a new client list
func NewClientList() *ClientList {
return &ClientList{
clients: make(map[int32]*Client),
clientsByName: make(map[string]*Client),
clientsByAcct: make(map[int32][]*Client),
}
}
// Add adds a client to the list
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
}
// Remove removes a client from the list
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)
for _, c := range clients {
if c.CharacterID != characterID {
newClients = append(newClients, c)
}
}
if len(newClients) > 0 {
cl.clientsByAcct[client.AccountID] = newClients
} else {
delete(cl.clientsByAcct, client.AccountID)
}
}
}
// GetByCharacterID returns a client by character ID
func (cl *ClientList) GetByCharacterID(characterID int32) *Client {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
return cl.clients[characterID]
}
// GetByCharacterName returns a client by character name
func (cl *ClientList) GetByCharacterName(name string) *Client {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
return cl.clientsByName[strings.ToLower(name)]
}
// GetByAccountID returns all clients for an account
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)
return result
}
// Count returns the total number of connected clients
func (cl *ClientList) Count() int32 {
cl.mutex.RLock()
defer cl.mutex.RUnlock()
return int32(len(cl.clients))
}
// GetAll returns all connected clients
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)
}
return result
}
// ProcessAll processes all clients
func (cl *ClientList) ProcessAll() {
clients := cl.GetAll()
now := time.Now()
for _, client := range clients {
client.Process(now)
}
}
// DisconnectAll disconnects all clients
func (cl *ClientList) DisconnectAll(reason string) {
clients := cl.GetAll()
for _, client := range clients {
client.DisconnectWithReason(reason)
}
}
// BroadcastMessage sends a message to all clients
func (cl *ClientList) BroadcastMessage(message string) {
clients := cl.GetAll()
for _, client := range clients {
client.SendSimpleMessage(message)
}
}
// Process handles client processing
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
c.PendingZone = nil
}
}
// DisconnectWithReason disconnects the client with a reason
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
}
// SendSimpleMessage sends a simple message to the client
func (c *Client) SendSimpleMessage(message string) {
// TODO: Implement when UDP connection is available
fmt.Printf("[%s] %s\n", c.CharacterName, message)
}
// Zone changes the client's zone
func (c *Client) Zone(details *ZoneChangeDetails) {
c.mutex.Lock()
defer c.mutex.Unlock()
c.PendingZone = details
}
// UpdateActivity updates the client's last activity time
func (c *Client) UpdateActivity() {
c.mutex.Lock()
defer c.mutex.Unlock()
c.LastActivity = time.Now()
if c.IsLinkdead {
c.IsLinkdead = false
fmt.Printf("Client %s is no longer linkdead\n", c.CharacterName)
}
}
// Command interface implementations for Client
// GetPlayer implements commands.ClientInterface
func (c *Client) GetPlayer() *entity.Entity {
c.mutex.RLock()
defer c.mutex.RUnlock()
return c.Player
}
// GetAccountID implements commands.ClientInterface
func (c *Client) GetAccountID() int32 {
return c.AccountID
}
// GetCharacterID implements commands.ClientInterface
func (c *Client) GetCharacterID() int32 {
return c.CharacterID
}
// GetAdminLevel implements commands.ClientInterface
func (c *Client) GetAdminLevel() int {
return c.AdminLevel
}
// GetName implements commands.ClientInterface
func (c *Client) GetName() string {
return c.CharacterName
}
// IsInZone implements commands.ClientInterface
func (c *Client) IsInZone() bool {
c.mutex.RLock()
defer c.mutex.RUnlock()
return c.CurrentZone != nil
}
// GetZone implements commands.ClientInterface
func (c *Client) GetZone() commands.ZoneInterface {
c.mutex.RLock()
defer c.mutex.RUnlock()
if c.CurrentZone != nil {
return &ZoneAdapter{zone: c.CurrentZone}
}
return nil
}
// SendMessage implements commands.ClientInterface (channel version)
func (c *Client) SendMessage(channel int, color int, message string) {
// TODO: Implement channel-based messaging when packets are available
fmt.Printf("[%s][Ch:%d] %s\n", c.CharacterName, channel, message)
}
// SendPopupMessage implements commands.ClientInterface
func (c *Client) SendPopupMessage(message string) {
// TODO: Implement popup messaging when packets are available
c.SendMessage(0, 0, fmt.Sprintf("[POPUP] %s", message))
}
// Disconnect implements commands.ClientInterface
func (c *Client) Disconnect() {
c.DisconnectWithReason("Disconnected by command")
}
// ZoneAdapter adapts ZoneServer to commands.ZoneInterface
type ZoneAdapter struct {
zone *ZoneServer
}
func (za *ZoneAdapter) GetID() int32 {
return za.zone.ID
}
func (za *ZoneAdapter) GetName() string {
return za.zone.Name
}
func (za *ZoneAdapter) GetDescription() string {
return za.zone.Description
}
func (za *ZoneAdapter) GetPlayers() []*entity.Entity {
// TODO: Implement when entity package is fully integrated
return nil
}
func (za *ZoneAdapter) Shutdown() {
za.zone.Shutdown()
}
func (za *ZoneAdapter) SendZoneMessage(channel int, color int, message string) {
// TODO: Implement zone-wide messaging
}
func (za *ZoneAdapter) GetSpawnByName(name string) *spawn.Spawn {
// TODO: Implement spawn lookup
return nil
}
func (za *ZoneAdapter) GetSpawnByID(id int32) *spawn.Spawn {
// TODO: Implement spawn lookup
return nil
}
// GetClientVersion returns the client version
func (c *Client) GetClientVersion() int32 {
c.mutex.RLock()
defer c.mutex.RUnlock()
return c.ClientVersion
}
// SetClientVersion sets the client version
func (c *Client) SetClientVersion(version int32) {
c.mutex.Lock()
defer c.mutex.Unlock()
c.ClientVersion = version
}
// ProcessPacket processes an incoming packet for this client
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

@ -1,679 +0,0 @@
package world
import (
"fmt"
"sync"
"eq2emu/internal/database"
"eq2emu/internal/items"
)
// ItemManager manages items for the world server
type ItemManager struct {
masterItemList *items.MasterItemList
itemSystemAdapter *items.ItemSystemAdapter
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
}
// 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,
nil, // SpellManager - will be set later when spells are integrated
playerAdapter,
packetAdapter,
ruleAdapter,
dbAdapter,
questAdapter,
brokerAdapter,
craftingAdapter,
housingAdapter,
lootAdapter,
)
return &ItemManager{
masterItemList: masterList,
itemSystemAdapter: systemAdapter,
database: db,
playerInventories: make(map[uint32]*items.PlayerItemList),
playerEquipment: make(map[uint32]*items.EquipmentItemList),
worldDrops: make(map[int32][]*items.Item),
}
}
// SetWorld sets the world server reference
func (im *ItemManager) SetWorld(world *World) {
im.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
}
// GetPlayerInventory gets a player's inventory
func (im *ItemManager) GetPlayerInventory(playerID uint32) (*items.PlayerItemList, error) {
im.mutex.RLock()
defer im.mutex.RUnlock()
return im.itemSystemAdapter.GetPlayerInventory(playerID)
}
// GetPlayerEquipment gets a player's equipment
func (im *ItemManager) GetPlayerEquipment(playerID uint32, appearanceType int8) (*items.EquipmentItemList, error) {
im.mutex.RLock()
defer im.mutex.RUnlock()
return im.itemSystemAdapter.GetPlayerEquipment(playerID, appearanceType)
}
// GiveItemToPlayer gives an item to a player
func (im *ItemManager) GiveItemToPlayer(playerID uint32, itemID int32, quantity int16) error {
return im.itemSystemAdapter.GiveItemToPlayer(playerID, itemID, quantity, items.NotSet)
}
// RemoveItemFromPlayer removes an item from a player
func (im *ItemManager) RemoveItemFromPlayer(playerID uint32, uniqueID int32, quantity int16) error {
return im.itemSystemAdapter.RemoveItemFromPlayer(playerID, uniqueID, quantity)
}
// EquipItem equips an item for a player
func (im *ItemManager) EquipItem(playerID uint32, uniqueID int32, slot int8) error {
return im.itemSystemAdapter.EquipItem(playerID, uniqueID, slot, 0) // Base equipment
}
// UnequipItem unequips an item for a player
func (im *ItemManager) UnequipItem(playerID uint32, slot int8) error {
return im.itemSystemAdapter.UnequipItem(playerID, slot, 0) // Base equipment
}
// MoveItem moves an item within a player's inventory
func (im *ItemManager) MoveItem(playerID uint32, fromBagID int32, fromSlot int16, toBagID int32, toSlot int16) error {
return im.itemSystemAdapter.MoveItem(playerID, fromBagID, fromSlot, toBagID, toSlot, 0) // Base equipment
}
// CreateWorldDrop creates an item drop in the world
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
}
// GetWorldDrops gets all ground items in a zone
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
}
// PickupWorldDrop handles picking up a ground 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
itemIndex = i
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
}
// GenerateLootForNPC generates loot for an NPC kill
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
}
// 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
}
// 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
}
// GetItemTemplate gets an item template by ID
func (im *ItemManager) GetItemTemplate(itemID int32) *items.Item {
return im.masterItemList.GetItem(itemID)
}
// SearchItems searches for item templates by name
func (im *ItemManager) SearchItems(name string, maxResults int32) []*items.Item {
// TODO: Implement proper search - for now return empty slice
return []*items.Item{}
}
// GetStatistics returns item system statistics
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]any)
for k, v := range systemStats {
result[k] = v
}
result["world_drops"] = totalWorldDrops
result["zones_with_drops"] = len(im.worldDrops)
return result
}
// ValidatePlayerItems validates a player's items
func (im *ItemManager) ValidatePlayerItems(playerID uint32) *items.ItemValidationResult {
return im.itemSystemAdapter.ValidatePlayerItems(playerID)
}
// 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")
}
// WorldItemDatabaseAdapter adapts the world database for item use
type WorldItemDatabaseAdapter struct {
db *database.Database
}
// 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,
adventure_classes, tradeskill_classes, stack_count, weight, generic_info,
bag_info, food_info, weapon_info, ranged_info, details, appearance
FROM items
ORDER BY id
`)
if err != nil {
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,
&details, &appearance)
if err != nil {
fmt.Printf("Error scanning item row: %v\n", err)
continue
}
// Set item properties
item.Details.ItemID = id
item.Name = name
item.Details.Icon = int16(icon)
item.Description = description
item.Details.Tier = int8(tier)
item.Details.RecommendedLevel = int16(level)
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
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)
return nil
}
// DeleteItem implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) DeleteItem(itemID int32) error {
// TODO: Implement item template deletion
fmt.Printf("Deleting item template: %d - not yet implemented\n", itemID)
return nil
}
// LoadPlayerItems implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) LoadPlayerItems(playerID uint32) (*items.PlayerItemList, error) {
// TODO: Implement player inventory loading from database
fmt.Printf("Loading player inventory for player %d - creating empty inventory\n", playerID)
return items.NewPlayerItemList(), nil
}
// SavePlayerItems implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) SavePlayerItems(playerID uint32, itemList *items.PlayerItemList) error {
// TODO: Implement player inventory saving to database
fmt.Printf("Saving player inventory for player %d - not yet implemented\n", playerID)
return nil
}
// LoadPlayerEquipment implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) LoadPlayerEquipment(playerID uint32, appearanceType int8) (*items.EquipmentItemList, error) {
// TODO: Implement player equipment loading from database
fmt.Printf("Loading player equipment for player %d (type %d) - creating empty equipment\n", playerID, appearanceType)
equipment := items.NewEquipmentItemList()
equipment.SetAppearanceType(appearanceType)
return equipment, nil
}
// SavePlayerEquipment implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) SavePlayerEquipment(playerID uint32, equipment *items.EquipmentItemList) error {
// TODO: Implement player equipment saving to database
fmt.Printf("Saving player equipment for player %d - not yet implemented\n", playerID)
return nil
}
// LoadItemStats implements items.DatabaseService interface
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,
"intelligence": 7,
}
statsIDs := map[int32]string{
1: "health",
2: "power",
3: "strength",
4: "stamina",
5: "agility",
6: "wisdom",
7: "intelligence",
}
return statsStrings, statsIDs, nil
}
// SaveItemStat implements items.DatabaseService interface
func (wdb *WorldItemDatabaseAdapter) SaveItemStat(statID int32, statName string) error {
// TODO: Implement item stat mapping saving
fmt.Printf("Saving item stat mapping: %d = %s - not yet implemented\n", statID, statName)
return nil
}
// WorldItemPlayerAdapter adapts world player functionality for items
type WorldItemPlayerAdapter struct{}
// GetPlayer implements items.PlayerManager interface
func (wpa *WorldItemPlayerAdapter) GetPlayer(playerID uint32) (items.Player, error) {
// TODO: Get actual player from world server when player system is integrated
return &MockPlayer{id: playerID, name: fmt.Sprintf("Player_%d", playerID), level: 50}, nil
}
// GetPlayerLevel implements items.PlayerManager interface
func (wpa *WorldItemPlayerAdapter) GetPlayerLevel(playerID uint32) (int16, error) {
// TODO: Get actual player level from world server
return 50, nil // Placeholder
}
// GetPlayerClass implements items.PlayerManager interface
func (wpa *WorldItemPlayerAdapter) GetPlayerClass(playerID uint32) (int8, error) {
// TODO: Get actual player class from world server
return 1, nil // Placeholder
}
// GetPlayerRace implements items.PlayerManager interface
func (wpa *WorldItemPlayerAdapter) GetPlayerRace(playerID uint32) (int8, error) {
// TODO: Get actual player race from world server
return 1, nil // Placeholder
}
// SendMessageToPlayer implements items.PlayerManager interface
func (wpa *WorldItemPlayerAdapter) SendMessageToPlayer(playerID uint32, channel int8, message string) error {
// TODO: Send actual message via world server
fmt.Printf("[CHAT] Player %d: %s\n", playerID, message)
return nil
}
// GetPlayerName implements items.PlayerManager interface
func (wpa *WorldItemPlayerAdapter) GetPlayerName(playerID uint32) (string, error) {
// TODO: Get actual player name from world server
return fmt.Sprintf("Player_%d", playerID), nil
}
// WorldItemPacketAdapter adapts world packet functionality for items
type WorldItemPacketAdapter struct{}
// SendPacketToPlayer implements items.PacketManager interface
func (wpa *WorldItemPacketAdapter) SendPacketToPlayer(playerID uint32, packetData []byte) error {
// TODO: Send actual packet via world server
fmt.Printf("Sending item packet to player %d (%d bytes)\n", playerID, len(packetData))
return nil
}
// QueuePacketForPlayer implements items.PacketManager interface
func (wpa *WorldItemPacketAdapter) QueuePacketForPlayer(playerID uint32, packetData []byte) error {
// TODO: Queue packet via world server
fmt.Printf("Queuing item packet for player %d (%d bytes)\n", playerID, len(packetData))
return nil
}
// GetClientVersion implements items.PacketManager interface
func (wpa *WorldItemPacketAdapter) GetClientVersion(playerID uint32) (int16, error) {
// TODO: Get actual client version from world server
return 1096, nil // Default EQ2 client version
}
// SerializeItem implements items.PacketManager interface
func (wpa *WorldItemPacketAdapter) SerializeItem(item *items.Item, clientVersion int16, player items.Player) ([]byte, error) {
// TODO: Implement actual item serialization for network transmission
fmt.Printf("Serializing item %s for client version %d\n", item.Name, clientVersion)
return []byte{0x01, 0x02, 0x03}, nil // Placeholder data
}
// WorldItemRuleAdapter adapts world rules functionality for items
type WorldItemRuleAdapter struct{}
// GetBool implements items.RuleManager interface
func (wra *WorldItemRuleAdapter) GetBool(category, rule string) bool {
// TODO: Get actual rule values from world server rules system
fmt.Printf("Getting rule %s:%s (bool) - using default\n", category, rule)
return true // Default value
}
// GetInt32 implements items.RuleManager interface
func (wra *WorldItemRuleAdapter) GetInt32(category, rule string) int32 {
// TODO: Get actual rule values from world server rules system
fmt.Printf("Getting rule %s:%s (int32) - using default\n", category, rule)
return 100 // Default value
}
// GetFloat implements items.RuleManager interface
func (wra *WorldItemRuleAdapter) GetFloat(category, rule string) float32 {
// TODO: Get actual rule values from world server rules system
fmt.Printf("Getting rule %s:%s (float) - using default\n", category, rule)
return 1.0 // Default value
}
// GetString implements items.RuleManager interface
func (wra *WorldItemRuleAdapter) GetString(category, rule string) string {
// TODO: Get actual rule values from world server rules system
fmt.Printf("Getting rule %s:%s (string) - using default\n", category, rule)
return "default" // Default value
}
// WorldItemLootAdapter adapts world loot functionality for items
type WorldItemLootAdapter struct{}
// GenerateLoot implements items.LootManager interface
func (wla *WorldItemLootAdapter) GenerateLoot(lootTableID int32, playerLevel int16) ([]*items.Item, error) {
// TODO: Implement actual loot generation from loot tables
fmt.Printf("Generating loot from table %d for level %d player\n", lootTableID, playerLevel)
return []*items.Item{}, nil
}
// DistributeLoot implements items.LootManager interface
func (wla *WorldItemLootAdapter) DistributeLoot(lootItems []*items.Item, playerIDs []uint32, lootMethod int8) error {
// TODO: Implement actual loot distribution
fmt.Printf("Distributing %d items to %d players using method %d\n", len(lootItems), len(playerIDs), lootMethod)
return nil
}
// CanLootItem implements items.LootManager interface
func (wla *WorldItemLootAdapter) CanLootItem(playerID uint32, item *items.Item) bool {
// TODO: Implement actual loot permission checking
return true // Allow all looting for now
}
// Mock implementations for optional dependencies
// MockPlayer implements items.Player interface for testing
type MockPlayer struct {
id uint32
name string
level int16
adventureClass int8
tradeskillClass int8
race int8
gender int8
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 }
// MockItemQuestAdapter provides mock quest functionality
type MockItemQuestAdapter struct{}
func (mqa *MockItemQuestAdapter) CheckQuestPrerequisites(playerID uint32, questID int32) bool {
return true // Allow all for now
}
func (mqa *MockItemQuestAdapter) GetQuestRewards(questID int32) ([]*items.QuestRewardData, error) {
return []*items.QuestRewardData{}, nil
}
func (mqa *MockItemQuestAdapter) IsQuestItem(itemID int32) bool {
return false // No quest items for now
}
// MockItemBrokerAdapter provides mock broker functionality
type MockItemBrokerAdapter struct{}
func (mba *MockItemBrokerAdapter) SearchItems(criteria *items.ItemSearchCriteria) ([]*items.Item, error) {
return []*items.Item{}, nil
}
func (mba *MockItemBrokerAdapter) ListItem(playerID uint32, item *items.Item, price int64) error {
return fmt.Errorf("broker not implemented")
}
func (mba *MockItemBrokerAdapter) BuyItem(playerID uint32, itemID int32, sellerID uint32) error {
return fmt.Errorf("broker not implemented")
}
func (mba *MockItemBrokerAdapter) GetItemPrice(itemID int32) (int64, error) {
return 0, fmt.Errorf("broker not implemented")
}
// MockItemCraftingAdapter provides mock crafting functionality
type MockItemCraftingAdapter struct{}
func (mca *MockItemCraftingAdapter) CanCraftItem(playerID uint32, itemID int32) bool {
return false // No crafting for now
}
func (mca *MockItemCraftingAdapter) GetCraftingRequirements(itemID int32) ([]items.CraftingRequirement, error) {
return []items.CraftingRequirement{}, nil
}
func (mca *MockItemCraftingAdapter) CraftItem(playerID uint32, itemID int32, quality int8) (*items.Item, error) {
return nil, fmt.Errorf("crafting not implemented")
}
// MockItemHousingAdapter provides mock housing functionality
type MockItemHousingAdapter struct{}
func (mha *MockItemHousingAdapter) CanPlaceItem(playerID uint32, houseID int32, item *items.Item) bool {
return false // No housing for now
}
func (mha *MockItemHousingAdapter) PlaceItem(playerID uint32, houseID int32, item *items.Item, location items.HouseLocation) error {
return fmt.Errorf("housing not implemented")
}
func (mha *MockItemHousingAdapter) RemoveItem(playerID uint32, houseID int32, itemID int32) error {
return fmt.Errorf("housing not implemented")
}
func (mha *MockItemHousingAdapter) GetHouseItems(houseID int32) ([]*items.Item, error) {
return []*items.Item{}, nil
}

View File

@ -1,823 +0,0 @@
package world
import (
"fmt"
"sync"
"eq2emu/internal/database"
"eq2emu/internal/npc"
"eq2emu/internal/npc/ai"
)
// 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
// World-specific NPC tracking
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
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,
database: db,
npcsByZone: make(map[int32][]*npc.NPC),
activeCombat: make(map[int32]bool),
}
}
// SetWorld sets the world server reference
func (nm *NPCManager) SetWorld(world *World) {
nm.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()
if err != nil {
fmt.Printf("Warning: Failed to load NPCs from database: %v\n", err)
// Continue with test NPCs
} else {
// Add loaded NPCs to zone tracking and AI management
for _, npc := range dbNPCs {
if npc != nil {
// 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)
// if err != nil {
// fmt.Printf("Warning: Failed to create AI brain for NPC %s: %v\n", npc.GetName(), err)
// }
}
}
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
}
// 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
name string
level int8
zoneID int32
}{
{1001, "Test Goblin Scout", 5, 1},
{1002, "Test Orc Warrior", 10, 1},
{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)
z := float32(50)
newNPC.SetX(x)
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",
testData.name, testData.id, testData.level, testData.zoneID)
}
fmt.Printf("Successfully created %d test NPCs\n", len(testNPCs))
return nil
}
// ProcessNPCs processes all NPCs for one tick
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 {
// Process combat NPCs
nm.processCombatNPCs()
}
}
// processCombatNPCs handles NPCs currently in combat
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 {
for _, npc := range npcs {
if npc != nil && npc.GetID() == npcID {
combatNPC = npc
break
}
}
if combatNPC != nil {
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)
}
}
// processCombatNPC processes a single NPC in combat
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
}
// TODO: Combat helper methods commented out due to interface incompatibilities
// These will be re-implemented once proper target system and interfaces are resolved
// processCombatSpell handles NPC spell casting in combat
// func (nm *NPCManager) processCombatSpell(npc *npc.NPC, target entity.Entity, spell Spell, distance float32) {
// // Implementation deferred until interface issues are resolved
// }
// processCombatMelee handles NPC melee combat
// func (nm *NPCManager) processCombatMelee(npc *npc.NPC, target entity.Entity, distance float32) {
// // Implementation deferred until interface issues are resolved
// }
// processCombatMovement handles NPC movement in combat
// func (nm *NPCManager) processCombatMovement(npc *npc.NPC, target entity.Entity, distance float32) {
// // Implementation deferred until interface issues are resolved
// }
// OnNPCKilled handles when an NPC is killed
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
npcInfo := nm.GetNPCInfo(npcID)
if npcInfo != nil {
// Trigger NPC kill event for achievements
nm.world.OnNPCKill(killerCharacterID, npcID, int32(npcInfo.Level))
}
}
// Generate and distribute loot
if nm.world != nil && nm.world.itemMgr != nil {
npcInfo := nm.GetNPCInfo(npcID)
if npcInfo != nil {
// Generate loot for this NPC kill
loot, err := nm.world.itemMgr.GenerateLootForNPC(npcID, int16(npcInfo.Level))
if err != nil {
fmt.Printf("Failed to generate loot for NPC %d: %v\n", npcID, err)
} else if len(loot) > 0 {
// Create loot drops in the world (for now, just create basic drops)
// TODO: Get NPC position for proper loot positioning
x, y, z := float32(100), float32(100), float32(50)
zoneID := npcInfo.ZoneID
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)
}
// OnNPCEnteredCombat handles when an NPC enters combat
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)
}
// OnNPCLeftCombat handles when an NPC leaves combat
func (nm *NPCManager) OnNPCLeftCombat(npcID int32) {
nm.mutex.Lock()
delete(nm.activeCombat, npcID)
nm.mutex.Unlock()
fmt.Printf("NPC %d left combat\n", npcID)
}
// GetNPCInfo gets basic info about an NPC
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 {
if npc != nil && npc.GetID() == npcID {
return &NPCInfo{
ID: npc.GetID(),
Name: npc.GetName(),
Level: npc.GetLevel(),
ZoneID: 0, // TODO: Get zone ID from NPC or tracking
}
}
}
}
// 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
return &NPCInfo{
ID: npcID,
Level: 1,
Name: fmt.Sprintf("Unknown_NPC_%d", npcID),
ZoneID: 0,
}
}
return &NPCInfo{
ID: id,
Name: name,
Level: level,
ZoneID: zoneID,
}
}
// GetNPCsByZone gets all NPCs in a zone
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
}
// AddNPCToZone adds an NPC to a zone's tracking
func (nm *NPCManager) AddNPCToZone(zoneID int32, npc *npc.NPC) {
nm.mutex.Lock()
defer nm.mutex.Unlock()
nm.npcsByZone[zoneID] = append(nm.npcsByZone[zoneID], npc)
}
// RemoveNPCFromZone removes an NPC from zone tracking
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 {
// Remove NPC from slice
nm.npcsByZone[zoneID] = append(npcs[:i], npcs[i+1:]...)
break
}
}
}
}
// GetStatistics returns NPC system statistics
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]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,
"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
ZoneID int32
}
// WorldNPCDatabaseAdapter adapts the world database for NPC use
type WorldNPCDatabaseAdapter struct {
db *database.Database
}
// 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,
loot_table_id, merchant_type, randomize_appearance, show_name,
show_level, targetable, show_command_icon, display_hand_icon, faction_id
FROM npcs
ORDER BY zone_id, id
`)
if err != nil {
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,
&randomizeAppearance, &showName, &showLevel, &targetable,
&showCommandIcon, &displayHandIcon, &factionID)
if err != nil {
fmt.Printf("Error scanning NPC row: %v\n", err)
continue
}
// Set NPC properties
newNPC.SetID(id)
newNPC.SetName(name)
newNPC.SetLevel(int16(level))
newNPC.SetTotalHP(hp)
newNPC.SetHP(hp)
newNPC.SetX(x)
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",
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
}
// SaveNPC implements npc.Database interface
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()
level := npcEntity.GetLevel()
hp := npcEntity.GetTotalHP()
x := npcEntity.GetX()
y := npcEntity.GetY()
z := npcEntity.GetZ()
heading := npcEntity.GetHeading()
// Insert or update NPC in database
_, err := wdb.db.Exec(`
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
(?, ?, ?, ?, 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
}
// DeleteNPC implements npc.Database interface
func (wdb *WorldNPCDatabaseAdapter) DeleteNPC(npcID int32) error {
// Start transaction to delete NPC and related data
tx, err := wdb.db.Begin()
if err != nil {
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
}
// LoadNPCSpells implements npc.Database interface
func (wdb *WorldNPCDatabaseAdapter) LoadNPCSpells(npcID int32) ([]*npc.NPCSpell, error) {
rows, err := wdb.db.Query(`
SELECT npc_id, spell_id, tier, hp_percentage, priority, cast_type, recast_delay
FROM npc_spells
WHERE npc_id = ?
ORDER BY priority DESC, hp_percentage DESC
`, npcID)
if err != nil {
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)
// spell.SetTier(tier)
// spell.SetHPPercentage(hpPercentage)
// 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
}
// SaveNPCSpells implements npc.Database interface
func (wdb *WorldNPCDatabaseAdapter) SaveNPCSpells(npcID int32, spells []*npc.NPCSpell) error {
// Start transaction
tx, err := wdb.db.Begin()
if err != nil {
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
(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
}
// LoadNPCSkills implements npc.Database interface
func (wdb *WorldNPCDatabaseAdapter) LoadNPCSkills(npcID int32) (map[string]*npc.Skill, error) {
rows, err := wdb.db.Query(`
SELECT npc_id, skill_name, skill_value, max_value
FROM npc_skills
WHERE npc_id = ?
ORDER BY skill_name
`, npcID)
if err != nil {
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
}
// SaveNPCSkills implements npc.Database interface
func (wdb *WorldNPCDatabaseAdapter) SaveNPCSkills(npcID int32, skills map[string]*npc.Skill) error {
// Start transaction
tx, err := wdb.db.Begin()
if err != nil {
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
(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
}
// WorldNPCLoggerAdapter adapts world logging for NPC use
type WorldNPCLoggerAdapter struct{}
// LogInfo implements npc.Logger interface
func (wl *WorldNPCLoggerAdapter) LogInfo(message string, args ...any) {
fmt.Printf("[NPC] INFO: "+message+"\n", args...)
}
// LogError implements npc.Logger interface
func (wl *WorldNPCLoggerAdapter) LogError(message string, args ...any) {
fmt.Printf("[NPC] ERROR: "+message+"\n", args...)
}
// LogDebug implements npc.Logger interface
func (wl *WorldNPCLoggerAdapter) LogDebug(message string, args ...any) {
fmt.Printf("[NPC] DEBUG: "+message+"\n", args...)
}
// LogWarning implements npc.Logger interface
func (wl *WorldNPCLoggerAdapter) LogWarning(message string, args ...any) {
fmt.Printf("[NPC] WARNING: "+message+"\n", args...)
}

View File

@ -1,978 +0,0 @@
package world
import (
"eq2emu/internal/packets"
"fmt"
)
// 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)
packets.RegisterGlobalHandler(packets.OP_ItemUnequipMsg, w.HandleItemUnequip)
packets.RegisterGlobalHandler(packets.OP_ItemPickupMsg, w.HandleItemPickup)
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
}
// HandleClientCommand handles client command messages
func (w *World) HandleClientCommand(ctx *packets.PacketContext, packet *packets.PacketData) error {
// 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
}
// HandlePositionUpdate handles player position updates
func (w *World) HandlePositionUpdate(ctx *packets.PacketContext, packet *packets.PacketData) error {
// Position updates are frequent, so only log occasionally
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
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
}
// SendAchievementData sends achievement data to a client
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",
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",
len(completedAchievements), len(inProgressAchievements), totalPoints))
}
// SendCharacterAchievements sends complete character achievements to client
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]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]any{
"id": achievementID,
"title": achievement.Title,
"description": achievement.UncompletedText,
"completed": completed,
"progress": progress,
"required": achievement.QtyRequired,
"percentage": percentage,
"points": achievement.PointValue,
"category": achievement.Category,
"expansion": achievement.Expansion,
}
}
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)))
}
// calculateAchievementPoints calculates total achievement points for a character
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
}
// SendTitleData sends title data to a client
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",
client.CharacterName, titleCount)
// Create title update packet (placeholder)
client.SendSimpleMessage(fmt.Sprintf("Title Update: %d titles available", titleCount))
}
// SendCharacterTitles sends complete character titles to client
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",
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",
titleCount, totalTitles, formattedName))
}
// NPC Packet Handlers
// 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
}
// HandleNPCMovement handles NPC movement updates
func (w *World) HandleNPCMovement(ctx *packets.PacketContext, packet *packets.PacketData) error {
// NPC movement updates can be frequent, so only log occasionally
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
}
// SendNPCInfo sends NPC information to a client
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",
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",
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]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 {
if client.CurrentZone != nil {
// TODO: Check if client is in range of NPC
client.SendSimpleMessage(fmt.Sprintf("NPC Update: %s for NPC %d", updateType, npcID))
}
}
}
// 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",
npcID, targetID, combatType, damage)
// Send to relevant clients (placeholder)
clients := w.clients.GetAll()
for _, client := range clients {
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",
npcID, combatType, targetID, damage))
}
}
}
// WorldDatabaseAdapter adapts the World's database for packet handlers
type WorldDatabaseAdapter struct {
world *World
}
// GetCharacter implements packets.DatabaseInterface
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]any) error {
// TODO: Implement character saving to database
return fmt.Errorf("character saving not yet implemented")
}
// WorldClientAdapter adapts World's Client to packets.ClientInterface
type WorldClientAdapter struct {
client *Client
world *World
}
// GetCharacterID implements packets.ClientInterface
func (wca *WorldClientAdapter) GetCharacterID() int32 {
return wca.client.CharacterID
}
// GetAccountID implements packets.ClientInterface
func (wca *WorldClientAdapter) GetAccountID() int32 {
return wca.client.AccountID
}
// GetCharacterName implements packets.ClientInterface
func (wca *WorldClientAdapter) GetCharacterName() string {
return wca.client.CharacterName
}
// GetClientVersion implements packets.ClientInterface
func (wca *WorldClientAdapter) GetClientVersion() int32 {
return wca.client.GetClientVersion()
}
// GetAdminLevel implements packets.ClientInterface
func (wca *WorldClientAdapter) GetAdminLevel() int {
return wca.client.AdminLevel
}
// IsInZone implements packets.ClientInterface
func (wca *WorldClientAdapter) IsInZone() bool {
return wca.client.CurrentZone != nil
}
// 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),
wca.client.CharacterName)
return nil
}
// Disconnect implements packets.ClientInterface
func (wca *WorldClientAdapter) Disconnect() error {
wca.client.DisconnectWithReason("Disconnected by packet handler")
return nil
}
// WorldServerAdapter adapts World to packets.WorldInterface
type WorldServerAdapter struct {
world *World
}
// GetClientByID implements packets.WorldInterface
func (wsa *WorldServerAdapter) GetClientByID(characterID int32) packets.ClientInterface {
client := wsa.world.clients.GetByCharacterID(characterID)
if client != nil {
return &WorldClientAdapter{client: client, world: wsa.world}
}
return nil
}
// GetAllClients implements packets.WorldInterface
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
}
// BroadcastPacket implements packets.WorldInterface
func (wsa *WorldServerAdapter) BroadcastPacket(opcode packets.InternalOpcode, data []byte) {
// TODO: Implement packet broadcasting
fmt.Printf("Broadcasting packet %s to all clients\n", packets.GetInternalOpcodeName(opcode))
}
// BroadcastToZone implements packets.WorldInterface
func (wsa *WorldServerAdapter) BroadcastToZone(zoneID int32, opcode packets.InternalOpcode, data []byte) {
// TODO: Implement zone-specific broadcasting
fmt.Printf("Broadcasting packet %s to zone %d\n", packets.GetInternalOpcodeName(opcode), zoneID)
}
// CreatePacketContext creates a packet context for a client
func (w *World) CreatePacketContext(client *Client) *packets.PacketContext {
return &packets.PacketContext{
Client: &WorldClientAdapter{client: client, world: w},
World: &WorldServerAdapter{world: w},
Database: &WorldDatabaseAdapter{world: w},
}
}
// Item Packet Handlers
// 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()),
fromBagID, fromSlot, toBagID, toSlot)
if err != nil {
client.SendSimpleMessage(fmt.Sprintf("Item move failed: %v", err))
} else {
client.SendSimpleMessage("Item moved successfully")
}
}
}
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 {
client.SendSimpleMessage(fmt.Sprintf("Item equip failed: %v", err))
} else {
client.SendSimpleMessage(fmt.Sprintf("Item equipped to slot %d", slot))
}
}
}
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 {
client.SendSimpleMessage(fmt.Sprintf("Item unequip failed: %v", err))
} else {
client.SendSimpleMessage(fmt.Sprintf("Item unequipped from slot %d", slot))
}
}
}
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 {
client.SendSimpleMessage(fmt.Sprintf("Item pickup failed: %v", err))
} else {
client.SendSimpleMessage("Item picked up")
// TODO: Remove item from world display for other players
}
}
}
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 {
client.SendSimpleMessage(fmt.Sprintf("Item drop failed: %v", err))
} else {
client.SendSimpleMessage("Item dropped")
// TODO: Show item to other players in range
}
}
}
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 {
client.SendSimpleMessage("Item not found")
} else {
// Send item details to client
w.SendItemDetails(client, itemTemplate)
}
}
}
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 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]")
}
// SendPlayerInventory sends complete inventory to a client
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",
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]any) {
if w.itemMgr == nil {
return
}
// TODO: Build and send item update packet
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]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",
sourcePlayerID, updateType, itemData)
// Send to players in range (placeholder)
clients := w.clients.GetAll()
for _, client := range clients {
if client.CurrentZone != nil && client.CharacterID != int32(sourcePlayerID) {
// TODO: Check if client is in range
client.SendSimpleMessage(fmt.Sprintf("Player item update: %s", updateType))
}
}
}

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@ -1,224 +0,0 @@
package world
import (
"fmt"
"sync"
"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
}
// 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,
database: db,
}
}
// LoadTitles loads all titles from database
func (tm *TitleManager) LoadTitles() error {
fmt.Println("Loading master title list...")
// 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
}
// 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": {
ID: 1,
Name: "Killer",
Category: titles.CategoryCombat,
Rarity: titles.TitleRarityCommon,
Position: titles.TitlePositionPrefix,
Description: "Granted for first NPC kill",
},
"Veteran Hunter": {
ID: 2,
Name: "Veteran",
Category: titles.CategoryCombat,
Rarity: titles.TitleRarityUncommon,
Position: titles.TitlePositionPrefix,
Description: "Granted for killing high-level NPCs",
},
"Boss Slayer": {
ID: 10,
Name: "Boss Slayer",
Category: titles.CategoryCombat,
Rarity: titles.TitleRarityRare,
Position: titles.TitlePositionSuffix,
Description: "Granted for killing boss NPCs",
},
"Quest Master": {
ID: 20,
Name: "the Questor",
Category: titles.CategoryQuest,
Rarity: titles.TitleRarityCommon,
Position: titles.TitlePositionSuffix,
Description: "Granted for completing quests",
},
"Hero's Journey": {
ID: 21,
Name: "Hero",
Category: titles.CategoryQuest,
Rarity: titles.TitleRarityLegendary,
Position: titles.TitlePositionPrefix,
Description: "Granted for completing main story quest",
},
"Growing Strong": {
ID: 30,
Name: "the Promising",
Category: "Progression",
Rarity: titles.TitleRarityCommon,
Position: titles.TitlePositionSuffix,
Description: "Granted for reaching level 10",
},
"Seasoned Adventurer": {
ID: 31,
Name: "the Seasoned",
Category: "Progression",
Rarity: titles.TitleRarityUncommon,
Position: titles.TitlePositionSuffix,
Description: "Granted for reaching level 20",
},
"Veteran": {
ID: 32,
Name: "Veteran",
Category: "Progression",
Rarity: titles.TitleRarityRare,
Position: titles.TitlePositionPrefix,
Description: "Granted for reaching level 50",
},
"Master Adventurer": {
ID: 33,
Name: "Master",
Category: "Progression",
Rarity: titles.TitleRarityEpic,
Position: titles.TitlePositionPrefix,
Description: "Granted for reaching level 90",
},
"Level Up!": {
ID: 34,
Name: "the Accomplished",
Category: "Progression",
Rarity: titles.TitleRarityCommon,
Position: titles.TitlePositionSuffix,
Description: "Granted for leveling up",
},
}
// Add titles to master list
for name, title := range achievementTitles {
err := masterList.AddTitle(title)
if err != nil {
fmt.Printf("Warning: Failed to add title '%s': %v\n", name, err)
}
}
return nil
}
// GrantTitle grants a title to a player
func (tm *TitleManager) GrantTitle(playerID, titleID int32, sourceAchievementID, sourceQuestID uint32) error {
return tm.titleManager.GrantTitle(playerID, titleID, sourceAchievementID, sourceQuestID)
}
// GetPlayerTitles gets a player's title collection
func (tm *TitleManager) GetPlayerTitles(playerID int32) *titles.PlayerTitlesList {
return tm.titleManager.GetPlayerTitles(playerID)
}
// GetPlayerFormattedName returns a player's name with active titles
func (tm *TitleManager) GetPlayerFormattedName(playerID int32, playerName string) string {
return tm.titleManager.GetPlayerFormattedName(playerID, playerName)
}
// GetIntegrationManager returns the integration manager
func (tm *TitleManager) GetIntegrationManager() *titles.IntegrationManager {
return tm.integrationMgr
}
// SetupAchievementIntegration sets up achievement-to-title integration
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")
}
// ProcessAchievementCompletion processes an achievement completion and grants associated titles
func (tm *TitleManager) ProcessAchievementCompletion(playerID int32, achievementID uint32) error {
// Use the title manager's built-in method
err := tm.titleManager.ProcessAchievementCompletion(playerID, achievementID)
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]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]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")
}

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package world
import (
"context"
"fmt"
"strings"
"sync"
"time"
"eq2emu/internal/commands"
"eq2emu/internal/database"
"eq2emu/internal/packets"
"eq2emu/internal/rules"
)
// World represents the main world server instance
type World struct {
// Core components
db *database.Database
commandManager *commands.CommandManager
rulesManager *rules.RuleManager
// Server configuration
config *WorldConfig
startTime time.Time
shutdownTime *time.Time
shutdownReason string
// World time management
worldTime *WorldTime
worldTimeTicker *time.Ticker
// Zones management
zones *ZoneList
// Client management
clients *ClientList
// Achievement system
achievementMgr *AchievementManager
// Title system
titleMgr *TitleManager
// NPC system
npcMgr *NPCManager
// Item system
itemMgr *ItemManager
// Master lists (singletons)
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
// Synchronization
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"`
// 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"`
// 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
// Server settings
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"`
// Login server settings
LoginServerAddr string `json:"login_server_addr"`
LoginServerPort int `json:"login_server_port"`
LoginServerKey string `json:"login_server_key"`
}
// WorldTime represents in-game time
type WorldTime struct {
Year int32
Month int32
Day int32
Hour int32
Minute int32
mutex sync.RWMutex
}
// ServerStatistics tracks server metrics
type ServerStatistics struct {
// Server info
ServerCreated time.Time
ServerStartTime time.Time
// Connection stats
TotalConnections int64
CurrentConnections int32
MaxConnections int32
// Character stats
TotalAccounts int32
TotalCharacters int32
AverageCharLevel float32
// Zone stats
ActiveZones int32
ActiveInstances int32
// Performance stats
CPUUsage float32
MemoryUsage int64
PeakMemoryUsage int64
mutex sync.RWMutex
}
// NewWorld creates a new world server instance
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",
config.DatabaseUser, config.DatabasePass, config.DatabaseHost, config.DatabasePort, config.DatabaseName)
db, err = database.NewMySQL(dsn)
case "sqlite", "":
// Default to SQLite if not specified
dbPath := config.DatabasePath
if dbPath == "" {
dbPath = "eq2.db"
}
return nil, fmt.Errorf("SQLite support has been removed, please use MySQL")
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,
rulesManager: rulesManager,
achievementMgr: achievementMgr,
titleMgr: titleMgr,
npcMgr: npcMgr,
itemMgr: itemMgr,
config: config,
startTime: time.Now(),
worldTime: &WorldTime{Year: 3721, Month: 1, Day: 1, Hour: 12, Minute: 0},
zones: NewZoneList(),
clients: NewClientList(),
stats: &ServerStatistics{
ServerStartTime: time.Now(),
},
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
}
// Start begins the world server operation
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
}
// Stop gracefully shuts down the world server
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
}
// Process handles the main world server loop
func (w *World) Process() {
ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
for {
select {
case <-w.ctx.Done():
return
case <-ticker.C:
w.processFrame()
}
}
}
// processFrame handles one frame of world processing
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()
}
// 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 {
w.worldTime.Minute = 0
w.worldTime.Hour++
if w.worldTime.Hour >= 24 {
w.worldTime.Hour = 0
w.worldTime.Day++
if w.worldTime.Day > 30 { // Simplified calendar
w.worldTime.Day = 1
w.worldTime.Month++
if w.worldTime.Month > 12 {
w.worldTime.Month = 1
w.worldTime.Year++
}
}
}
}
w.worldTime.mutex.Unlock()
// Send time update to all zones
w.zones.SendTimeUpdate(w.worldTime)
}
}
}
// 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()
}
}
}
// 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():
return
case <-ticker.C:
// Check zone health
w.zones.CheckHealth()
// Clean up dead zones
w.zones.CleanupDead()
}
}
}
// 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()
}
// 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
// - Master quest list
// - Master skill list
// - Master faction list
// - Starting skills/spells
// - Merchant data
// - Transport data
fmt.Println("Server data loaded successfully.")
return nil
}
// checkShutdown checks if a scheduled shutdown should occur
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()
}
}
// updateVitality updates player vitality
func (w *World) updateVitality() {
// TODO: Implement vitality system
}
// ScheduleShutdown schedules a server shutdown
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)
}
// CancelShutdown cancels a scheduled shutdown
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.")
}
}
// GetWorldTime returns the current in-game time
func (w *World) GetWorldTime() WorldTime {
w.worldTime.mutex.RLock()
defer w.worldTime.mutex.RUnlock()
return WorldTime{
Year: w.worldTime.Year,
Month: w.worldTime.Month,
Day: w.worldTime.Day,
Hour: w.worldTime.Hour,
Minute: w.worldTime.Minute,
}
}
// GetConfig returns the world configuration
func (w *World) GetConfig() *WorldConfig {
return w.config
}
// GetDatabase returns the database connection
func (w *World) GetDatabase() *database.Database {
return w.db
}
// GetCommandManager returns the command manager
func (w *World) GetCommandManager() *commands.CommandManager {
return w.commandManager
}
// GetRulesManager returns the rules manager
func (w *World) GetRulesManager() *rules.RuleManager {
return w.rulesManager
}
// GetAchievementManager returns the achievement manager
func (w *World) GetAchievementManager() *AchievementManager {
return w.achievementMgr
}
// GetTitleManager returns the title manager
func (w *World) GetTitleManager() *TitleManager {
return w.titleMgr
}
// GetNPCManager returns the NPC manager
func (w *World) GetNPCManager() *NPCManager {
return w.npcMgr
}
// 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{
"OP_Unknown": 0x0000,
"OP_LoginReplyMsg": 0x0001,
"OP_LoginByNumRequestMsg": 0x0002,
"OP_WSLoginRequestMsg": 0x0003,
"OP_ESInitMsg": 0x0010,
"OP_ESReadyForClientsMsg": 0x0011,
"OP_CreateZoneInstanceMsg": 0x0012,
"OP_ZoneInstanceCreateReplyMsg": 0x0013,
"OP_ZoneInstanceDestroyedMsg": 0x0014,
"OP_ExpectClientAsCharacterRequest": 0x0015,
"OP_ExpectClientAsCharacterReplyMs": 0x0016,
"OP_ZoneInfoMsg": 0x0017,
"OP_CreateCharacterRequestMsg": 0x0020,
"OP_DoneLoadingZoneResourcesMsg": 0x0021,
"OP_DoneSendingInitialEntitiesMsg": 0x0022,
"OP_DoneLoadingEntityResourcesMsg": 0x0023,
"OP_DoneLoadingUIResourcesMsg": 0x0024,
"OP_PredictionUpdateMsg": 0x0030,
"OP_RemoteCmdMsg": 0x0031,
"OP_SetRemoteCmdsMsg": 0x0032,
"OP_GameWorldTimeMsg": 0x0033,
"OP_MOTDMsg": 0x0034,
"OP_ZoneMOTDMsg": 0x0035,
"OP_ClientCmdMsg": 0x0040,
"OP_DispatchClientCmdMsg": 0x0041,
"OP_DispatchESMsg": 0x0042,
"OP_UpdateCharacterSheetMsg": 0x0050,
"OP_UpdateSpellBookMsg": 0x0051,
"OP_UpdateInventoryMsg": 0x0052,
"OP_ChangeZoneMsg": 0x0060,
"OP_ClientTeleportRequestMsg": 0x0061,
"OP_TeleportWithinZoneMsg": 0x0062,
"OP_ReadyToZoneMsg": 0x0063,
"OP_ChatTellChannelMsg": 0x0070,
"OP_ChatTellUserMsg": 0x0071,
"OP_UpdatePositionMsg": 0x0080,
"OP_AchievementUpdateMsg": 0x0090,
"OP_CharacterAchievements": 0x0091,
"OP_TitleUpdateMsg": 0x0092,
"OP_CharacterTitles": 0x0093,
"OP_SetActiveTitleMsg": 0x0094,
"OP_NPCAttackMsg": 0x0095,
"OP_NPCTargetMsg": 0x0096,
"OP_NPCInfoMsg": 0x0097,
"OP_NPCSpellCastMsg": 0x0098,
"OP_NPCMovementMsg": 0x0099,
"OP_ItemMoveMsg": 0x00A0,
"OP_ItemEquipMsg": 0x00A1,
"OP_ItemUnequipMsg": 0x00A2,
"OP_ItemPickupMsg": 0x00A3,
"OP_ItemDropMsg": 0x00A4,
"OP_ItemExamineMsg": 0x00A5,
"OP_ItemUpdateMsg": 0x00A6,
"OP_EqHearChatCmd": 0x1000,
"OP_EqDisplayTextCmd": 0x1001,
"OP_EqCreateGhostCmd": 0x1002,
"OP_EqCreateWidgetCmd": 0x1003,
"OP_EqDestroyGhostCmd": 0x1004,
"OP_EqUpdateGhostCmd": 0x1005,
"OP_EqSetControlGhostCmd": 0x1006,
"OP_EqSetPOVGhostCmd": 0x1007,
}
// Load opcodes for client version 60013
err := packets.LoadGlobalOpcodeMappings(60013, sampleOpcodes)
if err != nil {
fmt.Printf("Error loading opcode mappings: %v\n", err)
} 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
}
// 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")
}

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@ -1,372 +0,0 @@
package world
import (
"fmt"
"sync"
"time"
)
// ZoneServer represents a single zone instance
type ZoneServer struct {
ID int32
Name string
InstanceID int32
ZoneFile string
Description string
MOTD string
// Zone properties
MinLevel int16
MaxLevel int16
MinVersion int16
XPModifier float32
CityZone bool
WeatherAllowed bool
// Safe location
SafeX float32
SafeY float32
SafeZ float32
SafeHeading float32
// Zone state
IsRunning bool
IsShuttingDown bool
Population int32
CreatedTime time.Time
// Clients in zone
clients map[int32]*Client
clientMutex sync.RWMutex
// Zone processing
lastProcess time.Time
processInterval time.Duration
mutex sync.RWMutex
}
// ZoneList manages all active zones
type ZoneList struct {
zones map[int32]*ZoneServer
zonesByName map[string][]*ZoneServer // Multiple instances per zone name
instances map[int32]*ZoneServer // Instance ID to zone mapping
nextInstanceID int32
mutex sync.RWMutex
}
// NewZoneList creates a new zone list
func NewZoneList() *ZoneList {
return &ZoneList{
zones: make(map[int32]*ZoneServer),
zonesByName: make(map[string][]*ZoneServer),
instances: make(map[int32]*ZoneServer),
nextInstanceID: 1,
}
}
// Add adds a zone to the list
func (zl *ZoneList) Add(zone *ZoneServer) error {
zl.mutex.Lock()
defer zl.mutex.Unlock()
if _, exists := zl.zones[zone.ID]; exists {
return fmt.Errorf("zone with ID %d already exists", zone.ID)
}
// Assign instance ID if not set
if zone.InstanceID == 0 {
zone.InstanceID = zl.nextInstanceID
zl.nextInstanceID++
}
// Add to maps
zl.zones[zone.ID] = zone
zl.zonesByName[zone.Name] = append(zl.zonesByName[zone.Name], zone)
zl.instances[zone.InstanceID] = zone
zone.CreatedTime = time.Now()
zone.IsRunning = true
return nil
}
// Remove removes a zone from the list
func (zl *ZoneList) Remove(zoneID int32) {
zl.mutex.Lock()
defer zl.mutex.Unlock()
zone, exists := zl.zones[zoneID]
if !exists {
return
}
// Remove from zones map
delete(zl.zones, zoneID)
// Remove from instances map
delete(zl.instances, zone.InstanceID)
// Remove from name map
if zones, ok := zl.zonesByName[zone.Name]; ok {
newZones := make([]*ZoneServer, 0, len(zones)-1)
for _, z := range zones {
if z.ID != zoneID {
newZones = append(newZones, z)
}
}
if len(newZones) > 0 {
zl.zonesByName[zone.Name] = newZones
} else {
delete(zl.zonesByName, zone.Name)
}
}
}
// GetByID returns a zone by its ID
func (zl *ZoneList) GetByID(zoneID int32) *ZoneServer {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
return zl.zones[zoneID]
}
// GetByName returns all zones with the given name
func (zl *ZoneList) GetByName(name string) []*ZoneServer {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
zones := zl.zonesByName[name]
result := make([]*ZoneServer, len(zones))
copy(result, zones)
return result
}
// GetByInstanceID returns a zone by its instance ID
func (zl *ZoneList) GetByInstanceID(instanceID int32) *ZoneServer {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
return zl.instances[instanceID]
}
// GetByLowestPopulation returns the zone instance with the lowest population
func (zl *ZoneList) GetByLowestPopulation(zoneName string) *ZoneServer {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
zones := zl.zonesByName[zoneName]
if len(zones) == 0 {
return nil
}
lowestPop := zones[0]
for _, zone := range zones[1:] {
if zone.Population < lowestPop.Population && zone.IsRunning && !zone.IsShuttingDown {
lowestPop = zone
}
}
return lowestPop
}
// Count returns the total number of zones
func (zl *ZoneList) Count() int32 {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
return int32(len(zl.zones))
}
// CountInstances returns the number of instance zones
func (zl *ZoneList) CountInstances() int32 {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
count := int32(0)
for _, zone := range zl.zones {
if zone.InstanceID > 0 {
count++
}
}
return count
}
// GetTotalPopulation returns the total population across all zones
func (zl *ZoneList) GetTotalPopulation() int32 {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
total := int32(0)
for _, zone := range zl.zones {
total += zone.Population
}
return total
}
// ProcessAll processes all zones
func (zl *ZoneList) ProcessAll() {
zl.mutex.RLock()
zones := make([]*ZoneServer, 0, len(zl.zones))
for _, zone := range zl.zones {
zones = append(zones, zone)
}
zl.mutex.RUnlock()
for _, zone := range zones {
if zone.IsRunning && !zone.IsShuttingDown {
zone.Process()
}
}
}
// SendTimeUpdate sends time update to all zones
func (zl *ZoneList) SendTimeUpdate(worldTime *WorldTime) {
zl.mutex.RLock()
defer zl.mutex.RUnlock()
for _, zone := range zl.zones {
if zone.IsRunning {
// TODO: Send time update packet to all clients in zone
}
}
}
// CheckHealth checks the health of all zones
func (zl *ZoneList) CheckHealth() {
zl.mutex.RLock()
zones := make([]*ZoneServer, 0, len(zl.zones))
for _, zone := range zl.zones {
zones = append(zones, zone)
}
zl.mutex.RUnlock()
now := time.Now()
for _, zone := range zones {
zone.mutex.Lock()
// Check if zone has been processing
if zone.IsRunning && now.Sub(zone.lastProcess) > 30*time.Second {
fmt.Printf("Warning: Zone %s (%d) has not processed in %v\n",
zone.Name, zone.ID, now.Sub(zone.lastProcess))
}
zone.mutex.Unlock()
}
}
// CleanupDead removes zones that are no longer running
func (zl *ZoneList) CleanupDead() {
zl.mutex.Lock()
defer zl.mutex.Unlock()
toRemove := make([]int32, 0)
for id, zone := range zl.zones {
if !zone.IsRunning && zone.Population == 0 {
toRemove = append(toRemove, id)
}
}
for _, id := range toRemove {
zl.Remove(id)
fmt.Printf("Cleaned up dead zone ID %d\n", id)
}
}
// ShutdownAll shuts down all zones
func (zl *ZoneList) ShutdownAll() {
zl.mutex.RLock()
zones := make([]*ZoneServer, 0, len(zl.zones))
for _, zone := range zl.zones {
zones = append(zones, zone)
}
zl.mutex.RUnlock()
for _, zone := range zones {
zone.Shutdown()
}
}
// Process handles zone processing
func (z *ZoneServer) Process() {
z.mutex.Lock()
defer z.mutex.Unlock()
if !z.IsRunning || z.IsShuttingDown {
return
}
now := time.Now()
if now.Sub(z.lastProcess) < z.processInterval {
return
}
z.lastProcess = now
// TODO: Implement zone processing
// - Process spawns
// - Process spell timers
// - Process movement
// - Process combat
// - Process respawns
// - Send updates to clients
}
// Shutdown gracefully shuts down the zone
func (z *ZoneServer) Shutdown() {
z.mutex.Lock()
defer z.mutex.Unlock()
if z.IsShuttingDown {
return
}
z.IsShuttingDown = true
// Notify all clients
z.clientMutex.RLock()
for _, client := range z.clients {
client.SendSimpleMessage("Zone is shutting down...")
}
z.clientMutex.RUnlock()
// TODO: Save zone state
// TODO: Disconnect all clients
// TODO: Clean up resources
z.IsRunning = false
}
// AddClient adds a client to the zone
func (z *ZoneServer) AddClient(client *Client) {
z.clientMutex.Lock()
defer z.clientMutex.Unlock()
if z.clients == nil {
z.clients = make(map[int32]*Client)
}
z.clients[client.CharacterID] = client
z.Population++
}
// RemoveClient removes a client from the zone
func (z *ZoneServer) RemoveClient(characterID int32) {
z.clientMutex.Lock()
defer z.clientMutex.Unlock()
if _, exists := z.clients[characterID]; exists {
delete(z.clients, characterID)
z.Population--
}
}
// GetClient returns a client by character ID
func (z *ZoneServer) GetClient(characterID int32) *Client {
z.clientMutex.RLock()
defer z.clientMutex.RUnlock()
return z.clients[characterID]
}