world server skeleton

This commit is contained in:
Sky Johnson 2025-07-30 10:01:32 -05:00
parent 4bae02bec0
commit fd75638fc6
3 changed files with 1265 additions and 0 deletions

137
cmd/world_server/main.go Normal file
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package main
import (
"encoding/json"
"flag"
"fmt"
"log"
"os"
"os/signal"
"syscall"
)
const (
ConfigFile = "world_config.json"
Version = "0.1.0"
)
// printHeader displays the EQ2Emu banner and copyright info
func printHeader() {
fmt.Println("EQ2Emulator World Server")
fmt.Printf("Version: %s\n", Version)
fmt.Println()
fmt.Println("Copyright (C) 2007-2026 EQ2Emulator Development Team")
fmt.Println("https://www.eq2emu.com")
fmt.Println()
fmt.Println("EQ2Emulator is free software licensed under the GNU GPL v3")
fmt.Println("See LICENSE file for details")
fmt.Println()
}
// loadConfig loads configuration from JSON file with command line overrides
func loadConfig() (*WorldConfig, error) {
// Default configuration
config := &WorldConfig{
ListenAddr: "0.0.0.0",
ListenPort: 9000,
MaxClients: 1000,
BufferSize: 8192,
WebAddr: "0.0.0.0",
WebPort: 8080,
DatabasePath: "world.db",
XPRate: 1.0,
TSXPRate: 1.0,
VitalityRate: 1.0,
LogLevel: "info",
ThreadedLoad: true,
}
// Load from config file if it exists
if data, err := os.ReadFile(ConfigFile); err == nil {
if err := json.Unmarshal(data, config); err != nil {
return nil, fmt.Errorf("failed to parse config file: %w", err)
}
log.Printf("Loaded configuration from %s", ConfigFile)
} else {
log.Printf("Config file %s not found, using defaults", ConfigFile)
}
// Command line overrides
flag.StringVar(&config.ListenAddr, "listen-addr", config.ListenAddr, "UDP listen address")
flag.IntVar(&config.ListenPort, "listen-port", config.ListenPort, "UDP listen port")
flag.IntVar(&config.MaxClients, "max-clients", config.MaxClients, "Maximum client connections")
flag.StringVar(&config.WebAddr, "web-addr", config.WebAddr, "Web server address")
flag.IntVar(&config.WebPort, "web-port", config.WebPort, "Web server port")
flag.StringVar(&config.DatabasePath, "db-path", config.DatabasePath, "Database file path")
flag.StringVar(&config.LogLevel, "log-level", config.LogLevel, "Log level (debug, info, warn, error)")
flag.BoolVar(&config.ThreadedLoad, "threaded-load", config.ThreadedLoad, "Use threaded loading")
flag.Parse()
return config, nil
}
// saveConfig saves the current configuration to file
func saveConfig(config *WorldConfig) error {
data, err := json.MarshalIndent(config, "", " ")
if err != nil {
return fmt.Errorf("failed to marshal config: %w", err)
}
if err := os.WriteFile(ConfigFile, data, 0644); err != nil {
return fmt.Errorf("failed to write config file: %w", err)
}
return nil
}
// setupSignalHandlers sets up graceful shutdown on SIGINT/SIGTERM
func setupSignalHandlers(world *World) <-chan os.Signal {
sigChan := make(chan os.Signal, 1)
signal.Notify(sigChan, syscall.SIGINT, syscall.SIGTERM)
go func() {
sig := <-sigChan
log.Printf("Received signal %v, initiating graceful shutdown...", sig)
world.Shutdown()
}()
return sigChan
}
func main() {
printHeader()
// Load configuration
config, err := loadConfig()
if err != nil {
log.Fatalf("Configuration error: %v", err)
}
// Save config file with any command line overrides
if err := saveConfig(config); err != nil {
log.Printf("Warning: failed to save config: %v", err)
}
// Create world server instance
world, err := NewWorld(config)
if err != nil {
log.Fatalf("Failed to create world server: %v", err)
}
// Initialize all components
log.Println("Initializing EQ2Emulator World Server...")
if err := world.Initialize(); err != nil {
log.Fatalf("Failed to initialize world server: %v", err)
}
// Setup signal handlers for graceful shutdown
setupSignalHandlers(world)
// Run the server
log.Println("Starting World Server...")
if err := world.Run(); err != nil {
log.Fatalf("World server error: %v", err)
}
log.Println("World Server stopped gracefully")
}

298
cmd/world_server/web.go Normal file
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package main
import (
"context"
"encoding/json"
"fmt"
"net/http"
"time"
)
// setupWebServer initializes the HTTP server for admin interface
func (w *World) setupWebServer() error {
if w.config.WebPort == 0 {
return nil // Web server disabled
}
mux := http.NewServeMux()
// API endpoints
mux.HandleFunc("/api/status", w.handleStatus)
mux.HandleFunc("/api/clients", w.handleClients)
mux.HandleFunc("/api/zones", w.handleZones)
mux.HandleFunc("/api/stats", w.handleStats)
mux.HandleFunc("/api/time", w.handleWorldTime)
mux.HandleFunc("/api/shutdown", w.handleShutdown)
// Administrative endpoints
mux.HandleFunc("/api/admin/reload", w.handleReload)
mux.HandleFunc("/api/admin/broadcast", w.handleBroadcast)
mux.HandleFunc("/api/admin/kick", w.handleKickClient)
// Peer management endpoints
mux.HandleFunc("/api/peers", w.handlePeers)
mux.HandleFunc("/api/peers/sync", w.handlePeerSync)
// Console command interface
mux.HandleFunc("/api/console", w.handleConsoleCommand)
// Static health check
mux.HandleFunc("/health", w.handleHealth)
// @TODO: Add authentication middleware
// @TODO: Add rate limiting middleware
// @TODO: Add CORS middleware for browser access
// @TODO: Add TLS support with cert/key files
addr := fmt.Sprintf("%s:%d", w.config.WebAddr, w.config.WebPort)
w.webServer = &http.Server{
Addr: addr,
Handler: mux,
ReadTimeout: 10 * time.Second,
WriteTimeout: 10 * time.Second,
}
return nil
}
// Core API handlers
// handleHealth provides a simple health check endpoint
func (w *World) handleHealth(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "ok"})
}
// handleStatus returns comprehensive server status information
func (w *World) handleStatus(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
status := map[string]any{
"status": "running",
"uptime": time.Since(w.stats.StartTime).Seconds(),
"version": Version,
"locked": w.config.WorldLocked,
"primary": w.config.IsPrimary,
"threaded": w.config.ThreadedLoad,
"data_loaded": w.isDataLoaded(),
"world_time": w.getWorldTime(),
}
json.NewEncoder(rw).Encode(status)
}
// handleClients returns list of connected clients
func (w *World) handleClients(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
w.clientsMux.RLock()
clients := make([]*ClientInfo, 0, len(w.clients))
for _, client := range w.clients {
clients = append(clients, client)
}
w.clientsMux.RUnlock()
json.NewEncoder(rw).Encode(map[string]any{
"count": len(clients),
"clients": clients,
})
}
// handleZones returns list of zone servers
func (w *World) handleZones(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
w.zonesMux.RLock()
zones := make([]*ZoneInfo, 0, len(w.zones))
for _, zone := range w.zones {
zones = append(zones, zone)
}
w.zonesMux.RUnlock()
json.NewEncoder(rw).Encode(map[string]any{
"count": len(zones),
"zones": zones,
})
}
// handleStats returns detailed server statistics
func (w *World) handleStats(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
w.statsMux.RLock()
stats := w.stats
w.statsMux.RUnlock()
// Add UDP server stats if available
if w.udpServer != nil {
serverStats := w.udpServer.GetStats()
stats.TotalConnections = int64(serverStats.ConnectionCount)
}
json.NewEncoder(rw).Encode(stats)
}
// handleWorldTime returns current game world time
func (w *World) handleWorldTime(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(w.getWorldTime())
}
// Administrative handlers
// handleShutdown initiates graceful server shutdown
func (w *World) handleShutdown(rw http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// @TODO: Add authentication check
// @TODO: Add confirmation parameter
// @TODO: Add delay parameter
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "shutdown initiated"})
go func() {
time.Sleep(time.Second) // Allow response to be sent
w.Shutdown()
}()
}
// handleReload reloads game data
func (w *World) handleReload(rw http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// @TODO: Add authentication check
// @TODO: Implement selective reloading (items, spells, quests, etc.)
// @TODO: Add progress reporting
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "reload not implemented"})
}
// handleBroadcast sends server-wide message
func (w *World) handleBroadcast(rw http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// @TODO: Add authentication check
// @TODO: Parse message from request body
// @TODO: Validate message content
// @TODO: Send to all connected clients
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "broadcast not implemented"})
}
// handleKickClient disconnects a specific client
func (w *World) handleKickClient(rw http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// @TODO: Add authentication check
// @TODO: Parse client ID from request
// @TODO: Find and disconnect client
// @TODO: Log kick action
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "kick not implemented"})
}
// Peer management handlers
// handlePeers returns list of peer servers
func (w *World) handlePeers(rw http.ResponseWriter, r *http.Request) {
rw.Header().Set("Content-Type", "application/json")
peers := make([]map[string]any, 0)
for _, peer := range w.config.PeerServers {
peerInfo := map[string]any{
"address": peer.Address,
"port": peer.Port,
"status": "unknown", // @TODO: Implement peer status checking
}
peers = append(peers, peerInfo)
}
json.NewEncoder(rw).Encode(map[string]any{
"count": len(peers),
"peers": peers,
})
}
// handlePeerSync synchronizes data with peer servers
func (w *World) handlePeerSync(rw http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// @TODO: Add authentication check
// @TODO: Implement peer synchronization
// @TODO: Return sync status and results
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "peer sync not implemented"})
}
// Console command handler
// handleConsoleCommand executes administrative commands
func (w *World) handleConsoleCommand(rw http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(rw, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// @TODO: Add authentication check
// @TODO: Parse command from request body
// @TODO: Validate command permissions
// @TODO: Execute command and return results
// @TODO: Log command execution
rw.Header().Set("Content-Type", "application/json")
json.NewEncoder(rw).Encode(map[string]string{"status": "console commands not implemented"})
}
// Helper methods for web handlers
// getWorldTime returns thread-safe copy of world time
func (w *World) getWorldTime() WorldTime {
w.worldTimeMux.RLock()
defer w.worldTimeMux.RUnlock()
return w.worldTime
}
// startWebServer starts the web server in a goroutine
func (w *World) startWebServer() {
if w.webServer == nil {
return
}
go func() {
if err := w.webServer.ListenAndServe(); err != nil && err != http.ErrServerClosed {
fmt.Printf("Web server error: %v\n", err)
}
}()
}
// stopWebServer gracefully stops the web server
func (w *World) stopWebServer() error {
if w.webServer == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), 5*time.Second)
defer cancel()
return w.webServer.Shutdown(ctx)
}

830
cmd/world_server/world.go Normal file
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package main
import (
"context"
"fmt"
"log"
"net/http"
"sync"
"time"
"eq2emu/internal/database"
"eq2emu/internal/udp"
)
// WorldTime represents the in-game time
type WorldTime struct {
Year int32 `json:"year"`
Month int32 `json:"month"`
Day int32 `json:"day"`
Hour int32 `json:"hour"`
Minute int32 `json:"minute"`
}
// WorldConfig holds all world server configuration
type WorldConfig struct {
// Network settings
ListenAddr string `json:"listen_addr"`
ListenPort int `json:"listen_port"`
MaxClients int `json:"max_clients"`
BufferSize int `json:"buffer_size"`
// Web server settings
WebAddr string `json:"web_addr"`
WebPort int `json:"web_port"`
CertFile string `json:"cert_file"`
KeyFile string `json:"key_file"`
KeyPassword string `json:"key_password"`
WebUser string `json:"web_user"`
WebPassword string `json:"web_password"`
// Database settings
DatabasePath string `json:"database_path"`
// Game settings
XPRate float64 `json:"xp_rate"`
TSXPRate float64 `json:"ts_xp_rate"`
VitalityRate float64 `json:"vitality_rate"`
// Server settings
LogLevel string `json:"log_level"`
ThreadedLoad bool `json:"threaded_load"`
WorldLocked bool `json:"world_locked"`
IsPrimary bool `json:"is_primary"`
// Login server settings
LoginServers []LoginServerInfo `json:"login_servers"`
// Peer server settings
PeerServers []PeerServerInfo `json:"peer_servers"`
PeerPriority int `json:"peer_priority"`
}
// LoginServerInfo represents login server connection details
type LoginServerInfo struct {
Address string `json:"address"`
Port int `json:"port"`
Account string `json:"account"`
Password string `json:"password"`
}
// PeerServerInfo represents peer server connection details
type PeerServerInfo struct {
Address string `json:"address"`
Port int `json:"port"`
}
// ClientInfo represents a connected client
type ClientInfo struct {
ID int32 `json:"id"`
AccountID int32 `json:"account_id"`
CharacterID int32 `json:"character_id"`
Name string `json:"name"`
ZoneID int32 `json:"zone_id"`
ConnectedAt time.Time `json:"connected_at"`
LastActive time.Time `json:"last_active"`
IPAddress string `json:"ip_address"`
}
// ZoneInfo represents zone server information
type ZoneInfo struct {
ID int32 `json:"id"`
Name string `json:"name"`
Description string `json:"description"`
PlayerCount int32 `json:"player_count"`
MaxPlayers int32 `json:"max_players"`
IsShutdown bool `json:"is_shutdown"`
Address string `json:"address"`
Port int `json:"port"`
}
// ServerStats holds server statistics
type ServerStats struct {
StartTime time.Time `json:"start_time"`
ClientCount int32 `json:"client_count"`
ZoneCount int32 `json:"zone_count"`
TotalConnections int64 `json:"total_connections"`
PacketsProcessed int64 `json:"packets_processed"`
DataLoaded bool `json:"data_loaded"`
ItemsLoaded bool `json:"items_loaded"`
SpellsLoaded bool `json:"spells_loaded"`
QuestsLoaded bool `json:"quests_loaded"`
}
// World represents the main world server
type World struct {
config *WorldConfig
db *database.DB
// Network components
udpServer *udp.Server
webServer *http.Server
// Game state
worldTime WorldTime
worldTimeMux sync.RWMutex
// Client management
clients map[int32]*ClientInfo
clientsMux sync.RWMutex
// Zone management
zones map[int32]*ZoneInfo
zonesMux sync.RWMutex
// Statistics
stats ServerStats
statsMux sync.RWMutex
// Control
ctx context.Context
cancel context.CancelFunc
shutdownWg *sync.WaitGroup
// Timers
timeTickTimer *time.Ticker
saveTimer *time.Ticker
vitalityTimer *time.Ticker
statsTimer *time.Ticker
watchdogTimer *time.Ticker
loginCheckTimer *time.Ticker
// Loading state
loadingMux sync.RWMutex
itemsLoaded bool
spellsLoaded bool
questsLoaded bool
traitsLoaded bool
dataLoaded bool
}
// NewWorld creates a new world server instance
func NewWorld(config *WorldConfig) (*World, error) {
ctx, cancel := context.WithCancel(context.Background())
db, err := database.Open(config.DatabasePath)
if err != nil {
cancel()
return nil, fmt.Errorf("failed to open database: %w", err)
}
w := &World{
config: config,
db: db,
ctx: ctx,
cancel: cancel,
shutdownWg: &sync.WaitGroup{},
clients: make(map[int32]*ClientInfo),
zones: make(map[int32]*ZoneInfo),
stats: ServerStats{
StartTime: time.Now(),
},
}
// Initialize world time from database
if err := w.loadWorldTime(); err != nil {
log.Printf("Warning: failed to load world time: %v", err)
w.setDefaultWorldTime()
}
return w, nil
}
// Initialize sets up all world server components
func (w *World) Initialize() error {
log.Println("Loading System Data...")
// Initialize database schema
if err := w.initializeDatabase(); err != nil {
return fmt.Errorf("database initialization failed: %w", err)
}
// Load game data (threaded or sequential)
if w.config.ThreadedLoad {
log.Println("Using threaded loading of static data...")
if err := w.loadGameDataThreaded(); err != nil {
return fmt.Errorf("threaded game data loading failed: %w", err)
}
} else {
if err := w.loadGameData(); err != nil {
return fmt.Errorf("game data loading failed: %w", err)
}
}
// Setup UDP server for game connections
if err := w.setupUDPServer(); err != nil {
return fmt.Errorf("UDP server setup failed: %w", err)
}
// Setup web server for admin/API
if err := w.setupWebServer(); err != nil {
return fmt.Errorf("web server setup failed: %w", err)
}
// Initialize timers
w.initializeTimers()
log.Println("World Server initialization complete")
return nil
}
// Run starts the world server main loop
func (w *World) Run() error {
// Start background processes
w.shutdownWg.Add(6)
go w.processTimeUpdates()
go w.processSaveOperations()
go w.processVitalityUpdates()
go w.processStatsUpdates()
go w.processWatchdog()
go w.processLoginCheck()
// Start network servers
if w.udpServer != nil {
go func() {
if err := w.udpServer.Start(); err != nil {
log.Printf("UDP server error: %v", err)
}
}()
}
// Start web server
w.startWebServer()
log.Printf("World Server running on UDP %s:%d, Web %s:%d",
w.config.ListenAddr, w.config.ListenPort,
w.config.WebAddr, w.config.WebPort)
// Wait for shutdown signal
<-w.ctx.Done()
return w.shutdown()
}
// Shutdown gracefully stops the world server
func (w *World) Shutdown() {
log.Println("Initiating World Server shutdown...")
w.cancel()
}
// setupUDPServer initializes the UDP server for game client connections
func (w *World) setupUDPServer() error {
handler := func(conn *udp.Connection, packet *udp.ApplicationPacket) {
w.handleGamePacket(conn, packet)
}
config := udp.DefaultConfig()
config.MaxConnections = w.config.MaxClients
config.BufferSize = w.config.BufferSize
config.EnableCompression = true
config.EnableEncryption = true
addr := fmt.Sprintf("%s:%d", w.config.ListenAddr, w.config.ListenPort)
server, err := udp.NewServer(addr, handler, config)
if err != nil {
return err
}
w.udpServer = server
return nil
}
// initializeTimers sets up all periodic timers
func (w *World) initializeTimers() {
w.timeTickTimer = time.NewTicker(5 * time.Second) // Game time updates
w.saveTimer = time.NewTicker(5 * time.Minute) // Save operations
w.vitalityTimer = time.NewTicker(1 * time.Hour) // Vitality updates
w.statsTimer = time.NewTicker(1 * time.Minute) // Statistics updates
w.watchdogTimer = time.NewTicker(30 * time.Second) // Watchdog checks
w.loginCheckTimer = time.NewTicker(30 * time.Second) // Login server check
}
// Background processes
// processTimeUpdates handles game world time progression
func (w *World) processTimeUpdates() {
defer w.shutdownWg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.timeTickTimer.C:
w.updateWorldTime()
}
}
}
// processSaveOperations handles periodic save operations
func (w *World) processSaveOperations() {
defer w.shutdownWg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.saveTimer.C:
w.saveWorldState()
}
}
}
// processVitalityUpdates handles vitality system updates
func (w *World) processVitalityUpdates() {
defer w.shutdownWg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.vitalityTimer.C:
w.updateVitality()
}
}
}
// processStatsUpdates handles statistics collection
func (w *World) processStatsUpdates() {
defer w.shutdownWg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.statsTimer.C:
w.updateStatistics()
}
}
}
// processWatchdog handles connection timeouts and cleanup
func (w *World) processWatchdog() {
defer w.shutdownWg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.watchdogTimer.C:
w.cleanupInactiveClients()
w.cleanupTimeoutConnections()
}
}
}
// processLoginCheck handles login server connectivity
func (w *World) processLoginCheck() {
defer w.shutdownWg.Done()
for {
select {
case <-w.ctx.Done():
return
case <-w.loginCheckTimer.C:
w.checkLoginServers()
}
}
}
// Game packet handling
func (w *World) handleGamePacket(conn *udp.Connection, packet *udp.ApplicationPacket) {
// Update connection activity
w.updateConnectionActivity(conn)
// Route packet based on opcode
switch packet.Opcode {
case 0x2000: // Login request
w.handleLoginRequest(conn, packet)
case 0x0020: // Zone change request
w.handleZoneChange(conn, packet)
case 0x0080: // Client command
w.handleClientCommand(conn, packet)
case 0x01F0: // Chat message
w.handleChatMessage(conn, packet)
default:
// @TODO: Implement comprehensive packet routing
log.Printf("Unhandled packet opcode: 0x%04X, size: %d", packet.Opcode, len(packet.Data))
}
// Update packet statistics
w.statsMux.Lock()
w.stats.PacketsProcessed++
w.statsMux.Unlock()
}
// Game packet handlers
func (w *World) handleLoginRequest(conn *udp.Connection, packet *udp.ApplicationPacket) {
// @TODO: Parse login request packet
// @TODO: Validate credentials with login server
// @TODO: Create client session
// @TODO: Send login response
log.Printf("Login request from connection %d", conn.GetSessionID())
}
func (w *World) handleZoneChange(conn *udp.Connection, packet *udp.ApplicationPacket) {
// @TODO: Parse zone change request
// @TODO: Validate zone transfer
// @TODO: Coordinate with zone servers
// @TODO: Send zone change response
log.Printf("Zone change request from connection %d", conn.GetSessionID())
}
func (w *World) handleClientCommand(conn *udp.Connection, packet *udp.ApplicationPacket) {
// @TODO: Parse client command packet
// @TODO: Process administrative commands
// @TODO: Route to appropriate handlers
log.Printf("Client command from connection %d", conn.GetSessionID())
}
func (w *World) handleChatMessage(conn *udp.Connection, packet *udp.ApplicationPacket) {
// @TODO: Parse chat message packet
// @TODO: Handle channel routing
// @TODO: Apply filters and permissions
// @TODO: Broadcast to appropriate recipients
log.Printf("Chat message from connection %d", conn.GetSessionID())
}
// Game state management
func (w *World) updateWorldTime() {
w.worldTimeMux.Lock()
defer w.worldTimeMux.Unlock()
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 {
w.worldTime.Day = 0
w.worldTime.Month++
if w.worldTime.Month >= 12 {
w.worldTime.Month = 0
w.worldTime.Year++
}
}
}
}
// @TODO: Broadcast time update to all zones/clients
// @TODO: Save time to database periodically
}
func (w *World) saveWorldState() {
// @TODO: Save world time to database
// @TODO: Save player data
// @TODO: Save guild data
// @TODO: Save zone states
// @TODO: Save server statistics
log.Println("Saving world state...")
}
func (w *World) updateVitality() {
// @TODO: Update player vitality for offline/resting players
// @TODO: Broadcast vitality updates to zones
// @TODO: Apply vitality bonuses
log.Println("Updating vitality...")
}
func (w *World) updateStatistics() {
w.statsMux.Lock()
defer w.statsMux.Unlock()
// Update client count
w.clientsMux.RLock()
w.stats.ClientCount = int32(len(w.clients))
w.clientsMux.RUnlock()
// Update zone count
w.zonesMux.RLock()
w.stats.ZoneCount = int32(len(w.zones))
w.zonesMux.RUnlock()
// Update loading status
w.loadingMux.RLock()
w.stats.DataLoaded = w.dataLoaded
w.stats.ItemsLoaded = w.itemsLoaded
w.stats.SpellsLoaded = w.spellsLoaded
w.stats.QuestsLoaded = w.questsLoaded
w.loadingMux.RUnlock()
}
func (w *World) cleanupInactiveClients() {
w.clientsMux.Lock()
defer w.clientsMux.Unlock()
timeout := time.Now().Add(-5 * time.Minute)
for id, client := range w.clients {
if client.LastActive.Before(timeout) {
log.Printf("Removing inactive client %d (%s)", id, client.Name)
delete(w.clients, id)
}
}
}
func (w *World) cleanupTimeoutConnections() {
// @TODO: Clean up timed out UDP connections
// @TODO: Update connection statistics
}
func (w *World) checkLoginServers() {
// @TODO: Check connectivity to login servers
// @TODO: Attempt reconnection if disconnected
// @TODO: Update server status
}
func (w *World) updateConnectionActivity(conn *udp.Connection) {
sessionID := conn.GetSessionID()
w.clientsMux.Lock()
if client, exists := w.clients[int32(sessionID)]; exists {
client.LastActive = time.Now()
}
w.clientsMux.Unlock()
}
// Database operations
func (w *World) initializeDatabase() error {
// @TODO: Create/update database schema tables
// @TODO: Initialize character tables
// @TODO: Initialize guild tables
// @TODO: Initialize item tables
// @TODO: Initialize zone tables
log.Println("Database schema initialized")
return nil
}
func (w *World) loadGameData() error {
log.Println("Loading game data sequentially...")
// Load items
log.Println("Loading items...")
if err := w.loadItems(); err != nil {
return fmt.Errorf("failed to load items: %w", err)
}
// Load spells
log.Println("Loading spells...")
if err := w.loadSpells(); err != nil {
return fmt.Errorf("failed to load spells: %w", err)
}
// Load quests
log.Println("Loading quests...")
if err := w.loadQuests(); err != nil {
return fmt.Errorf("failed to load quests: %w", err)
}
// Load additional data
if err := w.loadTraits(); err != nil {
return fmt.Errorf("failed to load traits: %w", err)
}
if err := w.loadNPCs(); err != nil {
return fmt.Errorf("failed to load NPCs: %w", err)
}
if err := w.loadZones(); err != nil {
return fmt.Errorf("failed to load zones: %w", err)
}
w.loadingMux.Lock()
w.dataLoaded = true
w.loadingMux.Unlock()
log.Println("Game data loading complete")
return nil
}
func (w *World) loadGameDataThreaded() error {
log.Println("Loading game data with threads...")
var wg sync.WaitGroup
errChan := make(chan error, 10)
// Load items in thread
wg.Add(1)
go func() {
defer wg.Done()
log.Println("Loading items...")
if err := w.loadItems(); err != nil {
errChan <- fmt.Errorf("failed to load items: %w", err)
return
}
w.loadingMux.Lock()
w.itemsLoaded = true
w.loadingMux.Unlock()
log.Println("Items loaded")
}()
// Load spells in thread
wg.Add(1)
go func() {
defer wg.Done()
log.Println("Loading spells...")
if err := w.loadSpells(); err != nil {
errChan <- fmt.Errorf("failed to load spells: %w", err)
return
}
w.loadingMux.Lock()
w.spellsLoaded = true
w.loadingMux.Unlock()
log.Println("Spells loaded")
}()
// Load quests in thread
wg.Add(1)
go func() {
defer wg.Done()
log.Println("Loading quests...")
if err := w.loadQuests(); err != nil {
errChan <- fmt.Errorf("failed to load quests: %w", err)
return
}
w.loadingMux.Lock()
w.questsLoaded = true
w.loadingMux.Unlock()
log.Println("Quests loaded")
}()
// Wait for completion
go func() {
wg.Wait()
close(errChan)
}()
// Check for errors
for err := range errChan {
if err != nil {
return err
}
}
// Load additional data sequentially
if err := w.loadTraits(); err != nil {
return fmt.Errorf("failed to load traits: %w", err)
}
if err := w.loadNPCs(); err != nil {
return fmt.Errorf("failed to load NPCs: %w", err)
}
if err := w.loadZones(); err != nil {
return fmt.Errorf("failed to load zones: %w", err)
}
// Wait for threaded loads to complete
for !w.isDataLoaded() {
time.Sleep(100 * time.Millisecond)
}
w.loadingMux.Lock()
w.dataLoaded = true
w.loadingMux.Unlock()
log.Println("Threaded game data loading complete")
return nil
}
// Data loading functions
func (w *World) loadItems() error {
// @TODO: Load items from database
// @TODO: Build item lookup tables
// @TODO: Load item templates
// @TODO: Initialize item factories
return nil
}
func (w *World) loadSpells() error {
// @TODO: Load spells from database
// @TODO: Build spell lookup tables
// @TODO: Load spell effects
// @TODO: Initialize spell system
return nil
}
func (w *World) loadQuests() error {
// @TODO: Load quests from database
// @TODO: Build quest lookup tables
// @TODO: Load quest rewards
// @TODO: Initialize quest system
return nil
}
func (w *World) loadTraits() error {
// @TODO: Load traits from database
// @TODO: Build trait trees
// @TODO: Initialize trait system
return nil
}
func (w *World) loadNPCs() error {
// @TODO: Load NPCs from database
// @TODO: Load NPC templates
// @TODO: Load NPC spawn data
return nil
}
func (w *World) loadZones() error {
// @TODO: Load zone definitions
// @TODO: Load zone spawn points
// @TODO: Initialize zone management
return nil
}
func (w *World) loadWorldTime() error {
// @TODO: Load world time from database
w.worldTime = WorldTime{
Year: 3800,
Month: 0,
Day: 0,
Hour: 8,
Minute: 30,
}
return nil
}
func (w *World) setDefaultWorldTime() {
w.worldTimeMux.Lock()
defer w.worldTimeMux.Unlock()
w.worldTime = WorldTime{
Year: 3800,
Month: 0,
Day: 0,
Hour: 8,
Minute: 30,
}
}
func (w *World) isDataLoaded() bool {
w.loadingMux.RLock()
defer w.loadingMux.RUnlock()
if w.config.ThreadedLoad {
return w.itemsLoaded && w.spellsLoaded && w.questsLoaded && w.traitsLoaded
}
return w.dataLoaded
}
// Cleanup and shutdown
func (w *World) shutdown() error {
log.Println("Shutting down World Server...")
// Stop timers
if w.timeTickTimer != nil {
w.timeTickTimer.Stop()
}
if w.saveTimer != nil {
w.saveTimer.Stop()
}
if w.vitalityTimer != nil {
w.vitalityTimer.Stop()
}
if w.statsTimer != nil {
w.statsTimer.Stop()
}
if w.watchdogTimer != nil {
w.watchdogTimer.Stop()
}
if w.loginCheckTimer != nil {
w.loginCheckTimer.Stop()
}
// Stop network servers
if err := w.stopWebServer(); err != nil {
log.Printf("Error stopping web server: %v", err)
}
if w.udpServer != nil {
w.udpServer.Stop()
}
// Wait for background processes
w.shutdownWg.Wait()
// Save final state
w.saveWorldState()
// Close database
if w.db != nil {
w.db.Close()
}
log.Println("World Server shutdown complete")
return nil
}