831 lines
19 KiB
Go
831 lines
19 KiB
Go
package main
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import (
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"context"
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"fmt"
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"log"
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"net/http"
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"sync"
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"time"
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"eq2emu/internal/database"
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"eq2emu/internal/udp"
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)
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// WorldTime represents the in-game time
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type WorldTime struct {
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Year int32 `json:"year"`
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Month int32 `json:"month"`
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Day int32 `json:"day"`
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Hour int32 `json:"hour"`
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Minute int32 `json:"minute"`
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}
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// WorldConfig holds all world server configuration
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type WorldConfig struct {
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// Network settings
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ListenAddr string `json:"listen_addr"`
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ListenPort int `json:"listen_port"`
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MaxClients int `json:"max_clients"`
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BufferSize int `json:"buffer_size"`
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// Web server settings
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WebAddr string `json:"web_addr"`
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WebPort int `json:"web_port"`
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CertFile string `json:"cert_file"`
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KeyFile string `json:"key_file"`
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KeyPassword string `json:"key_password"`
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WebUser string `json:"web_user"`
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WebPassword string `json:"web_password"`
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// Database settings
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DatabasePath string `json:"database_path"`
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// Game settings
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XPRate float64 `json:"xp_rate"`
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TSXPRate float64 `json:"ts_xp_rate"`
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VitalityRate float64 `json:"vitality_rate"`
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// Server settings
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LogLevel string `json:"log_level"`
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ThreadedLoad bool `json:"threaded_load"`
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WorldLocked bool `json:"world_locked"`
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IsPrimary bool `json:"is_primary"`
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// Login server settings
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LoginServers []LoginServerInfo `json:"login_servers"`
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// Peer server settings
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PeerServers []PeerServerInfo `json:"peer_servers"`
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PeerPriority int `json:"peer_priority"`
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}
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// LoginServerInfo represents login server connection details
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type LoginServerInfo struct {
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Address string `json:"address"`
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Port int `json:"port"`
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Account string `json:"account"`
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Password string `json:"password"`
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}
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// PeerServerInfo represents peer server connection details
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type PeerServerInfo struct {
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Address string `json:"address"`
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Port int `json:"port"`
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}
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// ClientInfo represents a connected client
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type ClientInfo struct {
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ID int32 `json:"id"`
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AccountID int32 `json:"account_id"`
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CharacterID int32 `json:"character_id"`
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Name string `json:"name"`
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ZoneID int32 `json:"zone_id"`
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ConnectedAt time.Time `json:"connected_at"`
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LastActive time.Time `json:"last_active"`
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IPAddress string `json:"ip_address"`
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}
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// ZoneInfo represents zone server information
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type ZoneInfo struct {
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ID int32 `json:"id"`
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Name string `json:"name"`
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Description string `json:"description"`
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PlayerCount int32 `json:"player_count"`
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MaxPlayers int32 `json:"max_players"`
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IsShutdown bool `json:"is_shutdown"`
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Address string `json:"address"`
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Port int `json:"port"`
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}
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// ServerStats holds server statistics
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type ServerStats struct {
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StartTime time.Time `json:"start_time"`
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ClientCount int32 `json:"client_count"`
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ZoneCount int32 `json:"zone_count"`
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TotalConnections int64 `json:"total_connections"`
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PacketsProcessed int64 `json:"packets_processed"`
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DataLoaded bool `json:"data_loaded"`
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ItemsLoaded bool `json:"items_loaded"`
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SpellsLoaded bool `json:"spells_loaded"`
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QuestsLoaded bool `json:"quests_loaded"`
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}
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// World represents the main world server
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type World struct {
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config *WorldConfig
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db *database.DB
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// Network components
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udpServer *udp.Server
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webServer *http.Server
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// Game state
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worldTime WorldTime
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worldTimeMux sync.RWMutex
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// Client management
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clients map[int32]*ClientInfo
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clientsMux sync.RWMutex
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// Zone management
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zones map[int32]*ZoneInfo
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zonesMux sync.RWMutex
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// Statistics
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stats ServerStats
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statsMux sync.RWMutex
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// Control
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ctx context.Context
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cancel context.CancelFunc
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shutdownWg *sync.WaitGroup
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// Timers
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timeTickTimer *time.Ticker
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saveTimer *time.Ticker
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vitalityTimer *time.Ticker
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statsTimer *time.Ticker
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watchdogTimer *time.Ticker
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loginCheckTimer *time.Ticker
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// Loading state
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loadingMux sync.RWMutex
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itemsLoaded bool
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spellsLoaded bool
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questsLoaded bool
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traitsLoaded bool
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dataLoaded bool
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}
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// NewWorld creates a new world server instance
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func NewWorld(config *WorldConfig) (*World, error) {
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ctx, cancel := context.WithCancel(context.Background())
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db, err := database.Open(config.DatabasePath)
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if err != nil {
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cancel()
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return nil, fmt.Errorf("failed to open database: %w", err)
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}
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w := &World{
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config: config,
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db: db,
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ctx: ctx,
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cancel: cancel,
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shutdownWg: &sync.WaitGroup{},
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clients: make(map[int32]*ClientInfo),
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zones: make(map[int32]*ZoneInfo),
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stats: ServerStats{
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StartTime: time.Now(),
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},
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}
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// Initialize world time from database
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if err := w.loadWorldTime(); err != nil {
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log.Printf("Warning: failed to load world time: %v", err)
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w.setDefaultWorldTime()
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}
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return w, nil
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}
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// Initialize sets up all world server components
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func (w *World) Initialize() error {
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log.Println("Loading System Data...")
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// Initialize database schema
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if err := w.initializeDatabase(); err != nil {
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return fmt.Errorf("database initialization failed: %w", err)
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}
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// Load game data (threaded or sequential)
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if w.config.ThreadedLoad {
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log.Println("Using threaded loading of static data...")
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if err := w.loadGameDataThreaded(); err != nil {
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return fmt.Errorf("threaded game data loading failed: %w", err)
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}
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} else {
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if err := w.loadGameData(); err != nil {
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return fmt.Errorf("game data loading failed: %w", err)
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}
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}
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// Setup UDP server for game connections
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if err := w.setupUDPServer(); err != nil {
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return fmt.Errorf("UDP server setup failed: %w", err)
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}
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// Setup web server for admin/API
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if err := w.setupWebServer(); err != nil {
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return fmt.Errorf("web server setup failed: %w", err)
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}
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// Initialize timers
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w.initializeTimers()
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log.Println("World Server initialization complete")
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return nil
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}
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// Run starts the world server main loop
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func (w *World) Run() error {
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// Start background processes
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w.shutdownWg.Add(6)
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go w.processTimeUpdates()
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go w.processSaveOperations()
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go w.processVitalityUpdates()
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go w.processStatsUpdates()
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go w.processWatchdog()
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go w.processLoginCheck()
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// Start network servers
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if w.udpServer != nil {
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go func() {
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if err := w.udpServer.Start(); err != nil {
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log.Printf("UDP server error: %v", err)
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}
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}()
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}
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// Start web server
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w.startWebServer()
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log.Printf("World Server running on UDP %s:%d, Web %s:%d",
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w.config.ListenAddr, w.config.ListenPort,
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w.config.WebAddr, w.config.WebPort)
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// Wait for shutdown signal
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<-w.ctx.Done()
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return w.shutdown()
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}
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// Shutdown gracefully stops the world server
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func (w *World) Shutdown() {
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log.Println("Initiating World Server shutdown...")
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w.cancel()
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}
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// setupUDPServer initializes the UDP server for game client connections
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func (w *World) setupUDPServer() error {
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handler := func(conn *udp.Connection, packet *udp.ApplicationPacket) {
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w.handleGamePacket(conn, packet)
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}
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config := udp.DefaultConfig()
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config.MaxConnections = w.config.MaxClients
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config.BufferSize = w.config.BufferSize
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config.EnableCompression = true
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config.EnableEncryption = true
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addr := fmt.Sprintf("%s:%d", w.config.ListenAddr, w.config.ListenPort)
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server, err := udp.NewServer(addr, handler, config)
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if err != nil {
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return err
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}
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w.udpServer = server
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return nil
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}
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// initializeTimers sets up all periodic timers
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func (w *World) initializeTimers() {
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w.timeTickTimer = time.NewTicker(5 * time.Second) // Game time updates
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w.saveTimer = time.NewTicker(5 * time.Minute) // Save operations
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w.vitalityTimer = time.NewTicker(1 * time.Hour) // Vitality updates
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w.statsTimer = time.NewTicker(1 * time.Minute) // Statistics updates
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w.watchdogTimer = time.NewTicker(30 * time.Second) // Watchdog checks
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w.loginCheckTimer = time.NewTicker(30 * time.Second) // Login server check
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}
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// Background processes
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// processTimeUpdates handles game world time progression
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func (w *World) processTimeUpdates() {
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defer w.shutdownWg.Done()
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for {
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select {
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case <-w.ctx.Done():
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return
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case <-w.timeTickTimer.C:
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w.updateWorldTime()
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}
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}
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}
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// processSaveOperations handles periodic save operations
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func (w *World) processSaveOperations() {
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defer w.shutdownWg.Done()
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for {
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select {
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case <-w.ctx.Done():
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return
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case <-w.saveTimer.C:
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w.saveWorldState()
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}
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}
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}
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// processVitalityUpdates handles vitality system updates
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func (w *World) processVitalityUpdates() {
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defer w.shutdownWg.Done()
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for {
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select {
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case <-w.ctx.Done():
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return
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case <-w.vitalityTimer.C:
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w.updateVitality()
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}
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}
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}
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// processStatsUpdates handles statistics collection
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func (w *World) processStatsUpdates() {
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defer w.shutdownWg.Done()
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for {
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select {
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case <-w.ctx.Done():
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return
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case <-w.statsTimer.C:
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w.updateStatistics()
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}
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}
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}
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// processWatchdog handles connection timeouts and cleanup
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func (w *World) processWatchdog() {
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defer w.shutdownWg.Done()
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for {
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select {
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case <-w.ctx.Done():
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return
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case <-w.watchdogTimer.C:
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w.cleanupInactiveClients()
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w.cleanupTimeoutConnections()
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}
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}
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}
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// processLoginCheck handles login server connectivity
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func (w *World) processLoginCheck() {
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defer w.shutdownWg.Done()
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for {
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select {
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case <-w.ctx.Done():
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return
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case <-w.loginCheckTimer.C:
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w.checkLoginServers()
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}
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}
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}
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// Game packet handling
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func (w *World) handleGamePacket(conn *udp.Connection, packet *udp.ApplicationPacket) {
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// Update connection activity
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w.updateConnectionActivity(conn)
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// Route packet based on opcode
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switch packet.Opcode {
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case 0x2000: // Login request
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w.handleLoginRequest(conn, packet)
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case 0x0020: // Zone change request
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w.handleZoneChange(conn, packet)
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case 0x0080: // Client command
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w.handleClientCommand(conn, packet)
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case 0x01F0: // Chat message
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w.handleChatMessage(conn, packet)
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default:
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// @TODO: Implement comprehensive packet routing
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log.Printf("Unhandled packet opcode: 0x%04X, size: %d", packet.Opcode, len(packet.Data))
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}
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// Update packet statistics
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w.statsMux.Lock()
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w.stats.PacketsProcessed++
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w.statsMux.Unlock()
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}
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// Game packet handlers
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func (w *World) handleLoginRequest(conn *udp.Connection, packet *udp.ApplicationPacket) {
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// @TODO: Parse login request packet
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// @TODO: Validate credentials with login server
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// @TODO: Create client session
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// @TODO: Send login response
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log.Printf("Login request from connection %d", conn.GetSessionID())
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}
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func (w *World) handleZoneChange(conn *udp.Connection, packet *udp.ApplicationPacket) {
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// @TODO: Parse zone change request
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// @TODO: Validate zone transfer
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// @TODO: Coordinate with zone servers
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// @TODO: Send zone change response
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log.Printf("Zone change request from connection %d", conn.GetSessionID())
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}
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func (w *World) handleClientCommand(conn *udp.Connection, packet *udp.ApplicationPacket) {
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// @TODO: Parse client command packet
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// @TODO: Process administrative commands
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// @TODO: Route to appropriate handlers
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log.Printf("Client command from connection %d", conn.GetSessionID())
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}
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func (w *World) handleChatMessage(conn *udp.Connection, packet *udp.ApplicationPacket) {
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// @TODO: Parse chat message packet
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// @TODO: Handle channel routing
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// @TODO: Apply filters and permissions
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// @TODO: Broadcast to appropriate recipients
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log.Printf("Chat message from connection %d", conn.GetSessionID())
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}
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// Game state management
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func (w *World) updateWorldTime() {
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w.worldTimeMux.Lock()
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defer w.worldTimeMux.Unlock()
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w.worldTime.Minute++
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if w.worldTime.Minute >= 60 {
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w.worldTime.Minute = 0
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w.worldTime.Hour++
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if w.worldTime.Hour >= 24 {
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w.worldTime.Hour = 0
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w.worldTime.Day++
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if w.worldTime.Day >= 30 {
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w.worldTime.Day = 0
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w.worldTime.Month++
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if w.worldTime.Month >= 12 {
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w.worldTime.Month = 0
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w.worldTime.Year++
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}
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}
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}
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}
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// @TODO: Broadcast time update to all zones/clients
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// @TODO: Save time to database periodically
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}
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|
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func (w *World) saveWorldState() {
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// @TODO: Save world time to database
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// @TODO: Save player data
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// @TODO: Save guild data
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// @TODO: Save zone states
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// @TODO: Save server statistics
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log.Println("Saving world state...")
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}
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|
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func (w *World) updateVitality() {
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// @TODO: Update player vitality for offline/resting players
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// @TODO: Broadcast vitality updates to zones
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// @TODO: Apply vitality bonuses
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log.Println("Updating vitality...")
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}
|
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|
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func (w *World) updateStatistics() {
|
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w.statsMux.Lock()
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defer w.statsMux.Unlock()
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|
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// Update client count
|
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w.clientsMux.RLock()
|
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w.stats.ClientCount = int32(len(w.clients))
|
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w.clientsMux.RUnlock()
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|
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// Update zone count
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w.zonesMux.RLock()
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w.stats.ZoneCount = int32(len(w.zones))
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w.zonesMux.RUnlock()
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|
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// Update loading status
|
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w.loadingMux.RLock()
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w.stats.DataLoaded = w.dataLoaded
|
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w.stats.ItemsLoaded = w.itemsLoaded
|
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w.stats.SpellsLoaded = w.spellsLoaded
|
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w.stats.QuestsLoaded = w.questsLoaded
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w.loadingMux.RUnlock()
|
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}
|
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|
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func (w *World) cleanupInactiveClients() {
|
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w.clientsMux.Lock()
|
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defer w.clientsMux.Unlock()
|
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|
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timeout := time.Now().Add(-5 * time.Minute)
|
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for id, client := range w.clients {
|
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if client.LastActive.Before(timeout) {
|
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log.Printf("Removing inactive client %d (%s)", id, client.Name)
|
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delete(w.clients, id)
|
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}
|
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}
|
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}
|
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|
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func (w *World) cleanupTimeoutConnections() {
|
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// @TODO: Clean up timed out UDP connections
|
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// @TODO: Update connection statistics
|
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}
|
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|
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func (w *World) checkLoginServers() {
|
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// @TODO: Check connectivity to login servers
|
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// @TODO: Attempt reconnection if disconnected
|
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// @TODO: Update server status
|
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}
|
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|
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func (w *World) updateConnectionActivity(conn *udp.Connection) {
|
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sessionID := conn.GetSessionID()
|
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|
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w.clientsMux.Lock()
|
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if client, exists := w.clients[int32(sessionID)]; exists {
|
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client.LastActive = time.Now()
|
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}
|
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w.clientsMux.Unlock()
|
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}
|
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|
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// Database operations
|
|
func (w *World) initializeDatabase() error {
|
|
// @TODO: Create/update database schema tables
|
|
// @TODO: Initialize character tables
|
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// @TODO: Initialize guild tables
|
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// @TODO: Initialize item tables
|
|
// @TODO: Initialize zone tables
|
|
|
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log.Println("Database schema initialized")
|
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return nil
|
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}
|
|
|
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func (w *World) loadGameData() error {
|
|
log.Println("Loading game data sequentially...")
|
|
|
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// Load items
|
|
log.Println("Loading items...")
|
|
if err := w.loadItems(); err != nil {
|
|
return fmt.Errorf("failed to load items: %w", err)
|
|
}
|
|
|
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// 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
|
|
}
|