171 lines
7.8 KiB
Markdown
171 lines
7.8 KiB
Markdown
# EQ2Go Conversion Session Summary
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## Project Overview
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EQ2Go is a Go rewrite of the EverQuest II server emulator from C++ EQ2EMu. This session focused on converting C++ systems to modern Go packages following existing architectural patterns.
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## Completed Conversions
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### 1. Player System (internal/player)
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**Source:** `internal/Player.h` (1277 lines), `internal/Player.cpp` (1000 lines)
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**Created:** 15 files including comprehensive player management system
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- Thread-safe player state management with embedded entity.Entity
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- Character flags (CF_COMBAT_EXPERIENCE_ENABLED through CF2_80000000)
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- Complete player lifecycle management with database persistence
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- Event handling and statistics tracking
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- Integration interfaces for seamless system interaction
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### 2. Groups System (internal/groups)
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**Source:** `internal/PlayerGroups.h`, `internal/PlayerGroups.cpp`
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**Decision:** Separate package due to independent functionality and global state
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**Created:** 7 files supporting individual groups (6 members) and raids (24 players)
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- Cross-server group coordination
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- Thread-safe group management with leader elections
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- Raid functionality supporting 4 groups
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- Complete group lifecycle with invite/kick/leave mechanics
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### 3. Alt Advancement System (internal/alt_advancement)
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**Source:** `internal/AltAdvancement.h`, `internal/AltAdvancement.cpp`, `internal/AltAdvancementDB.cpp`
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**Created:** 7 files with complete AA progression system
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- **10 AA Tabs:** Class, Subclass, Shadow, Heroic, Tradeskill, Prestige, Tradeskill Prestige, Dragon, Dragon Class, Far Seas
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- **Master Lists:** MasterAAList with fast lookups by spell/node ID, MasterAANodeList for tree configurations
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- **Player Progression:** AAPlayerState with templates, point management, and purchase tracking
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- **Database Operations:** Complete persistence with SQL operations for AA definitions, player progress, and templates
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- **Thread Safety:** Comprehensive mutex usage with atomic operations
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- **Event System:** Purchase/refund events, template changes, point awards
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- **Validation:** Prerequisites, level requirements, class restrictions
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- **Statistics:** Usage tracking, performance metrics, player progression stats
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## Key Technical Patterns Established
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### Go Conversion Standards
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- **Thread Safety:** sync.RWMutex for read-heavy operations, sync.Mutex for exclusive access
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- **Interface Design:** Comprehensive interfaces for system integration and testing
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- **Error Handling:** Go idiomatic error returns with detailed context
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- **Memory Management:** Go garbage collection replacing manual C++ memory management
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- **Concurrency:** Goroutines and channels for background processing
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### Architecture Principles
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- **Composition over Inheritance:** Go structs embed other structs (Player embeds entity.Entity)
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- **Package Organization:** Clear separation of concerns with dedicated packages
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- **Database Abstraction:** Interface-based database operations for flexibility
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- **Event-Driven Design:** Event handlers for system notifications and integrations
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- **Adapter Pattern:** Adapters for seamless integration between systems
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### Code Documentation
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- **Function Comments:** Clear explanations without redundant naming conventions
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- **System Documentation:** Comprehensive README.md files with usage examples
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- **TODO Markers:** Areas for future implementation (Lua integration, advanced mechanics)
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## File Structure Created
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```
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internal/
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├── player/ # Player management system (15 files)
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│ ├── constants.go # Character flags and constants
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│ ├── types.go # Player struct and data types
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│ ├── player.go # Core Player implementation
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│ ├── interfaces.go # Integration interfaces
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│ ├── manager.go # Multi-player management
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│ └── README.md # Complete documentation
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├── groups/ # Group and raid system (7 files)
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│ ├── group.go # Individual group management
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│ ├── manager.go # Global group coordination
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│ ├── service.go # High-level service interface
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│ └── README.md # Group system documentation
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└── alt_advancement/ # AA progression system (7 files)
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├── constants.go # AA tabs, limits, templates
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├── types.go # Core AA data structures
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├── master_list.go # MasterAAList and MasterAANodeList
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├── manager.go # Central AA system management
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├── database.go # Database persistence operations
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├── interfaces.go # System integration interfaces
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└── README.md # Comprehensive AA documentation
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```
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## System Integration Points
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### Database Layer
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- SQLite operations with transaction support
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- Interface-based design for database flexibility
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- Comprehensive error handling and validation
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### Event Systems
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- Event handlers for system notifications
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- Background processing with goroutines
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- Statistics collection and performance tracking
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### Caching Strategies
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- Simple cache implementations for performance
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- Cache statistics and management
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- Configurable cache sizes and eviction policies
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## C++ to Go Migration Highlights
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### Data Structure Conversions
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- C++ STL containers → Go maps and slices
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- C++ pointers → Go interfaces and composition
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- C++ manual memory management → Go garbage collection
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- C++ templates → Go interfaces and type assertions
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### Concurrency Improvements
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- C++ mutexes → Go sync.RWMutex for read-heavy operations
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- C++ manual threading → Go goroutines and channels
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- C++ callback functions → Go interfaces and method sets
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### Error Handling Evolution
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- C++ exceptions → Go error interface
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- C++ return codes → Go multiple return values
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- C++ null pointers → Go nil checking and validation
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## Performance Considerations
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### Efficient Operations
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- Hash maps for O(1) lookups (spell ID, node ID)
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- Read-write mutexes for concurrent access patterns
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- Batch processing for database operations
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- Background processing to avoid blocking gameplay
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### Memory Optimization
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- Copy-on-read for thread safety
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- Proper cleanup and resource management
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- Configurable cache sizes
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- Sparse data structure handling
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## Future Implementation Areas
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### Identified TODO Items
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- **Lua Integration:** Script-controlled behaviors and custom logic
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- **Advanced Validation:** Complex prerequisite checking
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- **Web Administration:** Management interfaces for AA system
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- **Metrics Integration:** External monitoring system integration
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- **Packet Handling:** Complete client communication protocols
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### Extension Points
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- **Custom AA Trees:** Support for server-specific advancement paths
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- **Event System:** Integration with achievement and quest systems
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- **Performance Optimization:** Advanced caching and database optimization
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- **Testing Framework:** Comprehensive test coverage for all systems
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## Session Statistics
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- **Total Files Created:** 29 files across 3 major systems
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- **Lines of Code:** ~6000 lines of Go code generated
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- **C++ Files Analyzed:** 7 major files totaling ~3000 lines
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- **Systems Converted:** Player management, Group coordination, Alt Advancement
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- **Documentation:** 3 comprehensive README.md files with usage examples
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## Next Session Recommendations
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### Continuation Pattern
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Based on the established pattern, the next logical conversions would be:
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1. **Guilds System** - `internal/Guilds.cpp`, `internal/Guilds.h`
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2. **PvP System** - `internal/PVP.cpp`, `internal/PVP.h`
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3. **Mail System** - `internal/Mail.cpp`, `internal/Mail.h`
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4. **Auction System** - `internal/Auction.cpp`, `internal/Auction.h`
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### Integration Tasks
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- Connect converted systems with existing EQ2Go infrastructure
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- Implement packet handlers for client communication
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- Add comprehensive test coverage
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- Performance optimization and profiling
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The conversion maintains full compatibility with the original C++ EQ2EMu protocol while providing modern Go concurrency patterns, better error handling, and cleaner architecture for ongoing development. |