multiserver/player.go

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package main
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import "sync"
var onlinePlayers map[string]bool
var onlinePlayerMu sync.RWMutex
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var onJoinPlayer []func(*Peer)
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var onLeavePlayer []func(*Peer)
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// RegisterOnJoinPlayer registers a callback function that is called
// when a TOSERVER_CLIENT_READY pkt is received from the Peer
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func RegisterOnJoinPlayer(function func(*Peer)) {
onJoinPlayer = append(onJoinPlayer, function)
}
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// RegisterOnLeavePlayer registers a callback function that is called
// when a client Peer disconnects
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func RegisterOnLeavePlayer(function func(*Peer)) {
onLeavePlayer = append(onLeavePlayer, function)
}
func processJoin(p *Peer) {
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onlinePlayerMu.Lock()
defer onlinePlayerMu.Unlock()
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rpcSrvMu.Lock()
for srv := range rpcSrvs {
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srv.doRpc("->JOIN "+p.Username(), "--")
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}
rpcSrvMu.Unlock()
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onlinePlayers[p.Username()] = true
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for i := range onJoinPlayer {
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onJoinPlayer[i](p)
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}
}
func processLeave(p *Peer) {
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onlinePlayerMu.Lock()
defer onlinePlayerMu.Unlock()
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rpcSrvMu.Lock()
for srv := range rpcSrvs {
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srv.doRpc("->LEAVE "+p.Username(), "--")
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}
rpcSrvMu.Unlock()
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onlinePlayers[p.Username()] = false
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for i := range onLeavePlayer {
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onLeavePlayer[i](p)
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}
}
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// IsOnline reports if a player is connected
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func IsOnline(name string) bool {
onlinePlayerMu.RLock()
defer onlinePlayerMu.RUnlock()
return onlinePlayers[name]
}
func init() {
onlinePlayers = make(map[string]bool)
}