multiserver/player.go

77 lines
1.5 KiB
Go

package main
import "sync"
const (
MaxPlayerNameLength = 20
PlayerNameChars = "[a-zA-Z0-9-_]"
)
var onlinePlayers map[string]bool
var onlinePlayerMu sync.RWMutex
var onJoinPlayer []func(*Conn)
var onLeavePlayer []func(*Conn)
// RegisterOnJoinPlayer registers a callback function that is called
// when a TOSERVER_CLIENT_READY pkt is received from the Conn
func RegisterOnJoinPlayer(function func(*Conn)) {
onJoinPlayer = append(onJoinPlayer, function)
}
// RegisterOnLeavePlayer registers a callback function that is called
// when a client Conn disconnects
func RegisterOnLeavePlayer(function func(*Conn)) {
onLeavePlayer = append(onLeavePlayer, function)
}
func processJoin(c *Conn) {
onlinePlayerMu.Lock()
defer onlinePlayerMu.Unlock()
cltSrv := c.ServerName()
for ; cltSrv == ""; cltSrv = c.ServerName() {
}
rpcSrvMu.Lock()
for srv := range rpcSrvs {
srv.doRpc("->JOIN "+c.Username()+" "+cltSrv, "--")
}
rpcSrvMu.Unlock()
onlinePlayers[c.Username()] = true
for i := range onJoinPlayer {
onJoinPlayer[i](c)
}
go OptimizeRPCConns()
}
func processLeave(c *Conn) {
onlinePlayerMu.Lock()
defer onlinePlayerMu.Unlock()
rpcSrvMu.Lock()
for srv := range rpcSrvs {
srv.doRpc("->LEAVE "+c.Username(), "--")
}
rpcSrvMu.Unlock()
onlinePlayers[c.Username()] = false
for i := range onLeavePlayer {
onLeavePlayer[i](c)
}
}
// IsOnline reports if a player is connected
func IsOnline(name string) bool {
onlinePlayerMu.RLock()
defer onlinePlayerMu.RUnlock()
return onlinePlayers[name]
}
func init() {
onlinePlayers = make(map[string]bool)
}