398 lines
11 KiB
Go
398 lines
11 KiB
Go
package gameserver
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import (
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"context"
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"fmt"
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"io"
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"log"
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"net"
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"path/filepath"
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"sync"
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"ananta-ps/internal/config"
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"ananta-ps/pkg/crypto/chacha8"
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"ananta-ps/pkg/protocol"
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)
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type Server struct {
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cfg *config.Config
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templatePath string
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ln net.Listener
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cancelFunc context.CancelFunc
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wg sync.WaitGroup
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sessions map[string]*Session
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mu sync.RWMutex
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}
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type Session struct {
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id string
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conn net.Conn
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readCipher *chacha8.UxChaCha8
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sendCipher *chacha8.UxChaCha8
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sendMu sync.Mutex
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pid uint64
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unitId uint64
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templateId uint32
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posX float32
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posY float32
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posZ float32
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facing float32
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activeScene uint64
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activeRaid uint32
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universeId uint32
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}
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func New(cfg *config.Config, templatePath string) *Server {
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if templatePath == "" {
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candidates := []string{
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"data/player_info_template.bin",
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"../data/player_info_template.bin",
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}
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for _, c := range candidates {
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abs, _ := filepath.Abs(c)
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templatePath = abs
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break
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}
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}
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return &Server{
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cfg: cfg,
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templatePath: templatePath,
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sessions: make(map[string]*Session),
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}
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}
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func (s *Server) Start() error {
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ctx, cancel := context.WithCancel(context.Background())
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s.cancelFunc = cancel
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addr := fmt.Sprintf("%s:%d", s.cfg.Network.BindHost, s.cfg.Network.GamePort)
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ln, err := net.Listen("tcp", addr)
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if err != nil {
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return fmt.Errorf("failed to listen on game server %s: %w", addr, err)
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}
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s.ln = ln
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log.Printf("[GAME-SERVER] Listening on %s:%d", s.cfg.Network.AdvertisedHost, s.cfg.Network.GamePort)
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s.wg.Add(1)
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go s.acceptLoop(ctx)
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return nil
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}
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func (s *Server) Stop() error {
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if s.cancelFunc != nil {
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s.cancelFunc()
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}
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if s.ln != nil {
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_ = s.ln.Close()
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}
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s.wg.Wait()
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return nil
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}
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func (s *Server) GetActiveSessions() []*Session {
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s.mu.RLock()
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defer s.mu.RUnlock()
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list := make([]*Session, 0, len(s.sessions))
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for _, sess := range s.sessions {
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list = append(list, sess)
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}
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return list
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}
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func (s *Server) acceptLoop(ctx context.Context) {
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defer s.wg.Done()
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for {
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conn, err := s.ln.Accept()
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if err != nil {
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select {
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case <-ctx.Done():
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return
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default:
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log.Printf("[GAME-SERVER] Accept error: %v", err)
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return
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}
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}
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go s.handleConnection(ctx, conn)
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}
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}
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func (sess *Session) SendPacket(packet *protocol.RpcPacket) error {
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sess.sendMu.Lock()
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defer sess.sendMu.Unlock()
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var payload []byte
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switch packet.Kind {
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case protocol.PacketKindInvoke:
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payload = protocol.BuildInvoke(packet.MethodID, packet.InvokeID, packet.Body)
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case protocol.PacketKindReturn:
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payload = protocol.BuildReturn(packet.MethodID, packet.InvokeID, packet.Error, packet.Body)
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case protocol.PacketKindNotify:
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payload = protocol.BuildNotify(packet.MethodID, packet.Body)
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}
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return protocol.WriteFrame(sess.conn, 0x09, payload, sess.sendCipher)
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}
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func (sess *Session) ReturnEmptyOk(invokeID int32, methodID uint32) error {
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return sess.SendPacket(&protocol.RpcPacket{
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Kind: protocol.PacketKindReturn,
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InvokeID: invokeID,
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MethodID: methodID,
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Error: 0,
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Body: nil,
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})
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}
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func (sess *Session) ReturnData(invokeID int32, methodID uint32, body []byte) error {
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return sess.SendPacket(&protocol.RpcPacket{
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Kind: protocol.PacketKindReturn,
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InvokeID: invokeID,
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MethodID: methodID,
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Error: 0,
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Body: body,
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})
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}
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func (sess *Session) NotifyData(methodID uint32, body []byte) error {
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return sess.SendPacket(&protocol.RpcPacket{
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Kind: protocol.PacketKindNotify,
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MethodID: methodID,
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Body: body,
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})
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}
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func (s *Server) handleConnection(ctx context.Context, conn net.Conn) {
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defer conn.Close()
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log.Printf("[GAME-SERVER] Client connected from %s", conn.RemoteAddr())
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readCipher, writeCipher, err := protocol.HandleHandshake(conn)
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if err != nil {
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log.Printf("[GAME-SERVER] Handshake error from %s: %v", conn.RemoteAddr(), err)
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return
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}
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sess := &Session{
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id: conn.RemoteAddr().String(),
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conn: conn,
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readCipher: readCipher,
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sendCipher: writeCipher,
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pid: s.cfg.Player.Pid,
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unitId: s.cfg.Player.InitialUnitId,
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templateId: s.cfg.Player.InitialSpiritTemplateId,
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posX: float32(s.cfg.World.Spawn.X),
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posY: float32(s.cfg.World.Spawn.Y),
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posZ: float32(s.cfg.World.Spawn.Z),
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facing: s.cfg.World.Facing,
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activeRaid: s.cfg.World.RaidId,
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activeScene: s.cfg.World.SceneInstanceId,
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universeId: s.cfg.World.UniverseId,
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}
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s.mu.Lock()
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s.sessions[sess.id] = sess
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s.mu.Unlock()
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defer func() {
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s.mu.Lock()
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delete(s.sessions, sess.id)
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s.mu.Unlock()
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}()
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for {
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select {
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case <-ctx.Done():
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return
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default:
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}
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frame, err := protocol.ReadFrame(conn, sess.readCipher)
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if err != nil {
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if err != io.EOF {
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log.Printf("[GAME-SERVER] Connection %s read error: %v", conn.RemoteAddr(), err)
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}
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return
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}
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// Frame mode 0x03 is heartbeat
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if frame.Mode == 0x03 {
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_ = protocol.WriteFrame(conn, 0x03, frame.Payload, sess.sendCipher)
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continue
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}
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packet := protocol.ParseRpcPacket(frame.Payload)
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if err := s.dispatch(sess, &packet); err != nil {
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log.Printf("[GAME-SERVER] Dispatch error for method %d: %v", packet.MethodID, err)
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}
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}
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}
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func (s *Server) dispatch(sess *Session, pkt *protocol.RpcPacket) error {
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switch pkt.MethodID {
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case protocol.MethodLoginGame:
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log.Printf("[WORLD] LoginGame received, preparing world state for player %d", sess.pid)
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if err := sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID); err != nil {
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return err
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}
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// 1. SendServerTimeGame
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_ = sess.NotifyData(protocol.MethodSendServerTimeGame, protocol.EncodeServerTime(0))
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// 2. SyncPlayerInfo (from template binary)
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playerInfoBytes, err := protocol.EncodePlayerInfo(s.templatePath, s.cfg.Client.Aid, sess.pid, s.cfg.Player.AccountId, s.cfg.Player.DisplayName)
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if err == nil {
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_ = sess.NotifyData(protocol.MethodSyncPlayerInfo, playerInfoBytes)
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} else {
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log.Printf("[WORLD] Warning: player_info_template.bin load error: %v", err)
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}
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// 3. SyncEnterScene
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enterScenePayload := protocol.EncodeEnterScene(
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sess.pid,
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sess.activeRaid,
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sess.activeScene,
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sess.universeId,
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sess.unitId,
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sess.templateId,
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sess.posX,
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sess.posY,
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sess.posZ,
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sess.facing,
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)
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log.Printf("[WORLD-V7] Sending SyncEnterScene raid=%d instance=%d universe=%d unit=%d template=%d pos=(%.2f,%.2f,%.2f)",
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sess.activeRaid, sess.activeScene, sess.universeId, sess.unitId, sess.templateId, sess.posX, sess.posY, sess.posZ)
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return sess.NotifyData(protocol.MethodSyncEnterScene, enterScenePayload)
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case protocol.MethodAskLoadSceneCompleted:
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log.Printf("[WORLD-V7] AskLoadSceneCompleted ack received, committing V7 4-step handoff")
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if err := sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID); err != nil {
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return err
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}
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// V7 4-step Handoff:
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// Step 1: SyncLogicAgentEnter
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_ = sess.NotifyData(protocol.MethodSyncLogicAgentEnter, protocol.EncodeLogicAgentEnter(sess.unitId))
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// Step 2: SyncManagedLogicAgent
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_ = sess.NotifyData(protocol.MethodSyncManagedLogicAgent, protocol.EncodeManagedLogicAgent(sess.unitId, sess.pid, 0))
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// Step 3: SyncRaidBattleUnitSpirit
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unitProjection := protocol.EncodeRaidBattleUnitSpirit(sess.unitId, sess.templateId, sess.posX, sess.posY, sess.posZ, sess.facing, sess.pid)
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_ = sess.NotifyData(protocol.MethodSyncRaidBattleUnitSpirit, unitProjection)
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// Step 4: SyncPlayerCurrentSpirit
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return sess.NotifyData(protocol.MethodSyncPlayerCurrentSpirit, protocol.EncodePlayerCurrentSpirit(sess.pid, sess.templateId, sess.unitId, false))
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case protocol.MethodAskLoadingFinished:
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log.Printf("[WORLD-V7] AskLoadingFinished received, scene ready")
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if err := sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID); err != nil {
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return err
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}
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// 1. SyncSceneLoadCompleted
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_ = sess.NotifyData(protocol.MethodSyncSceneLoadCompleted, protocol.EncodeSceneLoadCompleted(sess.activeScene))
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// 2. SyncGamePause (false)
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wPause := protocol.NewUxWriter()
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wPause.Bool(false)
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_ = sess.NotifyData(protocol.MethodSyncGamePause, wPause.Bytes())
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// 3. Unlock Map Fog
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wFog := protocol.NewUxWriter()
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wFog.U32(uint32(sess.activeScene)).Bool(true)
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_ = sess.NotifyData(protocol.MethodSyncSceneFogMapAllUnlock, wFog.Bytes())
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// 4. Combat power
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wPower := protocol.NewUxWriter()
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wPower.U8(0xFF).Int7(1).U32(sess.templateId).F32(1000.0)
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_ = sess.NotifyData(protocol.MethodSyncAllSpiritCombatPower, wPower.Bytes())
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// 5. Unlock Diving
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wDive := protocol.NewUxWriter()
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wDive.UxString("EnableDive").U8(0xFF).Int7(1).UxString("true")
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return sess.NotifyData(protocol.MethodSyncRunGmUtils, wDive.Bytes())
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case protocol.MethodAskLoadedInSameScene:
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w := protocol.NewUxWriter()
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w.U64(sess.pid).F64(1.0)
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return sess.NotifyData(protocol.MethodSyncPlayerLoadRate, w.Bytes())
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case protocol.MethodAskMoveStart, protocol.MethodAskMoveStop:
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return sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID)
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case protocol.MethodAskUpdatePlayerPosition:
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r := protocol.NewUxReader(pkt.Body)
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if x, err := r.F32(); err == nil {
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sess.posX = x
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}
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if y, err := r.F32(); err == nil {
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sess.posY = y
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}
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if z, err := r.F32(); err == nil {
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sess.posZ = z
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}
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return sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID)
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case protocol.MethodAskPreSwitchSpirit:
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return sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID)
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case protocol.MethodAskSwitchSpirit:
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// Clean DRMK character swap
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r := protocol.NewUxReader(pkt.Body)
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newTemplateId := sess.templateId
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if tid, err := r.U32(); err == nil {
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newTemplateId = tid
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}
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newUnitId := sess.unitId + 1
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log.Printf("[SWITCH] Switching character %d -> %d", sess.templateId, newTemplateId)
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if err := sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID); err != nil {
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return err
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}
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_ = sess.NotifyData(protocol.MethodSyncLogicAgentLeave, protocol.EncodeLogicAgentLeave(sess.unitId))
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_ = sess.NotifyData(protocol.MethodSyncLogicAgentEnter, protocol.EncodeLogicAgentEnter(newUnitId))
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_ = sess.NotifyData(protocol.MethodSyncManagedLogicAgent, protocol.EncodeManagedLogicAgent(newUnitId, sess.pid, 0))
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newProj := protocol.EncodeRaidBattleUnitSpirit(newUnitId, newTemplateId, sess.posX, sess.posY, sess.posZ, sess.facing, sess.pid)
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_ = sess.NotifyData(protocol.MethodSyncRaidBattleUnitSpirit, newProj)
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_ = sess.NotifyData(protocol.MethodSyncPlayerCurrentSpirit, protocol.EncodePlayerCurrentSpirit(sess.pid, newTemplateId, newUnitId, true))
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wInSitu := protocol.NewUxWriter()
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wInSitu.U32(newTemplateId).U64(newUnitId)
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_ = sess.NotifyData(protocol.MethodSyncSwitchSpiritInSitu, wInSitu.Bytes())
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sess.templateId = newTemplateId
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sess.unitId = newUnitId
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return nil
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case protocol.MethodAskSummonVehicle, protocol.MethodAskDriveVehicle, protocol.MethodAskExitVehicle:
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return sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID)
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case protocol.MethodAskPlayerAttack, protocol.MethodAskPlayerCastSkill, protocol.MethodAskUnlockFightStyle:
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return sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID)
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default:
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if pkt.Kind == protocol.PacketKindInvoke {
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return sess.ReturnEmptyOk(pkt.InvokeID, pkt.MethodID)
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}
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}
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return nil
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}
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// Teleport moves an active session to the specified coordinates.
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func (sess *Session) Teleport(x, y, z, facing float32) error {
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sess.posX = x
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sess.posY = y
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sess.posZ = z
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sess.facing = facing
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w := protocol.NewUxWriter()
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w.U64(sess.unitId).F32(x).F32(y).F32(z).F32(facing).U8(0).Bool(false).U8(6) // SetPositionType.Teleport = 6
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return sess.NotifyData(protocol.MethodSyncUnitPositionAndFacing, w.Bytes())
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}
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