Files
Ananta-ps/internal/gameserver/server.go
T

398 lines
11 KiB
Go

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