Added player identification

This commit is contained in:
2024-01-26 12:50:46 +01:00
parent 0172a81bdf
commit 2cd93f2a39
12 changed files with 153 additions and 73 deletions

9
server/game/Account.go Normal file
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@ -0,0 +1,9 @@
package game
// Account represents a player account
type Account struct {
ID string `json:"id"`
Name string `json:"name"`
Password string `json:"password"`
Position Vector3 `json:"position"`
}

33
server/game/Database.go Normal file
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@ -0,0 +1,33 @@
package game
var accounts = map[string]*Account{
"user0": {
ID: "4J6qpK1ve",
Name: "user0",
Password: "password",
Position: Vector3{5, 0, 0},
},
"user1": {
ID: "I_vyeZamg",
Name: "user1",
Password: "password",
Position: Vector3{-5, 0, 0},
},
"user2": {
ID: "VJOK1ckvx",
Name: "user2",
Password: "password",
Position: Vector3{0, 0, 5},
},
"user3": {
ID: "EkCcqbwFl",
Name: "user3",
Password: "password",
Position: Vector3{0, 0, -5},
},
}
// GetAccountByName retrieves the account with the given name.
func GetAccountByName(name string) *Account {
return accounts[name]
}

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@ -3,61 +3,75 @@ package game
import (
"crypto/rand"
"encoding/base64"
"encoding/binary"
"encoding/json"
"errors"
"net"
"server/game/packet"
)
var (
LoginSuccess = []byte{0}
LoginFailure = []byte{1}
const (
Success = 0
Failure = 1
)
// Login checks the account credentials and gives a network peer access to an account.
func (game *Game) Login(data []byte, address *net.UDPAddr, server *Server) error {
if game.players.Get(address) != nil {
server.Send(packet.Login, []byte{Failure}, address)
return errors.New("already logged in")
}
username, password, err := getLoginData(data)
if err != nil {
server.Send(packet.Login, LoginFailure, address)
server.Send(packet.Login, []byte{Failure}, address)
return err
}
account := GetAccountByName(username)
if account == nil {
server.Send(packet.Login, []byte{Failure}, address)
return errors.New("unknown account name")
}
if password != "password" {
server.Send(packet.Login, LoginFailure, address)
server.Send(packet.Login, []byte{Failure}, address)
return errors.New("login failure")
}
player := game.players.Get(address)
player.AuthToken = createAuthToken()
player.Name = username
player := game.players.Add(address, account)
player.authToken = createAuthToken()
player.KeepAlive()
if username == "user0" {
player.Position.X = 5.0
}
response := []byte{Success}
response = appendString(response, account.ID)
response = appendString(response, player.authToken)
server.Send(packet.Login, response, address)
if username == "user1" {
player.Position.X = -5.0
}
game.onLogin(player)
return nil
}
if username == "user2" {
player.Position.Z = -5.0
}
if username == "user3" {
player.Position.Z = 5.0
}
server.Send(packet.Login, append(LoginSuccess, []byte(player.AuthToken)...), address)
player.OnConnect()
func appendString(data []byte, str string) []byte {
data = binary.LittleEndian.AppendUint32(data, uint32(len(str)))
data = append(data, []byte(str)...)
return data
}
// Inform the newly logged in player about existing players.
// Also inform existing players about the newly logged in player.
func (game *Game) onLogin(player *Player) {
game.players.Each(func(other *Player) bool {
server.Send(packet.PlayerState, other.State(), address)
game.server.Send(packet.PlayerAdd, other.State(), player.address)
if other != player {
game.server.Send(packet.PlayerAdd, player.State(), other.address)
}
return true
})
return nil
}
func getLoginData(data []byte) (string, string, error) {

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@ -8,16 +8,16 @@ import (
// Player represents a logged in client.
type Player struct {
Name string `json:"name"`
Position Vector3 `json:"position"`
AuthToken string
*Account
authToken string
address *net.UDPAddr
lastPacket time.Time
}
// NewClient creates a new client.
func NewClient(address *net.UDPAddr) *Player {
// NewPlayer creates a new player.
func NewPlayer(account *Account, address *net.UDPAddr) *Player {
return &Player{
Account: account,
address: address,
}
}
@ -37,9 +37,11 @@ func (c *Player) Tick() {
// ...
}
// State returns the player state (name and position).
// State returns the player state (ID, name and position).
func (player *Player) State() []byte {
state := []byte(player.Name + "\u0000")
state := []byte{}
state = appendString(state, player.ID)
state = appendString(state, player.Name)
state = appendVector3(state, player.Position)
return state
}

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@ -43,9 +43,18 @@ func NewPlayerManager() *PlayerManager {
return m
}
// Add adds a new player with the given address and account.
func (m *PlayerManager) Add(address *net.UDPAddr, account *Account) *Player {
player := NewPlayer(account, address)
m.players.Store(address.String(), player)
m.count.Add(1)
player.OnConnect()
return player
}
// Contains tells you whether the address is already a registered client.
func (m *PlayerManager) Contains(addr *net.UDPAddr) bool {
_, exists := m.players.Load(addr.String())
func (m *PlayerManager) Contains(address *net.UDPAddr) bool {
_, exists := m.players.Load(address.String())
return exists
}
@ -62,15 +71,12 @@ func (m *PlayerManager) Each(callback func(*Player) bool) {
}
// Get either returns a new or existing client for the requested address.
func (m *PlayerManager) Get(addr *net.UDPAddr) *Player {
obj, exists := m.players.Load(addr.String())
func (m *PlayerManager) Get(address *net.UDPAddr) *Player {
obj, exists := m.players.Load(address.String())
if exists {
return obj.(*Player)
if !exists {
return nil
}
client := NewClient(addr)
m.players.Store(addr.String(), client)
m.count.Add(1)
return client
return obj.(*Player)
}

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@ -1,8 +1,10 @@
package packet
const (
Ping = 1
Login = 2
Logout = 3
PlayerState = 10
Ping = 1
Login = 2
Logout = 3
PlayerAdd = 10
PlayerRemove = 11
PlayerMove = 12
)