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