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handle rooms that close after downloading the room list in the lobby

pull/112/head
andy 2 years ago
parent
commit
4202ef8ff7
  1. 31
      src/ship/packet/handler/lobby.rs
  2. 110
      src/ship/packet/handler/room.rs
  3. 2
      src/ship/ship.rs

31
src/ship/packet/handler/lobby.rs

@ -134,21 +134,26 @@ pub fn remove_from_lobby(id: ClientId,
pub fn get_room_tab_info(id: ClientId,
pkt: &MenuDetail,
client_location: &mut ClientLocation,
clients: &Clients)
clients: &Clients,
rooms: &mut Rooms)
-> Result<Vec<(ClientId, SendShipPacket)>, anyhow::Error> {
let room_id = RoomId(pkt.item as usize);
let clients_in_room = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let mut room_info = String::new();
for client in clients_in_room {
let cs = clients.get(&client.client).ok_or(ShipError::ClientNotFound(client.client))?;
let gc = cs.user.guildcard;
let name = &cs.character.name;
let cls = cs.character.char_class;
let leveltable = CharacterLevelTable::default();
let lv = leveltable.get_level_from_exp(cls, cs.character.exp);
let floor = cs.area.unwrap_or(MapArea::Pioneer2Ep1);
if let Some(_room) = rooms.get(pkt.item as usize).ok_or(ShipError::InvalidRoom(pkt.item))? {
let mut room_info = String::new();
let clients_in_room = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
for client in clients_in_room {
let cs = clients.get(&client.client).ok_or(ShipError::ClientNotFound(client.client))?;
let gc = cs.user.guildcard;
let name = &cs.character.name;
let cc = cs.character.char_class;
let leveltable = CharacterLevelTable::default();
let lv = leveltable.get_level_from_exp(cc, cs.character.exp);
let floor = cs.area.unwrap_or(MapArea::Pioneer2Ep1);
room_info += format!("{} Lv{} {}\n{} {}\n", gc,lv,name,cls,floor).as_str();
room_info += format!("{} Lv{} {}\n{} {}\n", gc,lv,name,cc,floor).as_str();
}
Ok(vec![(id, SendShipPacket::SmallLeftDialog(SmallLeftDialog::new(room_info)))])
} else {
Ok(vec![(id, SendShipPacket::SmallLeftDialog(SmallLeftDialog::new("Game is no longer active".into())))])
}
Ok(vec![(id, SendShipPacket::SmallLeftDialog(SmallLeftDialog::new(room_info)))])
}

110
src/ship/packet/handler/room.rs

@ -86,62 +86,66 @@ pub fn join_room(id: ClientId,
-> Result<Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send>, ShipError> {
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let level = level_table.get_level_from_exp(client.character.char_class, client.character.exp);
let room = rooms.get(pkt.item as usize).ok_or(ShipError::InvalidRoom(pkt.item))?.as_ref().unwrap(); // clippy look what you made me do
// let room = rooms.get(pkt.item as usize).ok_or(ShipError::InvalidRoom(pkt.item))?.as_ref().unwrap(); // clippy look what you made me do
if let Some(room) = rooms.get(pkt.item as usize).ok_or(ShipError::InvalidRoom(pkt.item))? {
match room.mode.difficulty() {
room::Difficulty::Ultimate => {
if level < 80 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto join Ultimate rooms.".into())))].into_iter()))
}
},
room::Difficulty::VeryHard => {
if level < 40 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto join Very Hard rooms.".into())))].into_iter()))
}
},
room::Difficulty::Hard => {
if level < 20 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto join Hard rooms.".into())))].into_iter()))
}
},
_ => {},
};
let original_area = client_location.get_area(id).unwrap();
let original_neighbors = client_location.get_client_neighbors(id).unwrap();
if room.bursting {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("player is bursting\nplease wait".into())))].into_iter()))
}
let room_id = RoomId(pkt.item as usize);
let original_room_clients = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
client_location.add_client_to_room(id, room_id).unwrap(); // TODO: show room full error or whatever
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
item_manager.add_character_to_room(room_id, &client.character, area_client);
let leader = client_location.get_room_leader(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let join_room = builder::room::join_room(id, clients, client_location, room_id, room)?;
let add_to = builder::room::add_to_room(id, client, &area_client, &leader, item_manager, level_table, room_id)?;
let room = rooms.get_mut(room_id.0).unwrap().as_mut().unwrap();
room.bursting = true;
let mut result: Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send> = Box::new(
vec![(id, SendShipPacket::JoinRoom(join_room))]
.into_iter()
.chain(original_room_clients.into_iter()
.map(move |c| (c.client, SendShipPacket::AddToRoom(add_to.clone())))
));
match room.mode.difficulty() {
room::Difficulty::Ultimate => {
if level < 80 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 80 \nto join Ultimate rooms.".into())))].into_iter()))
}
},
room::Difficulty::VeryHard => {
if level < 40 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 40 \nto join Very Hard rooms.".into())))].into_iter()))
}
},
room::Difficulty::Hard => {
if level < 20 {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You must be at least level 20 \nto join Hard rooms.".into())))].into_iter()))
}
},
_ => {},
};
if let Ok(leader) = client_location.get_area_leader(original_area) {
let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
result = Box::new(result.chain(original_neighbors.into_iter()
.map(move |c| (c.client, leave_lobby.clone()))))
let original_area = client_location.get_area(id).unwrap();
let original_neighbors = client_location.get_client_neighbors(id).unwrap();
if room.bursting {
return Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("player is bursting\nplease wait".into())))].into_iter()))
}
let room_id = RoomId(pkt.item as usize);
let original_room_clients = client_location.get_clients_in_room(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
client_location.add_client_to_room(id, room_id).unwrap(); // TODO: show room full error or whatever
let client = clients.get(&id).ok_or(ShipError::ClientNotFound(id))?;
let area_client = client_location.get_local_client(id).map_err(|err| -> ClientLocationError { err.into() })?;
item_manager.add_character_to_room(room_id, &client.character, area_client);
let leader = client_location.get_room_leader(room_id).map_err(|err| -> ClientLocationError { err.into() })?;
let join_room = builder::room::join_room(id, clients, client_location, room_id, room)?;
let add_to = builder::room::add_to_room(id, client, &area_client, &leader, item_manager, level_table, room_id)?;
let room = rooms.get_mut(room_id.0).unwrap().as_mut().unwrap();
room.bursting = true;
let mut result: Box<dyn Iterator<Item=(ClientId, SendShipPacket)> + Send> = Box::new(
vec![(id, SendShipPacket::JoinRoom(join_room))]
.into_iter()
.chain(original_room_clients.into_iter()
.map(move |c| (c.client, SendShipPacket::AddToRoom(add_to.clone())))
));
if let Ok(leader) = client_location.get_area_leader(original_area) {
let leave_lobby = SendShipPacket::LeaveLobby(LeaveLobby::new(area_client.local_client.id(), leader.local_client.id()));
result = Box::new(result.chain(original_neighbors.into_iter()
.map(move |c| (c.client, leave_lobby.clone()))))
}
Ok(result)
} else {
Ok(Box::new(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("Game is no longer active".into())))].into_iter()))
}
Ok(result)
}
pub fn done_bursting(id: ClientId,

2
src/ship/ship.rs

@ -640,7 +640,7 @@ impl<EG: EntityGateway> ServerState for ShipServerState<EG> {
},
RecvShipPacket::MenuDetail(menudetail) => {
let block = self.blocks.with_client(id, &self.clients)?;
Box::new(handler::lobby::get_room_tab_info(id, menudetail, &mut block.client_location, &mut self.clients)?.into_iter())
Box::new(handler::lobby::get_room_tab_info(id, menudetail, &mut block.client_location, &mut self.clients, &mut block.rooms)?.into_iter())
},
RecvShipPacket::RoomPasswordReq(room_password_req) => {
let block = self.blocks.with_client(id, &self.clients)?;

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