Merge pull request 'clean_empty_room' (#118) from clean_empty_room into master
Reviewed-by: jake <jake@sharnoth.com>
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commit
57a44fde16
@ -2,7 +2,7 @@ use std::collections::HashMap;
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use libpso::packet::ship::*;
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use crate::common::serverstate::ClientId;
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use crate::common::leveltable::CharacterLevelTable;
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use crate::ship::ship::{SendShipPacket, ShipError, ClientState, Clients};
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use crate::ship::ship::{SendShipPacket, ShipError, ClientState, Clients, Rooms};
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use crate::ship::character::{CharacterBytesBuilder, FullCharacterBytesBuilder};
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use crate::ship::location::{ClientLocation, LobbyId, RoomId, RoomLobby, MAX_ROOMS, ClientLocationError};
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use crate::ship::packet;
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@ -60,23 +60,32 @@ pub fn change_lobby(id: ClientId,
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requested_lobby: u32,
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client_location: &mut ClientLocation,
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clients: &Clients,
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level_table: &CharacterLevelTable)
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level_table: &CharacterLevelTable,
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ship_rooms: &mut Rooms)
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-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
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let prev_area = client_location.get_area(id).map_err(|err| -> ClientLocationError {err.into()})?;
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if prev_area == RoomLobby::Lobby(LobbyId(requested_lobby as usize)) { // If the client is already in the selected lobby,
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let dialog = SmallDialog::new(String::from("You are already in this Lobby!")); // Send a SmallDialog to prevent client softlock / server crash
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return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
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match prev_area {
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RoomLobby::Lobby(old_lobby) => {
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if old_lobby.0 == requested_lobby as usize {
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return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You are already in this Lobby!".into())))])
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}
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},
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RoomLobby::Room(old_room) => {
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if client_location.get_client_neighbors(id).map_err(|err| -> ClientLocationError {err.into()})?.len() == 0 {
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ship_rooms[old_room.0] = None;
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}
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},
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}
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let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location)?;
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let old_neighbors = client_location.get_client_neighbors(id).unwrap();
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let mut lobby = LobbyId(requested_lobby as usize);
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if let Err(_) = client_location.add_client_to_lobby(id, lobby) {
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match prev_area {
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RoomLobby::Lobby(lobby) => {
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RoomLobby::Lobby(_lobby) => {
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let dialog = SmallDialog::new(String::from("Lobby is full."));
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return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
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}
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RoomLobby::Room(room) => {
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RoomLobby::Room(_room) => {
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lobby = client_location.add_client_to_next_available_lobby(id, lobby).map_err(|_| ShipError::TooManyClients)?;
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}
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}
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@ -325,17 +325,21 @@ impl<EG: EntityGateway> ServerState for ShipServerState<EG> {
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handler::room::done_bursting(id, &self.client_location, &mut self.rooms)
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},
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RecvShipPacket::LobbySelect(pkt) => {
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Box::new(handler::lobby::change_lobby(id, pkt.lobby, &mut self.client_location, &self.clients, &self.level_table)?.into_iter())
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Box::new(handler::lobby::change_lobby(id, pkt.lobby, &mut self.client_location, &self.clients, &self.level_table, &mut self.rooms)?.into_iter())
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}
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})
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}
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fn on_disconnect(&mut self, id: ClientId) -> Vec<(ClientId, SendShipPacket)> {
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// TODO: don't unwrap!
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let client = self.client_location.get_local_client(id).unwrap();
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let neighbors = self.client_location.get_client_neighbors(id).unwrap();
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let pkt = match self.client_location.get_area(id).unwrap() {
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RoomLobby::Room(room) => {
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if neighbors.len() == 0 {
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self.rooms[room.0] = None;
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}
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let leader = self.client_location.get_room_leader(room).unwrap();
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SendShipPacket::LeaveRoom(LeaveRoom::new(client.local_client.id(), leader.local_client.id()))
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},
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