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remove rooms when player disconnects

pbs
Andy Newjack 4 years ago
parent
commit
49aee7af26
  1. 23
      src/ship/packet/handler/lobby.rs
  2. 5
      src/ship/ship.rs

23
src/ship/packet/handler/lobby.rs

@ -2,7 +2,7 @@ use std::collections::HashMap;
use libpso::packet::ship::*;
use crate::common::serverstate::ClientId;
use crate::common::leveltable::CharacterLevelTable;
use crate::ship::ship::{SendShipPacket, ShipError, ClientState, Clients};
use crate::ship::ship::{SendShipPacket, ShipError, ClientState, Clients, Rooms};
use crate::ship::character::{CharacterBytesBuilder, FullCharacterBytesBuilder};
use crate::ship::location::{ClientLocation, LobbyId, RoomId, RoomLobby, MAX_ROOMS, ClientLocationError};
use crate::ship::packet;
@ -60,23 +60,32 @@ pub fn change_lobby(id: ClientId,
requested_lobby: u32,
client_location: &mut ClientLocation,
clients: &Clients,
level_table: &CharacterLevelTable)
level_table: &CharacterLevelTable,
ship_rooms: &mut Rooms)
-> Result<Vec<(ClientId, SendShipPacket)>, ShipError> {
let prev_area = client_location.get_area(id).map_err(|err| -> ClientLocationError {err.into()})?;
if prev_area == RoomLobby::Lobby(LobbyId(requested_lobby as usize)) { // If the client is already in the selected lobby,
let dialog = SmallDialog::new(String::from("You are already in this Lobby!")); // Send a SmallDialog to prevent client softlock / server crash
return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
match prev_area {
RoomLobby::Lobby(old_lobby) => {
if old_lobby.0 == requested_lobby as usize {
return Ok(vec![(id, SendShipPacket::SmallDialog(SmallDialog::new("You are already in this Lobby!".into())))])
}
},
RoomLobby::Room(old_room) => {
if client_location.get_client_neighbors(id).unwrap().len() == 0 {
ship_rooms[old_room.0] = None;
}
},
}
let leave_lobby = packet::builder::lobby::remove_from_lobby(id, client_location)?;
let old_neighbors = client_location.get_client_neighbors(id).unwrap();
let mut lobby = LobbyId(requested_lobby as usize);
if let Err(_) = client_location.add_client_to_lobby(id, lobby) {
match prev_area {
RoomLobby::Lobby(lobby) => {
RoomLobby::Lobby(_lobby) => {
let dialog = SmallDialog::new(String::from("Lobby is full."));
return Ok(vec![(id, SendShipPacket::SmallDialog(dialog))])
}
RoomLobby::Room(room) => {
RoomLobby::Room(_room) => {
lobby = client_location.add_client_to_next_available_lobby(id, lobby).map_err(|_| ShipError::TooManyClients)?;
}
}

5
src/ship/ship.rs

@ -325,7 +325,7 @@ impl<EG: EntityGateway> ServerState for ShipServerState<EG> {
handler::room::done_bursting(id, &self.client_location, &mut self.rooms)
},
RecvShipPacket::LobbySelect(pkt) => {
Box::new(handler::lobby::change_lobby(id, pkt.lobby, &mut self.client_location, &self.clients, &self.level_table)?.into_iter())
Box::new(handler::lobby::change_lobby(id, pkt.lobby, &mut self.client_location, &self.clients, &self.level_table, &mut self.rooms)?.into_iter())
}
})
}
@ -336,6 +336,9 @@ impl<EG: EntityGateway> ServerState for ShipServerState<EG> {
let pkt = match self.client_location.get_area(id).unwrap() {
RoomLobby::Room(room) => {
if self.client_location.get_client_neighbors(id).unwrap().len() == 0 {
self.rooms[room.0] = None;
}
let leader = self.client_location.get_room_leader(room).unwrap();
SendShipPacket::LeaveRoom(LeaveRoom::new(client.local_client.id(), leader.local_client.id()))
},

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