continuity/Server/PacketHandlers/ChannelSelectionHandler.cs

157 lines
5.6 KiB
C#

// Copyright (c) 2023 Timothy Schenk. Subject to the GNU AGPL Version 3 License.
using DotNext.Collections.Generic;
using Microsoft.EntityFrameworkCore;
using NetCoreServer;
using Server.DB;
using Server.DB.Documents;
using Wonderking.Game.Data.Character;
using Wonderking.Packets.Incoming;
using Wonderking.Packets.Outgoing;
using Wonderking.Packets.Outgoing.Data;
namespace Server.PacketHandlers;
public class ChannelSelectionHandler : IPacketHandler<ChannelSelectionPacket>
{
private readonly WonderkingContext _wonderkingContext;
public ChannelSelectionHandler(WonderkingContext wonderkingContext)
{
_wonderkingContext = wonderkingContext;
}
public async Task HandleAsync(ChannelSelectionPacket packet, TcpSession session)
{
var authSession = (AuthSession)session;
ChannelSelectionResponsePacket responsePacket;
var guildNameResponsePacket = new CharacterSelectionSetGuildNamePacket { GuildNames = Array.Empty<string>() };
var accountExists = await _accountExists(_wonderkingContext, authSession.AccountId);
var amountOfCharacter = await _getAmountOfCharacters(_wonderkingContext, authSession.AccountId);
if (!accountExists)
{
return;
}
if (amountOfCharacter > 0)
{
responsePacket = new ChannelSelectionResponsePacket
{
ChannelIsFullFlag = 0,
Endpoint = "127.0.0.1",
Port = 2000,
Characters = await GetCharacterDataAsync(authSession.AccountId).ToArrayAsync()
};
guildNameResponsePacket.GuildNames =
await _getGuildNames(_wonderkingContext, authSession.AccountId).ToArrayAsync();
}
else
{
responsePacket = new ChannelSelectionResponsePacket
{
ChannelIsFullFlag = 0,
Endpoint = "127.0.0.1",
Port = 2000,
Characters = Array.Empty<CharacterData>()
};
}
await authSession.SendAsync(responsePacket);
if (guildNameResponsePacket.GuildNames.Length > 0 &&
guildNameResponsePacket.GuildNames.Select(n => n != string.Empty).Any())
{
await authSession.SendAsync(guildNameResponsePacket);
}
}
private static ushort[] GetItemIDsByInventoryTab(IEnumerable<InventoryItemProjection> items)
{
var ids = new ushort[20];
ids.AsSpan().Clear();
foreach (var item in items)
{
if (item.Slot > 20)
{
continue;
}
ids[item.Slot] = item.ItemId;
}
return ids;
}
private async IAsyncEnumerable<CharacterData> GetCharacterDataAsync(Guid accountId)
{
await foreach (var c in _getCharacters(_wonderkingContext, accountId))
{
yield return new CharacterData
{
Name = c.Name,
Job = c.JobData,
Gender = c.Gender,
Level = c.Level,
// TODO: Calculate instead of clamping based on max experience for level
Experience = Math.Clamp(c.Experience, 0, 100),
Stats = c.BaseStats,
Health = c.Health,
Mana = c.Mana,
EquippedItems =
GetItemIDsByInventoryTab(c.InventoryItems.Where(i =>
i.InventoryTab == InventoryTab.WornEquipment)),
EquippedCashItems = GetItemIDsByInventoryTab(c.InventoryItems.Where(i =>
i.InventoryTab == InventoryTab.WornCashEquipment))
};
}
}
private static readonly Func<WonderkingContext, Guid, Task<bool>> _accountExists = EF.CompileAsyncQuery(
(WonderkingContext context, Guid accountId) =>
context.Accounts.AsNoTracking().Any(a => a.Id == accountId));
private static readonly Func<WonderkingContext, Guid, Task<int>> _getAmountOfCharacters =
EF.CompileAsyncQuery((WonderkingContext context, Guid accountId) =>
context.Characters.AsNoTracking()
.Where(c => c.Account.Id == accountId).Take(3)
.Count());
private static readonly Func<WonderkingContext, Guid, IAsyncEnumerable<string>> _getGuildNames =
EF.CompileAsyncQuery((WonderkingContext context, Guid accountId) =>
context.Characters.AsNoTracking()
.Where(c => c.Account.Id == accountId && c.Guild != null)
.Select(c => c.Guild.Name).Take(3));
private static readonly Func<WonderkingContext, Guid, IAsyncEnumerable<CharacterDataProjection>> _getCharacters =
EF.CompileAsyncQuery((WonderkingContext context, Guid accountId) =>
context.Characters.AsNoTracking().AsSplitQuery()
.Where(c => c.Account.Id == accountId)
.Select(c => new CharacterDataProjection(
c.Name,
c.JobData,
c.Gender,
c.Level,
c.Experience,
c.BaseStats,
c.Health,
c.Mana,
c.InventoryItems.Select(i => new InventoryItemProjection(i.ItemId, i.Slot, i.InventoryTab))
)).Take(3));
private sealed record InventoryItemProjection(ushort ItemId, byte Slot, InventoryTab InventoryTab);
private sealed record CharacterDataProjection(
string Name,
JobData JobData,
Gender Gender,
ushort Level,
long Experience,
BaseStats BaseStats,
int Health,
int Mana,
IEnumerable<InventoryItemProjection> InventoryItems);
}