refactor(channelserver): remove Channels fallbacks, use Registry as sole cross-channel API

main.go always sets both Channels and Registry together, making the
Channels fallback paths dead code. This removes:

- Server.Channels field from the Server struct
- 3 if/else fallback blocks in handlers_session.go (replaced with
  Registry.FindChannelForStage, SearchSessions, SearchStages)
- 1 if/else fallback block in handlers_guild_ops.go (replaced with
  Registry.NotifyMailToCharID)
- 3 method fallbacks in sys_channel_server.go (WorldcastMHF,
  FindSessionByCharID, DisconnectUser now delegate directly)

Updates anti-patterns.md #6 to "accepted design" — Session struct is
appropriate for this game server's handler pattern, and cross-channel
coupling is now fully routed through the ChannelRegistry interface.
This commit is contained in:
Houmgaor
2026-02-22 16:16:44 +01:00
parent cd630a7a58
commit 53b5bb3b96
11 changed files with 113 additions and 252 deletions

View File

@@ -55,17 +55,19 @@ func createTestSession(mock network.Conn) *Session {
// Create a production logger for testing (will output to stderr)
logger, _ := zap.NewProduction()
server := &Server{
erupeConfig: &cfg.Config{
DebugOptions: cfg.DebugOptions{
LogOutboundMessages: false,
},
},
}
server.Registry = NewLocalChannelRegistry([]*Server{server})
s := &Session{
logger: logger,
sendPackets: make(chan packet, 20),
cryptConn: mock,
server: &Server{
erupeConfig: &cfg.Config{
DebugOptions: cfg.DebugOptions{
LogOutboundMessages: false,
},
},
},
server: server,
}
return s
}