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Document the Unk field naming convention used across 300+ packet structs so new contributors understand these are intentionally unnamed reverse-engineered protocol fields. Expand channelserver doc.go with handler registration workflow, repository pattern, testing approach, and lock ordering.
45 lines
1.9 KiB
Go
45 lines
1.9 KiB
Go
// Package channelserver implements the gameplay channel server (TCP port
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// 54001+) that handles all in-game multiplayer functionality. It manages
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// player sessions, stage (lobby/quest room) state, guild operations, item
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// management, event systems, and binary state relay between clients.
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//
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// # Handler Organization
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//
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// Packet handlers are organized by game system into separate files
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// (handlers_quest.go, handlers_guild.go, etc.) and registered via
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// [buildHandlerTable] in handlers_table.go. Each handler has the signature:
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//
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// func(s *Session, p mhfpacket.MHFPacket)
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//
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// To add a new handler:
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// 1. Define the packet struct in network/mhfpacket/msg_*.go
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// 2. Add an entry in [buildHandlerTable] mapping the opcode to the handler
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// 3. Implement the handler in the appropriate handlers_*.go file
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//
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// # Repository Pattern
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//
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// All database access goes through interface-based repositories defined in
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// repo_interfaces.go. The [Server] struct holds interface types, not concrete
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// implementations. Concrete PostgreSQL implementations live in repo_*.go
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// files. Mock implementations in repo_mocks_test.go enable unit tests
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// without a database.
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//
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// Handler code must never contain inline SQL — use the appropriate repo
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// method. If a query doesn't exist yet, add it to the relevant repo file
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// and its interface.
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//
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// # Testing
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//
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// Tests use mock repositories (repo_mocks_test.go) and shared test helpers
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// (test_helpers_test.go). The standard pattern is table-driven tests; see
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// handlers_achievement_test.go for a typical example. Always run tests with
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// the race detector: go test -race ./...
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//
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// # Concurrency
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//
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// Lock ordering: Server.Mutex → Stage.RWMutex → semaphoreLock.
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// The stage map uses sync.Map for lock-free concurrent access; individual
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// Stage structs have their own sync.RWMutex. Cross-channel operations go
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// exclusively through the [ChannelRegistry] interface.
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package channelserver
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