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kawari/src/bin/kawari-world.rs

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use std::collections::HashMap;
use std::sync::{Arc, Mutex};
use kawari::common::custom_ipc::{CustomIpcData, CustomIpcSegment, CustomIpcType};
use kawari::common::{GameData, timestamp_secs};
use kawari::common::{Position, determine_initial_starting_zone};
use kawari::config::get_config;
use kawari::lobby::CharaMake;
use kawari::oodle::OodleNetwork;
use kawari::opcodes::ServerZoneIpcType;
use kawari::packet::{
CompressionType, ConnectionType, PacketSegment, PacketState, SegmentType, send_keep_alive,
send_packet,
};
use kawari::world::ipc::{
ActionEffect, ActionResult, ClientZoneIpcData, CommonSpawn, DisplayFlag, EffectKind,
GameMasterCommandType, GameMasterRank, ObjectKind, OnlineStatus, PlayerSubKind,
ServerZoneIpcData, ServerZoneIpcSegment, SocialListRequestType,
};
use kawari::world::{
ChatHandler, Inventory, Zone, ZoneConnection,
ipc::{
ActorControlCategory, ActorControlSelf, PlayerEntry, PlayerSetup, PlayerSpawn, PlayerStats,
SocialList,
},
};
use kawari::world::{EffectsBuilder, LuaPlayer, PlayerData, StatusEffects, WorldDatabase};
use mlua::{Function, Lua};
use tokio::io::AsyncReadExt;
use tokio::net::TcpListener;
#[derive(Default)]
struct ExtraLuaState {
action_scripts: HashMap<u32, String>,
}
#[tokio::main]
async fn main() {
tracing_subscriber::fmt::init();
let config = get_config();
let addr = config.world.get_socketaddr();
let listener = TcpListener::bind(addr).await.unwrap();
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tracing::info!("Server started on {addr}");
let database = Arc::new(WorldDatabase::new());
let lua = Arc::new(Mutex::new(Lua::new()));
let game_data = Arc::new(Mutex::new(GameData::new()));
{
let lua = lua.lock().unwrap();
let register_action_func = lua
.create_function(|lua, (action_id, action_script): (u32, String)| {
tracing::info!("Registering {action_id} with {action_script}!");
let mut state = lua.app_data_mut::<ExtraLuaState>().unwrap();
let _ = state.action_scripts.insert(action_id, action_script);
Ok(())
})
.unwrap();
lua.set_app_data(ExtraLuaState::default());
lua.globals()
.set("registerAction", register_action_func)
.unwrap();
let effectsbuilder_constructor = lua
.create_function(|_, ()| Ok(EffectsBuilder::default()))
.unwrap();
lua.globals()
.set("EffectsBuilder", effectsbuilder_constructor)
.unwrap();
let file_name = format!("{}/Global.lua", &config.world.scripts_location);
lua.load(std::fs::read(&file_name).expect("Failed to locate scripts directory!"))
.set_name("@".to_string() + &file_name)
.exec()
.unwrap();
}
loop {
let (socket, _) = listener.accept().await.unwrap();
let database = database.clone();
let lua = lua.clone();
let game_data = game_data.clone();
let state = PacketState {
client_key: None,
clientbound_oodle: OodleNetwork::new(),
serverbound_oodle: OodleNetwork::new(),
};
let mut exit_position = None;
let mut exit_rotation = None;
let mut connection = ZoneConnection {
socket,
state,
player_data: PlayerData::default(),
spawn_index: 0,
zone: None,
inventory: Inventory::new(),
status_effects: StatusEffects::default(),
event: None,
actors: Vec::new(),
};
let mut lua_player = LuaPlayer::default();
/*let config = get_config();
let mut game_data =
GameData::from_existing(Platform::Win32, &config.game_location).unwrap();
let exh = game_data.read_excel_sheet_header("Action").unwrap();
let exd = game_data
.read_excel_sheet("Action", &exh, Language::English, 0)
.unwrap();*/
tokio::spawn(async move {
let mut buf = [0; 2056];
loop {
let n = connection
.socket
.read(&mut buf)
.await
.expect("Failed to read data!");
if n != 0 {
let (segments, connection_type) = connection.parse_packet(&buf[..n]).await;
for segment in &segments {
match &segment.segment_type {
SegmentType::InitializeSession { actor_id } => {
// for some reason they send a string representation
let actor_id = actor_id.parse::<u32>().unwrap();
// collect actor data
connection.player_data = database.find_player_data(actor_id);
connection.initialize(&connection_type, actor_id).await;
exit_position = Some(connection.player_data.position);
exit_rotation = Some(connection.player_data.rotation);
}
SegmentType::Ipc { data } => {
match &data.data {
ClientZoneIpcData::InitRequest { .. } => {
tracing::info!(
"Client is now requesting zone information. Sending!"
);
// IPC Init(?)
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::InitResponse,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::InitResponse {
unk1: 0,
character_id: connection.player_data.actor_id,
unk2: 0,
},
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
let chara_details = database
.find_chara_make(connection.player_data.content_id);
// fill inventory
connection.inventory.equip_racial_items(
chara_details.chara_make.customize.race,
chara_details.chara_make.customize.gender,
);
// Send inventory
connection.send_inventory().await;
// set chara gear param
connection
.actor_control_self(ActorControlSelf {
category:
ActorControlCategory::SetCharaGearParamUI {
unk1: 1,
unk2: 1,
},
})
.await;
// Stats
{
let attributes;
{
let mut game_data = game_data.lock().unwrap();
attributes = game_data.get_racial_base_attributes(
chara_details.chara_make.customize.subrace,
);
}
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::PlayerStats,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::PlayerStats(PlayerStats {
strength: attributes.strength,
dexterity: attributes.dexterity,
vitality: attributes.vitality,
intelligence: attributes.intelligence,
mind: attributes.mind,
hp: connection.player_data.max_hp,
mp: connection.player_data.max_mp as u32,
..Default::default()
}),
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
let zone_id = connection.player_data.zone_id;
connection.zone = Some(Zone::load(zone_id));
// Player Setup
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::PlayerSetup,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::PlayerSetup(PlayerSetup {
content_id: connection.player_data.content_id,
exp: [10000; 32],
levels: [100; 32],
name: chara_details.name,
char_id: connection.player_data.actor_id,
race: chara_details.chara_make.customize.race,
gender: chara_details
.chara_make
.customize
.gender,
tribe: chara_details
.chara_make
.customize
.subrace,
city_state: chara_details.city_state,
nameday_month: chara_details
.chara_make
.birth_month
as u8,
nameday_day: chara_details.chara_make.birth_day
as u8,
deity: chara_details.chara_make.guardian as u8,
..Default::default()
}),
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
connection.change_zone(zone_id).await;
let lua = lua.lock().unwrap();
lua.scope(|scope| {
let connection_data = scope
.create_userdata_ref_mut(&mut lua_player)
.unwrap();
let func: Function =
lua.globals().get("onBeginLogin").unwrap();
func.call::<()>(connection_data).unwrap();
Ok(())
})
.unwrap();
}
ClientZoneIpcData::FinishLoading { .. } => {
tracing::info!(
"Client has finished loading... spawning in!"
);
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let chara_details = database
.find_chara_make(connection.player_data.content_id);
// send player spawn
{
let ipc;
{
let mut game_data = game_data.lock().unwrap();
let equipped = &connection.inventory.equipped;
ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::PlayerSpawn,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::PlayerSpawn(
PlayerSpawn {
account_id: connection
.player_data
.account_id,
content_id: connection
.player_data
.content_id,
current_world_id: config.world.world_id,
home_world_id: config.world.world_id,
gm_rank: GameMasterRank::Debug,
online_status:
OnlineStatus::GameMasterBlue,
common: CommonSpawn {
class_job: connection
.player_data
.classjob_id,
name: chara_details.name,
hp_curr: connection
.player_data
.curr_hp,
hp_max: connection
.player_data
.max_hp,
mp_curr: connection
.player_data
.curr_mp,
mp_max: connection
.player_data
.max_mp,
object_kind: ObjectKind::Player(
PlayerSubKind::Player,
),
look: chara_details
.chara_make
.customize,
fc_tag: "LOCAL".to_string(),
display_flags: DisplayFlag::UNK,
models: [
game_data.get_primary_model_id(
equipped.head.id,
)
as u32,
game_data.get_primary_model_id(
equipped.body.id,
)
as u32,
game_data.get_primary_model_id(
equipped.hands.id,
)
as u32,
game_data.get_primary_model_id(
equipped.legs.id,
)
as u32,
game_data.get_primary_model_id(
equipped.feet.id,
)
as u32,
game_data.get_primary_model_id(
equipped.ears.id,
)
as u32,
game_data.get_primary_model_id(
equipped.neck.id,
)
as u32,
game_data.get_primary_model_id(
equipped.wrists.id,
)
as u32,
game_data.get_primary_model_id(
equipped.left_ring.id,
)
as u32,
game_data.get_primary_model_id(
equipped.right_ring.id,
)
as u32,
],
pos: exit_position
.unwrap_or(Position::default()),
rotation: exit_rotation
.unwrap_or(0.0),
..Default::default()
},
..Default::default()
},
),
..Default::default()
};
}
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
// fade in?
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::PrepareZoning,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::PrepareZoning {
unk: [0, 0, 0, 0],
},
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
// wipe any exit position so it isn't accidentally reused
exit_position = None;
exit_rotation = None;
}
ClientZoneIpcData::Unk1 {
category, param1, ..
} => {
tracing::info!("Recieved Unk1! {category:#?}");
match category {
3 => {
// set target
tracing::info!("Targeting actor {param1}");
}
_ => {}
}
}
ClientZoneIpcData::Unk2 { .. } => {
tracing::info!("Recieved Unk2!");
}
ClientZoneIpcData::Unk3 { .. } => {
tracing::info!("Recieved Unk3!");
}
ClientZoneIpcData::Unk4 { .. } => {
tracing::info!("Recieved Unk4!");
}
ClientZoneIpcData::SetSearchInfoHandler { .. } => {
tracing::info!("Recieved SetSearchInfoHandler!");
}
ClientZoneIpcData::Unk5 { .. } => {
tracing::info!("Recieved Unk5!");
}
ClientZoneIpcData::SocialListRequest(request) => {
tracing::info!("Recieved social list request!");
match &request.request_type {
SocialListRequestType::Party => {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::SocialList,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::SocialList(
SocialList {
request_type: request.request_type,
sequence: request.count,
entries: vec![PlayerEntry {
// TODO: fill with actual player data, it also shows up wrong in game
content_id: connection
.player_data
.content_id,
zone_id: connection
.zone
.as_ref()
.unwrap()
.id,
zone_id1: 0x0100,
class_job: 36,
level: 100,
one: 1,
name: "INVALID".to_string(),
fc_tag: "LOCAL".to_string(),
..Default::default()
}],
},
),
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection
.player_data
.actor_id,
target_actor: connection
.player_data
.actor_id,
segment_type: SegmentType::Ipc {
data: ipc,
},
})
.await;
}
SocialListRequestType::Friends => {
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::SocialList,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::SocialList(
SocialList {
request_type: request.request_type,
sequence: request.count,
entries: Default::default(),
},
),
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection
.player_data
.actor_id,
target_actor: connection
.player_data
.actor_id,
segment_type: SegmentType::Ipc {
data: ipc,
},
})
.await;
}
}
}
ClientZoneIpcData::Unk7 {
timestamp, unk1, ..
} => {
tracing::info!("Recieved Unk7! {:#?}", unk1);
// send unk11 in response
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::Unk11,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::Unk11 {
timestamp: *timestamp,
unk: 333,
},
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
}
ClientZoneIpcData::UpdatePositionHandler {
position,
rotation,
} => {
tracing::info!(
"Character moved to {position:#?} {}",
rotation.to_degrees()
);
connection.player_data.rotation = *rotation;
connection.player_data.position = *position;
}
ClientZoneIpcData::LogOut { .. } => {
tracing::info!("Recieved log out from client!");
// write the player back to the database
database.commit_player_data(&connection.player_data);
// tell the client to disconnect
{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::LogOutComplete,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::LogOutComplete {
unk: [0; 8],
},
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
}
ClientZoneIpcData::Disconnected { .. } => {
tracing::info!("Client disconnected!");
}
ClientZoneIpcData::ChatMessage(chat_message) => {
ChatHandler::handle_chat_message(
&mut connection,
&mut lua_player,
chat_message,
)
.await
}
ClientZoneIpcData::GameMasterCommand {
command, arg, ..
} => {
tracing::info!("Got a game master command!");
match &command {
GameMasterCommandType::ChangeWeather => {
connection.change_weather(*arg as u16).await
}
GameMasterCommandType::ChangeTerritory => {
connection.change_zone(*arg as u16).await
}
GameMasterCommandType::ToggleInvisibility => connection.actor_control_self(ActorControlSelf {
category:
ActorControlCategory::ToggleInvisibility {
invisible: 1
},
}).await,
GameMasterCommandType::ToggleWireframe => connection.actor_control_self(ActorControlSelf {
category:
ActorControlCategory::ToggleWireframeRendering() ,
}).await
}
}
ClientZoneIpcData::EnterZoneLine {
exit_box_id,
position,
..
} => {
tracing::info!(
"Character entered {exit_box_id} with a position of {position:#?}!"
);
// find the exit box id
let new_territory;
{
let (_, exit_box) = connection
.zone
.as_ref()
.unwrap()
.find_exit_box(*exit_box_id)
.unwrap();
// find the pop range on the other side
let new_zone = Zone::load(exit_box.territory_type);
let (destination_object, _) = new_zone
.find_pop_range(exit_box.destination_instance_id)
.unwrap();
// set the exit position
exit_position = Some(Position {
x: destination_object.transform.translation[0],
y: destination_object.transform.translation[1],
z: destination_object.transform.translation[2],
});
new_territory = exit_box.territory_type;
}
connection.change_zone(new_territory).await;
}
ClientZoneIpcData::ActionRequest(request) => {
tracing::info!("Recieved action request: {:#?}!", request);
/*let action_row =
&exd.read_row(&exh, request.action_id).unwrap()[0];
println!("Found action: {:#?}", action_row);*/
let mut effects_builder = None;
// run action script
{
let lua = lua.lock().unwrap();
let state =
lua.app_data_ref::<ExtraLuaState>().unwrap();
if let Some(action_script) =
state.action_scripts.get(&request.action_id)
{
lua.scope(|scope| {
let connection_data = scope
.create_userdata_ref_mut(&mut lua_player)
.unwrap();
let config = get_config();
let file_name = format!(
"{}/{}",
&config.world.scripts_location,
action_script
);
lua.load(std::fs::read(&file_name).expect(
"Failed to locate scripts directory!",
))
.set_name("@".to_string() + &file_name)
.exec()
.unwrap();
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let func: Function =
lua.globals().get("doAction").unwrap();
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effects_builder = Some(
func.call::<EffectsBuilder>(
connection_data,
)
.unwrap(),
);
Ok(())
})
.unwrap();
}
}
// tell them the action results
if let Some(effects_builder) = effects_builder {
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let mut effects = [ActionEffect::default(); 8];
effects[..effects_builder.effects.len()]
.copy_from_slice(&effects_builder.effects);
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if let Some(actor) =
connection.get_actor(request.target.object_id)
{
for effect in &effects_builder.effects {
match effect.kind {
EffectKind::Damage => {
actor.hp -= effect.value as u32;
}
}
}
let actor = actor.clone();
connection
.update_hp_mp(actor.id, actor.hp, 10000)
.await;
}
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::ActionResult,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::ActionResult(
ActionResult {
main_target: request.target,
target_id_again: request.target,
action_id: request.action_id,
animation_lock_time: 0.6,
rotation: connection.player_data.rotation,
action_animation_id: request.action_id
as u16, // assuming action id == animation id
flag: 1,
effect_count: effects_builder.effects.len()
as u8,
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effects,
..Default::default()
},
),
..Default::default()
};
connection
.send_segment(PacketSegment {
source_actor: connection.player_data.actor_id,
target_actor: connection.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}
}
ClientZoneIpcData::Unk16 { .. } => {
tracing::info!("Recieved Unk16!");
}
ClientZoneIpcData::Unk17 { .. } => {
tracing::info!("Recieved Unk17!");
}
ClientZoneIpcData::Unk18 { .. } => {
tracing::info!("Recieved Unk18!");
}
ClientZoneIpcData::EventRelatedUnk {
unk1,
unk2,
unk3,
unk4,
} => {
tracing::info!(
"Recieved EventRelatedUnk! {unk1} {unk2} {unk3} {unk4}"
);
if let Some(event) = connection.event.as_mut() {
event.scene_finished(&mut lua_player, *unk2);
}
}
ClientZoneIpcData::Unk19 { .. } => {
tracing::info!("Recieved Unk19!");
}
}
}
SegmentType::KeepAlive { id, timestamp } => {
send_keep_alive::<ServerZoneIpcSegment>(
&mut connection.socket,
&mut connection.state,
ConnectionType::Zone,
*id,
*timestamp,
)
.await
}
SegmentType::KeepAliveResponse { .. } => {
tracing::info!("Got keep alive response from client... cool...");
}
SegmentType::CustomIpc { data } => {
match &data.data {
CustomIpcData::RequestCreateCharacter {
name,
chara_make_json,
} => {
tracing::info!(
"creating character from: {name} {chara_make_json}"
);
let chara_make = CharaMake::from_json(chara_make_json);
let city_state;
{
let mut game_data = game_data.lock().unwrap();
city_state = game_data
.get_citystate(chara_make.classjob_id as u16);
}
let (content_id, actor_id) = database.create_player_data(
name,
chara_make_json,
city_state,
determine_initial_starting_zone(city_state),
);
tracing::info!(
"Created new player: {content_id} {actor_id}"
);
// send them the new actor and content id
{
connection
.send_segment(PacketSegment {
source_actor: 0,
target_actor: 0,
segment_type: SegmentType::CustomIpc {
data: CustomIpcSegment {
unk1: 0,
unk2: 0,
op_code:
CustomIpcType::CharacterCreated,
server_id: 0,
timestamp: 0,
data: CustomIpcData::CharacterCreated {
actor_id,
content_id,
},
},
},
})
.await;
}
}
CustomIpcData::GetActorId { content_id } => {
let actor_id = database.find_actor_id(*content_id);
tracing::info!("We found an actor id: {actor_id}");
// send them the actor id
{
connection
.send_segment(PacketSegment {
source_actor: 0,
target_actor: 0,
segment_type: SegmentType::CustomIpc {
data: CustomIpcSegment {
unk1: 0,
unk2: 0,
op_code: CustomIpcType::ActorIdFound,
server_id: 0,
timestamp: 0,
data: CustomIpcData::ActorIdFound {
actor_id,
},
},
},
})
.await;
}
}
CustomIpcData::CheckNameIsAvailable { name } => {
let is_name_free = database.check_is_name_free(name);
let is_name_free = if is_name_free { 1 } else { 0 };
// send response
{
connection
.send_segment(PacketSegment {
source_actor: 0,
target_actor: 0,
segment_type: SegmentType::CustomIpc {
data: CustomIpcSegment {
unk1: 0,
unk2: 0,
op_code: CustomIpcType::NameIsAvailableResponse,
server_id: 0,
timestamp: 0,
data: CustomIpcData::NameIsAvailableResponse {
free: is_name_free,
},
},
},
})
.await;
}
}
CustomIpcData::RequestCharacterList { service_account_id } => {
let config = get_config();
let world_name;
{
let mut game_data = game_data.lock().unwrap();
world_name =
game_data.get_world_name(config.world.world_id);
}
let characters = database.get_character_list(
*service_account_id,
config.world.world_id,
&world_name,
);
// send response
{
send_packet::<CustomIpcSegment>(
&mut connection.socket,
&mut connection.state,
ConnectionType::None,
CompressionType::Uncompressed,
&[PacketSegment {
source_actor: 0,
target_actor: 0,
segment_type: SegmentType::CustomIpc {
data: CustomIpcSegment {
unk1: 0,
unk2: 0,
op_code: CustomIpcType::RequestCharacterListRepsonse,
server_id: 0,
timestamp: 0,
data: CustomIpcData::RequestCharacterListRepsonse {
characters
},
},
},
}],
)
.await;
}
}
CustomIpcData::DeleteCharacter { content_id } => {
database.delete_character(*content_id);
// send response
{
send_packet::<CustomIpcSegment>(
&mut connection.socket,
&mut connection.state,
ConnectionType::None,
CompressionType::Uncompressed,
&[PacketSegment {
source_actor: 0,
target_actor: 0,
segment_type: SegmentType::CustomIpc {
data: CustomIpcSegment {
unk1: 0,
unk2: 0,
op_code:
CustomIpcType::CharacterDeleted,
server_id: 0,
timestamp: 0,
data: CustomIpcData::CharacterDeleted {
deleted: 1,
},
},
},
}],
)
.await;
}
}
_ => panic!(
"The server is recieving a response or unknown custom IPC!"
),
}
}
_ => {
panic!("The server is recieving a response or unknown packet!")
}
}
}
// copy from lua player state, as they modify the status effects list
// TODO: i dunno?
connection.status_effects = lua_player.status_effects.clone();
// Process any queued packets from scripts and whatnot
connection.process_lua_player(&mut lua_player).await;
// check if status effects need sending
connection.process_effects_list().await;
// update lua player
lua_player.player_data = connection.player_data;
lua_player.status_effects = connection.status_effects.clone();
}
}
});
}
}