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Remove some dead, unused code

This commit is contained in:
Joshua Goins 2025-05-09 19:45:08 -04:00
parent 95fb6a149f
commit dba4edc32d
2 changed files with 9 additions and 33 deletions

View file

@ -4,7 +4,7 @@ use std::sync::{Arc, Mutex};
use kawari::RECEIVE_BUFFER_SIZE; use kawari::RECEIVE_BUFFER_SIZE;
use kawari::common::Position; use kawari::common::Position;
use kawari::common::{GameData, ObjectId, timestamp_secs}; use kawari::common::{GameData, timestamp_secs};
use kawari::config::get_config; use kawari::config::get_config;
use kawari::inventory::Item; use kawari::inventory::Item;
use kawari::ipc::chat::{ServerChatIpcData, ServerChatIpcSegment}; use kawari::ipc::chat::{ServerChatIpcData, ServerChatIpcSegment};
@ -21,11 +21,11 @@ use kawari::packet::oodle::OodleNetwork;
use kawari::packet::{ use kawari::packet::{
ConnectionType, PacketSegment, PacketState, SegmentData, SegmentType, send_keep_alive, ConnectionType, PacketSegment, PacketState, SegmentData, SegmentType, send_keep_alive,
}; };
use kawari::world::{ChatHandler, Zone, ZoneConnection};
use kawari::world::{ use kawari::world::{
Actor, ClientHandle, EffectsBuilder, Event, FromServer, LuaPlayer, PlayerData, ServerHandle, ClientHandle, EffectsBuilder, Event, FromServer, LuaPlayer, PlayerData, ServerHandle,
StatusEffects, ToServer, WorldDatabase, handle_custom_ipc, server_main_loop, StatusEffects, ToServer, WorldDatabase, handle_custom_ipc, server_main_loop,
}; };
use kawari::world::{ChatHandler, Zone, ZoneConnection};
use mlua::{Function, Lua}; use mlua::{Function, Lua};
use tokio::io::{AsyncReadExt, AsyncWriteExt}; use tokio::io::{AsyncReadExt, AsyncWriteExt};
@ -64,8 +64,6 @@ fn spawn_main_loop() -> (ServerHandle, JoinHandle<()>) {
} }
struct ClientData { struct ClientData {
//id: ClientId,
// handle: ServerHandle,
/// Socket for data recieved from the global server /// Socket for data recieved from the global server
recv: Receiver<FromServer>, recv: Receiver<FromServer>,
connection: ZoneConnection, connection: ZoneConnection,
@ -78,12 +76,7 @@ pub fn spawn_client(connection: ZoneConnection) {
let id = &connection.id.clone(); let id = &connection.id.clone();
let ip = &connection.ip.clone(); let ip = &connection.ip.clone();
let data = ClientData { let data = ClientData { recv, connection };
//id: connection.id,
//handle: connection.handle.clone(),
recv,
connection,
};
// Spawn a new client task // Spawn a new client task
let (my_send, my_recv) = oneshot::channel(); let (my_send, my_recv) = oneshot::channel();
@ -96,7 +89,6 @@ pub fn spawn_client(connection: ZoneConnection) {
channel: send, channel: send,
actor_id: 0, actor_id: 0,
common: CommonSpawn::default(), common: CommonSpawn::default(),
//kill,
}; };
let _ = my_send.send(handle); let _ = my_send.send(handle);
} }

View file

@ -376,43 +376,27 @@ impl ZoneConnection {
pub async fn change_zone(&mut self, new_zone_id: u16) { pub async fn change_zone(&mut self, new_zone_id: u16) {
// tell everyone we're gone // tell everyone we're gone
// the connection already checks to see if the actor already exists, so it's seems harmless if we do // the connection already checks to see if the actor already exists, so it's seems harmless if we do
if self.zone.is_some() { if let Some(zone) = &self.zone {
self.handle self.handle
.send(ToServer::LeftZone( .send(ToServer::LeftZone(
self.id, self.id,
self.player_data.actor_id, self.player_data.actor_id,
self.zone.as_ref().unwrap().id, zone.id,
)) ))
.await; .await;
} }
// load the new zone now
{ {
let mut game_data = self.gamedata.lock().unwrap(); let mut game_data = self.gamedata.lock().unwrap();
self.zone = Some(Zone::load(&mut game_data.game_data, new_zone_id)); self.zone = Some(Zone::load(&mut game_data.game_data, new_zone_id));
} }
self.player_data.zone_id = new_zone_id; self.player_data.zone_id = new_zone_id;
// Player Class Info // Player Class Info
self.update_class_info().await; self.update_class_info().await;
// link shell information
/*{
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::LinkShellInformation,
timestamp: timestamp_secs(),
data: ServerZoneIpcData::LinkShellInformation { unk: [0; 456] },
..Default::default()
};
self.send_segment(PacketSegment {
source_actor: self.player_data.actor_id,
target_actor: self.player_data.actor_id,
segment_type: SegmentType::Ipc { data: ipc },
})
.await;
}*/
// TODO: send unk16?
// Init Zone // Init Zone
{ {
let config = get_config(); let config = get_config();