3. Implement Custom Command
Introduction
Let's continue to explore the customizability of Diarkis by implementing a custom command.
In this tutorial, we will implement the following command:
A command to attack enemies in a Room
Command version: 2 (versions 0 and 1 are used for built-in commands)
Command ID: 300
Request: Send a command specifying an attack type (type) (1: Melee, 2: Ranged)
Response: Return who dealt damage, the damage value, and the total damage value
Push notifications to all room members
The implementation flow is as follows:
Write code to generate a payload using puffer (a data serializer provided by Diarkis)
Implement the custom command on the server
Implement the command in the test client
Puffer Module (Data Serializer provided by Diarkis)
Puffer is a tool that generates code to serialize and deserialize data from JSON.
The output supports C++, C#, and Go, simplifying packet data implementation between clients developed in Unreal or Unity and servers developed in Go.
For more details on Puffer, please refer to the API reference.
https://docs.diarkis.io/docs/server/v1.0.0/diarkis/puffer/index.html
Creating a JSON File for Custom Command Data Definition
💾 Add ./puffer/json_definitions/custom/attack.json
.
attack is the data used for the custom command's request.
type: The attack type can be stored as a uint8
attackResult is the data used for responses and push notifications to room members.
type: The attack type can be stored as a uint8
uid: Who dealt the damage. Stored as a string
damage: Damage value. Stored as uint16
totalDamage: Total damage value. Stored as uint16
{
"attack": {
"ver": 2,
"cmd": 300,
"package": "custom",
"properties": {
"type": "u8"
}
},
"attackResult": {
"ver": 2,
"cmd": 300,
"package": "custom",
"properties": {
"type": "u8",
"uid": "string",
"damage": "u16",
"totalDamage": "u16"
}
}
}
Code Generation
Execute the following command to generate code. The code will be output to the directory of each language under puffer.
$ make gen
# Code will be output to each language directory under puffer
puffer
├── cpp/custom/Attack.h
├── cpp/custom/AttackResult.h
├── cs/custom/Attack.cs
├── cs/custom/AttackResult.cs
├── go/custom/attack.go
└── go/custom/attackresult.go
Implementing the Attack Command Handler on the Server
Let's implement the attack command on the server.
💾 Add ./cmds/custom/attack.go
.
Comments within the code explain what is being implemented, so please read them as well.
package customcmds
import (
"errors"
// pattack is the package generated from puffer.
pattack "handson/puffer/go/custom"
"github.com/Diarkis/diarkis/derror"
"github.com/Diarkis/diarkis/room"
"github.com/Diarkis/diarkis/server"
"github.com/Diarkis/diarkis/user"
"github.com/Diarkis/diarkis/util"
)
// The attack function attacks enemies within the Room.
//
// All commands in Diarkis take specific arguments:
// - ver: Command version
// - cmd: Command ID
// - payload: Data passed to the command
// - userData: User data
func attack(ver uint8, cmd uint16, payload []byte, userData *user.User, next func(error)) {
// Since attack is a command to attack enemies in a Room,
// an error will occur if the user is not in a Room.
// Whether the user is in a Room is checked by obtaining the roomID.
roomID := room.GetRoomID(userData)
// If not in a room, roomID will be empty, so error handling is performed
if roomID == "" {
// Return an error response to the user with userData.ServerRespond().
err := errors.New("not in the room")
userData.ServerRespond(derror.ErrData(err.Error(), derror.NotAllowed(0)), ver, cmd, server.Bad, true)
// After returning the response, execute next(err) and return.
next(err)
return
}
// After calling pattack.NewAttack(), the payload can be deserialized with req.Unpack(payload).
req := pattack.NewAttack()
req.Unpack(payload)
// Calculate damage based on the Type.
damage := 0
switch req.Type {
case 1: // Melee attack (D20)
damage = util.RandomInt(1, 20)
case 2: // Ranged attack (D12 + 3)
damage = util.RandomInt(1, 12) + 3
default:
err := errors.New("invalid attack type")
userData.ServerRespond(derror.ErrData(err.Error(), derror.InvalidParameter(0)), ver, cmd, server.Bad, true)
next(err)
return
}
// Add the calculated damage to the enemy's total damage.
// Information can be saved as a Property in the Room.
// Here, damage is added to the key "DAMAGE".
// The add operation returns the new value with room.IncrProperty.
// There are other functions for handling properties. Details can be found below.
// https://docs.diarkis.io/docs/server/v1.0.0/diarkis/room/index.html
updatedDamage, updated := room.IncrProperty(roomID, "DAMAGE", int64(damage))
if !updated {
err := errors.New("incr property failed")
userData.ServerRespond(derror.ErrData(err.Error(), derror.Internal(0)), ver, cmd, server.Err, true)
next(err)
return
}
logger.Info("Room %s has been attacked by %s using %s attack by %d damage. Total damage: %d", roomID, userData.ID, req.Type, damage, updatedDamage)
// Return who dealt the damage, the damage value, and the total damage value, and notify room members.
// Create a new response with res := pattack.NewAttackResult() and set the data to be returned.
res := pattack.NewAttackResult()
res.Type = req.Type
res.Uid = userData.ID
res.Damage = uint16(damage)
res.TotalDamage = uint16(updatedDamage)
// Use userData.ServerRespond() for the user who executed the command,
// and room.Relay() to notify other room members of the result.
userData.ServerRespond(res.Pack(), ver, cmd, server.Ok, true)
room.Relay(roomID, userData, ver, cmd, res.Pack(), true)
// After returning the response, execute next(nil) and return.
next(nil)
}
Publishing the Attack Command
Once the command is implemented, it needs to be published externally.
Edit ./cmds/custom/main.go
and add the following.
By adding diarkisexec.SetServerCommandHandler()
to Expose()
, publish the attack command.
diff --git a/cmds/custom/main.go b/cmds/custom/main.go
index f2374ed..e98f5ef 100644
--- a/cmds/custom/main.go
+++ b/cmds/custom/main.go
@@ -37,6 +37,7 @@ func Expose() {
diarkisexec.SetServerCommandHandler(custom.GetFieldInfoVer, custom.GetFieldInfoCmd, getFieldInfo)
diarkisexec.SetServerCommandHandler(CustomVer, getUserStatusListCmdID, getUserStatusList)
diarkisexec.SetServerCommandHandler(CustomVer, resonanceCmdID, resonanceCmd)
+ diarkisexec.SetServerCommandHandler(custom.AttackVer, custom.AttackCmd, attack)
}
Adding the Attack Command to the Test Client
To execute the server's attack command, add the command to the test client.
Add ./testcli/handson/attack.go
.
This includes setup to execute the client, sending the command to the server with Attack()
, handling the response with onResponse()
, and handling push notifications with onPush()
.
package handson
import (
"fmt"
pattack "handson/puffer/go/custom"
"github.com/Diarkis/diarkis/client/go/tcp"
"github.com/Diarkis/diarkis/client/go/udp"
)
type Handson struct {
tcp *tcp.Client
udp *udp.Client
}
func SetupHandsonAsTCP(c *tcp.Client) *Handson {
h := &Handson{tcp: c}
h.setup()
return h
}
func SetupHandsonAsUDP(c *udp.Client) *Handson {
h := &Handson{udp: c}
h.setup()
return h
}
func (h *Handson) setup() {
if h.tcp != nil {
h.tcp.OnResponse(h.onResponse)
h.tcp.OnPush(h.onPush)
return
}
if h.udp != nil {
h.udp.OnResponse(h.onResponse)
h.udp.OnPush(h.onPush)
}
}
func (h *Handson) onResponse(ver uint8, cmd uint16, status uint8, payload []byte) {
if ver != pattack.AttackVer || cmd != pattack.AttackCmd {
return
}
if status != uint8(1) {
fmt.Printf("Attack failed: %v\n", string(payload))
return
}
res := pattack.NewAttackResult()
err := res.Unpack(payload)
if err != nil {
fmt.Printf("Failed to unpack attack response: %v\n", err)
return
}
fmt.Printf("You dealt %d damage. Total damage: %d\n", res.Damage, res.TotalDamage)
}
func (h *Handson) onPush(ver uint8, cmd uint16, payload []byte) {
// No push
if ver != pattack.AttackVer || cmd != pattack.AttackCmd {
return
}
res := pattack.NewAttackResult()
err := res.Unpack(payload)
if err != nil {
fmt.Printf("Failed to unpack attack response: %v\n", err)
}
fmt.Printf("%s dealt %d damage. Total damage: %d\n", res.Uid, res.Damage, res.TotalDamage)
}
func (h *Handson) Attack(attackType uint8) {
req := pattack.NewAttack()
req.Type = attackType
if h.tcp != nil {
h.tcp.Send(pattack.AttackVer, pattack.AttackCmd, req.Pack())
return
}
if h.udp != nil {
h.udp.Send(pattack.AttackVer, pattack.AttackCmd, req.Pack())
}
}
Register the handson attack
command to the test client.
Edit ./testcli/main.go
.
You can register a new command to the test client with cli.RegisterCommands(string, []cli.Command).
diff --git a/testcli/main.go b/testcli/main.go
index bdca4ab..2dbdd2c 100644
--- a/testcli/main.go
+++ b/testcli/main.go
@@ -3,8 +3,11 @@ package main
import (
"bufio"
"fmt"
+ "handson/testcli/handson"
"handson/testcli/resonance"
"os"
+ "strconv"
+ "strings"
"github.com/Diarkis/diarkis/client/go/test/cli"
)
@@ -12,17 +15,24 @@ import (
var (
tcpResonance *resonance.Resonance
udpResonance *resonance.Resonance
+ tcpHandson *handson.Handson
+ udpHandson *handson.Handson
)
func main() {
cli.SetupBuiltInCommands()
cli.RegisterCommands("test", []cli.Command{{CmdName: "resonate", Desc: "Resonate your message", CmdFunc: resonate}})
+ cli.RegisterCommands("handson", []cli.Command{
+ {CmdName: "attack", Desc: "Attack for hands-on", CmdFunc: attack},
+ })
cli.Connect()
if cli.TCPClient != nil {
tcpResonance = resonance.SetupAsTCP(cli.TCPClient)
+ tcpHandson = handson.SetupHandsonAsTCP(cli.TCPClient)
}
if cli.UDPClient != nil {
udpResonance = resonance.SetupAsUDP(cli.UDPClient)
+ udpHandson = handson.SetupHandsonAsUDP(cli.UDPClient)
}
cli.Run()
}
@@ -45,3 +55,30 @@ func resonate() {
udpResonance.Resonate(message)
}
}
+
+func attack() {
+ reader := bufio.NewReader(os.Stdin)
+ fmt.Println("Which client to join a room? [tcp/udp]")
+ client, _ := reader.ReadString('\n')
+ fmt.Println("Enter the attack type. [1: melee, 2: range]")
+ attackTypeStr, _ := reader.ReadString('\n')
+ attackTypeStr = strings.Trim(attackTypeStr, "\n")
+ attackType, err := strconv.Atoi(attackTypeStr)
+ if err != nil || attackType != 1 && attackType != 2 {
+ fmt.Println("Invalid attack type.")
+ return
+ }
+
+ switch client {
+ case "tcp\n":
+ if tcpHandson == nil {
+ return
+ }
+ tcpHandson.Attack(uint8(attackType))
+ case "udp\n":
+ if udpHandson == nil {
+ return
+ }
+ udpHandson.Attack(uint8(attackType))
+ }
+}
Generate binary and restart the udp server
Run make build-local
again to generate the binary.
The server and test client will be updated.
If no errors are found, stop and restart the udp server.
Verifying the attack command
After room create
and room join
, issue the handson attack
command and confirm that the damage is accumulated.
Execute handson attack
with uid: test1
handson attack
with uid: test1> handson attack
Which client to join a room? [tcp/udp]
udp
Enter the attack type. [1: melee, 2: range]
1
You dealt 13 damage. Total damage: 13
Receive push notification of attack result with uid: test2
[UID: test2][SID(UDP): zzzz][RoomID: yyyy]
> test1 dealt 13 damage. Total damage: 13
Last updated
Was this helpful?