Fix: Get Field If No Room Id is specified - #398

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Fix: Get Field If No Room Id is specified#398
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warp2command

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@ZintixxZintixx commented Apr 1, 2025

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Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

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Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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Skip to content

Fix: Get Field If No Room Id is specified - #398

Closed
Zintixx wants to merge 4 commits into
masterfrom
warp2command
Closed

Fix: Get Field If No Room Id is specified#398
Zintixx wants to merge 4 commits into
masterfrom
warp2command

Conversation

@Zintixx

@ZintixxZintixx commented Apr 1, 2025

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Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

@coderabbitai

coderabbitaiBot commented Apr 1, 2025

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Contributor

Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Fix: Get Field If No Room Id is specified - #398

Closed
Zintixx wants to merge 4 commits into
masterfrom
warp2command
Closed

Fix: Get Field If No Room Id is specified#398
Zintixx wants to merge 4 commits into
masterfrom
warp2command

Conversation

@Zintixx

@ZintixxZintixx commented Apr 1, 2025

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Copy Markdown
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Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

@coderabbitai

coderabbitaiBot commented Apr 1, 2025

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Copy Markdown
Contributor

Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share
🪧 Tips

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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Fix: Get Field If No Room Id is specified - #398

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Closed

Fix: Get Field If No Room Id is specified#398
Zintixx wants to merge 4 commits into
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warp2command

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@ZintixxZintixx commented Apr 1, 2025

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Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

@coderabbitai

coderabbitaiBot commented Apr 1, 2025

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Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Fix: Get Field If No Room Id is specified - #398

Closed
Zintixx wants to merge 4 commits into
masterfrom
warp2command
Closed

Fix: Get Field If No Room Id is specified#398
Zintixx wants to merge 4 commits into
masterfrom
warp2command

Conversation

@Zintixx

@ZintixxZintixx commented Apr 1, 2025

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Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

@coderabbitai

coderabbitaiBot commented Apr 1, 2025

Copy link
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Contributor

Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share
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    • I pushed a fix in commit <commit_id>, please review it.
    • Generate unit testing code for this file.
    • Open a follow-up GitHub issue for this discussion.
  • Files and specific lines of code (under the "Files changed" tab): Tag @coderabbitai in a new review comment at the desired location with your query. Examples:
    • @coderabbitai generate unit testing code for this file.
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    • @coderabbitai read src/utils.ts and generate unit testing code.
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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Fix: Get Field If No Room Id is specified - #398

Closed
Zintixx wants to merge 4 commits into
masterfrom
warp2command
Closed

Fix: Get Field If No Room Id is specified#398
Zintixx wants to merge 4 commits into
masterfrom
warp2command

Conversation

@Zintixx

@ZintixxZintixx commented Apr 1, 2025

Copy link
Copy Markdown
Collaborator

Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

@coderabbitai

coderabbitaiBot commented Apr 1, 2025

Copy link
Copy Markdown
Contributor

Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share
🪧 Tips

Chat

There are 3 ways to chat with CodeRabbit:

  • Review comments: Directly reply to a review comment made by CodeRabbit. Example:
    • I pushed a fix in commit <commit_id>, please review it.
    • Generate unit testing code for this file.
    • Open a follow-up GitHub issue for this discussion.
  • Files and specific lines of code (under the "Files changed" tab): Tag @coderabbitai in a new review comment at the desired location with your query. Examples:
    • @coderabbitai generate unit testing code for this file.
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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Fix: Get Field If No Room Id is specified - #398

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Fix: Get Field If No Room Id is specified#398
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@ZintixxZintixx commented Apr 1, 2025

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Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

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Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Fix: Get Field If No Room Id is specified - #398

Closed
Zintixx wants to merge 4 commits into
masterfrom
warp2command
Closed

Fix: Get Field If No Room Id is specified#398
Zintixx wants to merge 4 commits into
masterfrom
warp2command

Conversation

@Zintixx

@ZintixxZintixx commented Apr 1, 2025

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Collaborator

Summary by CodeRabbit

  • New Features

    • Introduced enhanced player teleportation, allowing warps via both map and player names.
    • Added enhanced communication flows to support precise positioning during transitions between game areas.
  • Refactor

    • Redesigned the teleportation command structure for clearer input handling and improved error feedback.
    • Updated the underlying logic to ensure more reliable in-game positioning and smoother gameplay transitions.

@coderabbitai

coderabbitaiBot commented Apr 1, 2025

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Copy Markdown
Contributor

Caution

Review failed

The pull request is closed.

Walkthrough

This update introduces a new player warp functionality across multiple services and modules. It adds a new RPC method PlayerWarp to both Channel and World services and defines corresponding message types (PlayerWarpRequest and PlayerWarpResponse) in the proto files. The modifications include adjustments to migration message fields and whitespace cleanups. Additionally, the warping commands have been enhanced to support warping by both map and player names, and the session and field management logic has been updated to account for the player’s position.

Changes

File(s)Change Summary
Maple2.Server.Core/proto/channel/channel.proto
Maple2.Server.Core/proto/common.proto
Maple2.Server.Core/proto/world/world.proto
Added PlayerWarp RPC methods in Channel and World services; introduced new message types PlayerWarpRequest, GoToPlayer, and PlayerWarpResponse; updated migration messages with additional positional fields and removed extraneous whitespace.
Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs
Maple2.Server.World/Service/WorldService.PlayerWarp.cs
New files implementing the PlayerWarp RPC method with error handling, session retrieval, and delegation to appropriate methods based on request cases.
Maple2.Server.Game/Commands/WarpCommand.csEnhanced GotoCommand by splitting it into two subcommands – MapCommand and PlayerCommand – to support warping by map name or player name.
Maple2.Server.Game/Session/GameSession.cs
Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs
Updated PrepareField method signature to include player position and rotation; modified field addition and retrieval logic to use the correct room identifier.

Sequence Diagram(s)

sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant CS as ChannelService.PlayerWarp
participant GS as GameSession
P->>WC: Issue warp command (player warp)
WC->>CS: Call PlayerWarp RPC (with PlayerWarpRequest)
CS->>GS: Retrieve game session (using CharacterId)
alt Session Found
GS-->>CS: Return roomID and position (x, y, z)
CS-->>WC: Return PlayerWarpResponse (success)
else Session Not Found
CS-->>WC: Return PlayerWarpResponse (error)
end
WC-->>P: Relay warp response
Loading
sequenceDiagram
participant P as Player
participant WC as WarpCommand (PlayerCommand)
participant WS as WorldService.PlayerWarp
participant CC as ChannelClient
P->>WC: Issue warp command (player warp)
WC->>WS: Call PlayerWarp RPC (with PlayerWarpRequest)
WS->>WS: Validate request (check CharacterId)
WS->>CC: Retrieve channel client based on request.channel
alt Channel Client Found
WS->>CC: Invoke PlayerWarp
CC-->>WS: Return PlayerWarpResponse (success)
else Channel Client Not Found
WS-->>WC: Return PlayerWarpResponse (error)
end
WS-->>WC: Return warp response
WC-->>P: Relay warp response
Loading

Possibly related PRs

Suggested reviewers

  • AngeloTadeucci

Poem

I'm a quick rabbit on a coding spree,
Hopping through channels with warp speed glee.
New methods and messages pave my trail,
Through worlds and maps, I never fail.
With carrots of code crunching bright and clear,
I celebrate these changes with a joyful cheer!
🥕🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8f58fd8 and fdf1610.

📒 Files selected for processing (8)
  • Maple2.Server.Core/proto/channel/channel.proto (1 hunks)
  • Maple2.Server.Core/proto/common.proto (3 hunks)
  • Maple2.Server.Core/proto/world/world.proto (3 hunks)
  • Maple2.Server.Game/Commands/WarpCommand.cs (2 hunks)
  • Maple2.Server.Game/Manager/Field/FieldManager/FieldManager.Factory.cs (2 hunks)
  • Maple2.Server.Game/Service/ChannelService.PlayerWarp.cs (1 hunks)
  • Maple2.Server.Game/Session/GameSession.cs (2 hunks)
  • Maple2.Server.World/Service/WorldService.PlayerWarp.cs (1 hunks)
✨ Finishing Touches
  • 📝 Generate Docstrings

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share
🪧 Tips

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@ZintixxZintixx closed this Apr 1, 2025
@AngeloTadeucci
AngeloTadeucci deleted the warp2command branch April 1, 2025 22:59
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