goonscape/network.go

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package main
import (
"log"
"net"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
"google.golang.org/protobuf/proto"
)
func ConnectToServer() (net.Conn, int32, error) {
// Attempt to connect to the server
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Waiting for player ID...")
// Buffer for incoming server message
buf := make([]byte, 1024)
n, err := conn.Read(buf)
if err != nil {
log.Printf("Error reading player ID from server: %v", err)
return nil, 0, err
}
log.Printf("Received data: %x", buf[:n])
// Unmarshal server message to extract the player ID
var response pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &response); err != nil {
log.Printf("Failed to unmarshal server response: %v", err)
return nil, 0, err
}
playerID := response.GetPlayerId()
log.Printf("Successfully connected with player ID: %d", playerID)
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
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buf := make([]byte, 4096)
// Ticker for sending actions
actionTicker := time.NewTicker(ClientTickRate)
defer actionTicker.Stop()
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go func() {
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for range actionTicker.C {
player.Lock()
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if len(player.ActionQueue) > 0 {
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// Bundle all actions that occurred during this tick
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actions := make([]*pb.Action, len(player.ActionQueue))
copy(actions, player.ActionQueue) // Copy to avoid holding lock while sending
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// Create a batch message
batch := &pb.ActionBatch{
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PlayerId: playerID,
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Actions: actions,
Tick: player.CurrentTick,
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}
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// Clear the action queue after copying
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
// Serialize and send the batch
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data, err := proto.Marshal(batch)
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if err != nil {
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log.Printf("Failed to marshal action batch: %v", err)
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continue
}
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if _, err = conn.Write(data); err != nil {
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log.Printf("Failed to send actions to server: %v", err)
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return
}
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} else {
player.Unlock()
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}
}
}()
// Main loop to handle receiving updates from the server
for {
n, err := conn.Read(buf)
if err != nil {
log.Printf("Failed to read from server: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(buf[:n], &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
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// Update game state with received data
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
// Check for desync
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tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > MaxTickDesync {
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// Force resync if we're too far behind
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
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}
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player.Unlock()
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// Update other players
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for _, state := range serverMessage.Players {
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if state.PlayerId == playerID {
continue // Skip self
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, ServerTickRate)
} else {
otherPlayers[state.PlayerId] = NewPlayer(state)
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}
}
}
}