Fix tickrate and action queue stuff
This commit is contained in:
parent
8d70129c73
commit
0a58e0453a
@ -1,32 +0,0 @@
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syntax = "proto3";
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package actions;
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option go_package = "gitea.boner.be/bdnugget/goonserver/actions";
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message Action {
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enum ActionType {
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MOVE = 0;
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}
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ActionType type = 1;
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int32 x = 2;
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int32 y = 3;
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int32 player_id = 4;
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}
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message ActionBatch {
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int32 player_id = 1;
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repeated Action actions = 2;
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int64 tick = 3;
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}
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message PlayerState {
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int32 player_id = 1;
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int32 x = 2;
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int32 y = 3;
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}
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message ServerMessage {
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int32 player_id = 1;
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repeated PlayerState players = 2;
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int64 current_tick = 3;
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}
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@ -1 +1 @@
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Subproject commit 8290131998485ef62ccef43ddc7eb807c244ff67
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Subproject commit a459e8b4a5cfa02f0ee588596dba5ce26afac39f
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4
main.go
4
main.go
@ -89,13 +89,13 @@ func main() {
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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DrawMap()
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DrawPlayer(player, player.Model)
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DrawPlayer(&player, player.Model)
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for id, other := range otherPlayers {
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if len(other.TargetPath) > 0 {
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other.MoveTowards(other.TargetPath[0], deltaTime)
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}
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DrawPlayer(*other, models[int(id)%len(models)].Model)
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DrawPlayer(other, models[int(id)%len(models)].Model)
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}
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rl.EndMode3D()
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74
network.go
74
network.go
@ -41,26 +41,19 @@ func ConnectToServer() (net.Conn, int32, error) {
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}
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func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, otherPlayers map[int32]*Player) {
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// Ticker for sending actions aligned with server ticks
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ticker := time.NewTicker(ServerTickRate)
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defer ticker.Stop()
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buf := make([]byte, 4096)
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// Ticker for sending actions
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actionTicker := time.NewTicker(ClientTickRate)
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defer actionTicker.Stop()
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// Goroutine to handle sending player's actions to the server
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go func() {
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for range ticker.C {
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for range actionTicker.C {
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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, 0, len(player.ActionQueue))
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for _, actionData := range player.ActionQueue {
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action := &pb.Action{
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PlayerId: playerID,
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Type: pb.Action_MOVE,
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X: int32(actionData.X),
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Y: int32(actionData.Y),
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}
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actions = append(actions, action)
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}
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actions := make([]*pb.Action, len(player.ActionQueue))
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copy(actions, player.ActionQueue) // Copy to avoid holding lock while sending
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// Create a batch message
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batch := &pb.ActionBatch{
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@ -69,29 +62,29 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, ot
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Tick: player.CurrentTick,
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}
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// Serialize the batch
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// Clear the action queue after copying
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player.ActionQueue = player.ActionQueue[:0]
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player.Unlock()
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// 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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}
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// Send batch to server
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_, err = conn.Write(data)
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if err != nil {
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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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}
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// Clear the action queue after sending
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player.ActionQueue = player.ActionQueue[:0]
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} else {
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player.Unlock()
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}
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}
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}()
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// Main loop to handle receiving updates from the server
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for {
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buf := make([]byte, 4096)
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n, err := conn.Read(buf)
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if err != nil {
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log.Printf("Failed to read from server: %v", err)
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@ -104,27 +97,34 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *Player, ot
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continue
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}
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// Check for tick synchronization
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tickDiff := serverMessage.CurrentTick - player.CurrentTick
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if tickDiff > MaxTickDesync {
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log.Printf("Client too far behind (tick diff: %d), forcing resync", tickDiff)
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player.ForceResync(serverMessage.Players[playerID])
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}
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// Update player's current tick
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// Update game state with received data
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player.Lock()
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player.CurrentTick = serverMessage.CurrentTick
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// Update other players' states
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// Check for desync
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tickDiff := serverMessage.CurrentTick - player.CurrentTick
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if tickDiff > MaxTickDesync {
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// Force resync if we're too far behind
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for _, state := range serverMessage.Players {
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if state.PlayerId != playerID {
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if state.PlayerId == playerID {
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player.ForceResync(state)
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break
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}
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}
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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 {
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continue // Skip self
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}
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if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
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// Calculate interpolation based on server tick
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otherPlayer.UpdatePosition(state, ServerTickRate)
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} else {
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// Initialize new player
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otherPlayers[state.PlayerId] = NewPlayer(state)
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}
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}
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}
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}
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}
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@ -7,7 +7,7 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func DrawPlayer(player Player, model rl.Model) {
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func DrawPlayer(player *Player, model rl.Model) {
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// Draw the player based on its actual position (PosActual) and current tile height
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playerPos := rl.Vector3{
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X: player.PosActual.X,
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