add a bunch of mutexes and shit but still have racist conditions and panics LOL
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82
main.go
82
main.go
@ -3,7 +3,10 @@ package main
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import (
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"flag"
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"log"
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"os"
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"os/signal"
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"strings"
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"syscall"
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"gitea.boner.be/bdnugget/goonscape/game"
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"gitea.boner.be/bdnugget/goonscape/network"
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@ -11,11 +14,24 @@ import (
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)
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func main() {
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defer func() {
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if r := recover(); r != nil {
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log.Printf("Recovered from panic in main: %v", r)
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}
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}()
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// Parse command line flags
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verbose := flag.Bool("v", false, "Also show info logs (spammy)")
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local := flag.Bool("local", false, "Connect to local server")
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addr := flag.String("addr", "", "Server address (host or host:port)")
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flag.Parse()
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if *verbose {
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rl.SetTraceLogLevel(rl.LogTrace)
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} else {
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rl.SetTraceLogLevel(rl.LogWarning)
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}
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// Set server address based on flags
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if *local {
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if *addr != "" {
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@ -32,29 +48,63 @@ func main() {
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rl.InitWindow(1024, 768, "GoonScape")
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rl.SetExitKey(0)
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defer rl.CloseWindow()
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rl.InitAudioDevice()
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defer rl.CloseAudioDevice()
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gameInstance := game.New()
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if err := gameInstance.LoadAssets(); err != nil {
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log.Printf("Failed to load assets: %v", err)
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return
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}
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defer func() {
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gameInstance.Cleanup()
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rl.CloseWindow()
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rl.CloseAudioDevice()
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}()
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rl.SetTargetFPS(60)
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game := game.New()
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if err := game.LoadAssets(); err != nil {
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log.Fatalf("Failed to load assets: %v", err)
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}
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defer game.Cleanup()
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rl.PlayMusicStream(gameInstance.Music)
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rl.SetMusicVolume(gameInstance.Music, 0.5)
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rl.PlayMusicStream(game.Music)
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rl.SetMusicVolume(game.Music, 0.5)
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// Handle OS signals for clean shutdown
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sigChan := make(chan os.Signal, 1)
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signal.Notify(sigChan, os.Interrupt, syscall.SIGTERM)
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go func() {
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<-sigChan
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if gameInstance != nil {
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gameInstance.Shutdown()
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}
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}()
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// Keep game loop in main thread for Raylib
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for !rl.WindowShouldClose() {
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deltaTime := rl.GetFrameTime()
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rl.UpdateMusicStream(game.Music)
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game.Update(deltaTime)
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game.Render()
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}
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rl.UpdateMusicStream(gameInstance.Music)
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// Wait for clean shutdown
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<-game.QuitChan
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func() {
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defer func() {
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if r := recover(); r != nil {
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log.Printf("Recovered from panic in game update: %v", r)
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}
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}()
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gameInstance.Update(deltaTime)
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}()
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func() {
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defer func() {
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if r := recover(); r != nil {
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log.Printf("Recovered from panic in game render: %v", r)
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}
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}()
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gameInstance.Render()
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}()
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// Check if game requested shutdown
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select {
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case <-gameInstance.QuitChan():
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return
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default:
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}
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}
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}
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