add a bunch of mutexes and shit but still have racist conditions and panics LOL
This commit is contained in:
parent
417bf4ea63
commit
220a451475
@ -85,19 +85,3 @@ func LoadModels() ([]types.ModelAsset, error) {
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func LoadMusic(filename string) (rl.Music, error) {
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return rl.LoadMusicStream(filename), nil
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}
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func UnloadModels(models []types.ModelAsset) {
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for _, model := range models {
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if model.Animation != nil {
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for i := int32(0); i < model.AnimFrames; i++ {
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rl.UnloadModelAnimation(model.Animation[i])
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}
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}
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rl.UnloadModel(model.Model)
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rl.UnloadTexture(model.Texture)
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}
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}
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func UnloadMusic(music rl.Music) {
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rl.UnloadMusicStream(music)
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}
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@ -2,6 +2,7 @@ package game
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import (
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"fmt"
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"sync"
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"time"
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"gitea.boner.be/bdnugget/goonscape/types"
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@ -25,6 +26,7 @@ type Chat struct {
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cursorPos int
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scrollOffset int
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userData interface{}
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mutex sync.RWMutex
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}
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func NewChat() *Chat {
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@ -49,6 +51,9 @@ func (c *Chat) AddMessage(playerID int32, content string) {
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}
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func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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c.mutex.Lock()
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defer c.mutex.Unlock()
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// Convert protobuf messages to our local type
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for _, msg := range messages {
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localMsg := types.ChatMessage{
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@ -94,6 +99,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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}
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func (c *Chat) Draw(screenWidth, screenHeight int32) {
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c.mutex.RLock()
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defer c.mutex.RUnlock()
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// Calculate chat window width based on screen width
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chatWindowWidth := screenWidth - (chatMargin * 2)
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68
game/game.go
68
game/game.go
@ -1,7 +1,8 @@
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package game
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import (
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"os"
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"fmt"
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"sync"
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"time"
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"gitea.boner.be/bdnugget/goonscape/assets"
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@ -19,9 +20,10 @@ type Game struct {
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Music rl.Music
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Chat *Chat
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MenuOpen bool
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QuitChan chan struct{} // Channel to signal shutdown
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quitChan chan struct{}
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loginScreen *LoginScreen
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isLoggedIn bool
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cleanupOnce sync.Once
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}
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func New() *Game {
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@ -36,7 +38,7 @@ func New() *Game {
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Projection: rl.CameraPerspective,
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},
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Chat: NewChat(),
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QuitChan: make(chan struct{}),
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quitChan: make(chan struct{}),
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loginScreen: NewLoginScreen(),
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}
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game.Chat.userData = game
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@ -44,15 +46,32 @@ func New() *Game {
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}
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func (g *Game) LoadAssets() error {
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var err error
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g.Models, err = assets.LoadModels()
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if err != nil {
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return err
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var loadErr error
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defer func() {
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if r := recover(); r != nil {
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loadErr = fmt.Errorf("panic during asset loading: %v", r)
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// Cleanup any partially loaded assets
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g.Cleanup()
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}
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}()
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// Load models with better error handling
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g.Models, loadErr = assets.LoadModels()
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if loadErr != nil {
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return fmt.Errorf("failed to load models: %v", loadErr)
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}
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g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
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if err != nil {
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return err
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// Verify model loading
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for i, model := range g.Models {
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if model.Model.Meshes == nil {
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return fmt.Errorf("model %d failed to load properly", i)
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}
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}
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// Load music with better error handling
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g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
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if loadErr != nil {
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return fmt.Errorf("failed to load music: %v", loadErr)
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}
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return nil
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@ -77,11 +96,9 @@ func (g *Game) Update(deltaTime float32) {
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}
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g.AssignModelToPlayer(g.Player)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
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g.isLoggedIn = true
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return
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}
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g.loginScreen.Draw()
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return
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}
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@ -274,8 +291,20 @@ func (g *Game) Render() {
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}
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func (g *Game) Cleanup() {
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assets.UnloadModels(g.Models)
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assets.UnloadMusic(g.Music)
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g.cleanupOnce.Do(func() {
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// Stop music first
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if g.Music.Stream.Buffer != nil {
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rl.StopMusicStream(g.Music)
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rl.UnloadMusicStream(g.Music)
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}
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// Unload textures
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for _, model := range g.Models {
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if model.Texture.ID > 0 {
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rl.UnloadTexture(model.Texture)
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}
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}
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})
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}
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func (g *Game) HandleInput() {
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@ -355,10 +384,7 @@ func (g *Game) DrawMenu() {
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}
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func (g *Game) Shutdown() {
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close(g.QuitChan)
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<-g.Player.QuitDone
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rl.CloseWindow()
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os.Exit(0)
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close(g.quitChan)
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}
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func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
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@ -373,3 +399,7 @@ func (g *Game) AssignModelToPlayer(player *types.Player) {
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player.Model = modelAsset.Model
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player.Texture = modelAsset.Texture
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}
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func (g *Game) QuitChan() <-chan struct{} {
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return g.quitChan
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}
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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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@ -7,6 +7,7 @@ import (
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"io"
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"log"
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"net"
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"sync"
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"time"
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"gitea.boner.be/bdnugget/goonscape/types"
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@ -91,19 +92,32 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
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func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
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reader := bufio.NewReader(conn)
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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 HandleServerCommunication: %v", r)
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}
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conn.Close()
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if player.QuitDone != nil {
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close(player.QuitDone)
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}
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}()
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actionTicker := time.NewTicker(types.ClientTickRate)
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defer actionTicker.Stop()
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defer conn.Close()
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defer close(player.QuitDone)
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// Create a channel to signal when goroutines are done
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// Create error channel for goroutine communication
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errChan := make(chan error, 1)
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done := make(chan struct{})
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// Create a set of current players to track disconnects
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currentPlayers := make(map[int32]bool)
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// Start message sending goroutine
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go 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 message sender: %v", r)
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errChan <- fmt.Errorf("message sender panic: %v", r)
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}
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}()
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for {
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select {
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case <-quitChan:
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@ -118,23 +132,23 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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writeMessage(conn, disconnectMsg)
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done <- struct{}{}
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return
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case <-done:
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return
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case <-actionTicker.C:
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player.Lock()
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if len(player.ActionQueue) > 0 {
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actions := make([]*pb.Action, len(player.ActionQueue))
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copy(actions, player.ActionQueue)
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batch := &pb.ActionBatch{
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PlayerId: playerID,
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Actions: actions,
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Tick: player.CurrentTick,
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}
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player.ActionQueue = player.ActionQueue[:0]
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player.Unlock()
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if err := writeMessage(conn, batch); err != nil {
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log.Printf("Failed to send actions to server: %v", err)
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errChan <- err
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return
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}
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} else {
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@ -144,93 +158,106 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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}
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}()
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for {
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select {
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case <-quitChan:
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done := make(chan struct{})
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go func() {
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<-done
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close(player.QuitDone)
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}()
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// Main message receiving loop
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go 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 message receiver: %v", r)
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errChan <- fmt.Errorf("message receiver panic: %v", r)
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}
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}()
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for {
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select {
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case <-done:
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time.Sleep(100 * time.Millisecond)
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case <-time.After(1 * time.Second):
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log.Println("Shutdown timed out")
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}
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return
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default:
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// Read message length (4 bytes)
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lengthBuf := make([]byte, 4)
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if _, err := io.ReadFull(reader, lengthBuf); err != nil {
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log.Printf("Failed to read message length: %v", err)
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case <-quitChan:
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return
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}
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messageLength := binary.BigEndian.Uint32(lengthBuf)
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// Read the full message
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messageBuf := make([]byte, messageLength)
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if _, err := io.ReadFull(reader, messageBuf); err != nil {
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log.Printf("Failed to read message body: %v", err)
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return
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}
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var serverMessage pb.ServerMessage
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if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
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log.Printf("Failed to unmarshal server message: %v", err)
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continue
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}
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player.Lock()
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player.CurrentTick = serverMessage.CurrentTick
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tickDiff := serverMessage.CurrentTick - player.CurrentTick
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if tickDiff > types.MaxTickDesync {
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for _, state := range serverMessage.Players {
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if state.PlayerId == playerID {
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player.ForceResync(state)
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break
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default:
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lengthBuf := make([]byte, 4)
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if _, err := io.ReadFull(reader, lengthBuf); err != nil {
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if err != io.EOF {
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errChan <- fmt.Errorf("failed to read message length: %v", err)
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}
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return
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}
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}
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player.Unlock()
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messageLength := binary.BigEndian.Uint32(lengthBuf)
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for _, state := range serverMessage.Players {
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currentPlayers[state.PlayerId] = true
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if state.PlayerId == playerID {
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player.Lock()
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// Update initial position if not set
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if player.PosActual.X == 0 && player.PosActual.Z == 0 {
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player.PosActual = rl.Vector3{
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X: float32(state.X * types.TileSize),
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Y: 0,
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Z: float32(state.Y * types.TileSize),
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}
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player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
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}
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player.Unlock()
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messageBuf := make([]byte, messageLength)
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if _, err := io.ReadFull(reader, messageBuf); err != nil {
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log.Printf("Failed to read message body: %v", err)
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return
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}
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var serverMessage pb.ServerMessage
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if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
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log.Printf("Failed to unmarshal server message: %v", err)
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continue
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}
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if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
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otherPlayer.UpdatePosition(state, types.ServerTickRate)
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} else {
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otherPlayers[state.PlayerId] = types.NewPlayer(state)
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}
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}
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player.Lock()
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player.CurrentTick = serverMessage.CurrentTick
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// Remove players that are no longer in the server state
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for id := range otherPlayers {
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if !currentPlayers[id] {
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delete(otherPlayers, id)
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tickDiff := serverMessage.CurrentTick - player.CurrentTick
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if tickDiff > types.MaxTickDesync {
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for _, state := range serverMessage.Players {
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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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}
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player.Unlock()
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if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
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handler.HandleServerMessages(serverMessage.ChatMessages)
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for _, state := range serverMessage.Players {
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if state.PlayerId == playerID {
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player.Lock()
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// Update initial position if not set
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if player.PosActual.X == 0 && player.PosActual.Z == 0 {
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player.PosActual = rl.Vector3{
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X: float32(state.X * types.TileSize),
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Y: 0,
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Z: float32(state.Y * types.TileSize),
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}
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player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
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}
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player.Unlock()
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continue
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}
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if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
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||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
||||
} else {
|
||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
||||
}
|
||||
}
|
||||
|
||||
// Remove players that are no longer in the server state
|
||||
for id := range otherPlayers {
|
||||
if id != playerID {
|
||||
delete(otherPlayers, id)
|
||||
}
|
||||
}
|
||||
|
||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
||||
handler.HandleServerMessages(serverMessage.ChatMessages)
|
||||
}
|
||||
}
|
||||
}
|
||||
}()
|
||||
|
||||
// Wait for error or quit signal
|
||||
select {
|
||||
case <-quitChan:
|
||||
// Send disconnect message
|
||||
disconnectMsg := &pb.ActionBatch{
|
||||
PlayerId: playerID,
|
||||
Actions: []*pb.Action{{
|
||||
Type: pb.Action_DISCONNECT,
|
||||
PlayerId: playerID,
|
||||
}},
|
||||
}
|
||||
writeMessage(conn, disconnectMsg)
|
||||
case err := <-errChan:
|
||||
log.Printf("Network error: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
@ -252,3 +279,50 @@ func writeMessage(conn net.Conn, msg proto.Message) error {
|
||||
_, err = conn.Write(data)
|
||||
return err
|
||||
}
|
||||
|
||||
type Connection struct {
|
||||
conn net.Conn
|
||||
playerID int32
|
||||
quitChan chan struct{}
|
||||
quitDone chan struct{}
|
||||
closeOnce sync.Once
|
||||
}
|
||||
|
||||
func NewConnection(username, password string, isRegistering bool) (*Connection, error) {
|
||||
conn, playerID, err := ConnectToServer(username, password, isRegistering)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &Connection{
|
||||
conn: conn,
|
||||
playerID: playerID,
|
||||
quitChan: make(chan struct{}),
|
||||
quitDone: make(chan struct{}),
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (c *Connection) Close() {
|
||||
c.closeOnce.Do(func() {
|
||||
close(c.quitChan)
|
||||
// Wait with timeout for network cleanup
|
||||
select {
|
||||
case <-c.quitDone:
|
||||
// Clean shutdown completed
|
||||
case <-time.After(500 * time.Millisecond):
|
||||
log.Println("Network cleanup timed out")
|
||||
}
|
||||
c.conn.Close()
|
||||
})
|
||||
}
|
||||
|
||||
func (c *Connection) PlayerID() int32 {
|
||||
return c.playerID
|
||||
}
|
||||
|
||||
func (c *Connection) Start(player *types.Player, otherPlayers map[int32]*types.Player) {
|
||||
go HandleServerCommunication(c.conn, c.playerID, player, otherPlayers, c.quitChan)
|
||||
}
|
||||
|
||||
func (c *Connection) QuitChan() <-chan struct{} {
|
||||
return c.quitChan
|
||||
}
|
||||
|
@ -1,12 +1,34 @@
|
||||
package types
|
||||
|
||||
import (
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
type Player struct {
|
||||
sync.RWMutex
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
PosActual rl.Vector3
|
||||
PosTile Tile
|
||||
TargetPath []Tile
|
||||
Speed float32
|
||||
ActionQueue []*pb.Action
|
||||
ID int32
|
||||
QuitDone chan struct{}
|
||||
CurrentTick int64
|
||||
UserData interface{}
|
||||
FloatingMessage *FloatingMessage
|
||||
IsMoving bool
|
||||
AnimationFrame int32
|
||||
LastAnimUpdate time.Time
|
||||
LastUpdateTime time.Time
|
||||
InterpolationProgress float32
|
||||
}
|
||||
|
||||
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
p.Lock()
|
||||
defer p.Unlock()
|
||||
@ -68,12 +90,14 @@ func NewPlayer(state *pb.PlayerState) *Player {
|
||||
Y: float32(state.Y * TileHeight),
|
||||
Z: float32(state.Y * TileSize),
|
||||
},
|
||||
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
||||
Speed: 50.0,
|
||||
ID: state.PlayerId,
|
||||
IsMoving: false,
|
||||
AnimationFrame: 0,
|
||||
LastAnimUpdate: time.Now(),
|
||||
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
||||
Speed: 50.0,
|
||||
ID: state.PlayerId,
|
||||
IsMoving: false,
|
||||
AnimationFrame: 0,
|
||||
LastAnimUpdate: time.Now(),
|
||||
LastUpdateTime: time.Now(),
|
||||
InterpolationProgress: 1.0,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,6 @@
|
||||
package types
|
||||
|
||||
import (
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||
@ -14,27 +13,6 @@ type Tile struct {
|
||||
Walkable bool
|
||||
}
|
||||
|
||||
type Player struct {
|
||||
sync.Mutex
|
||||
PosActual rl.Vector3
|
||||
PosTile Tile
|
||||
TargetPath []Tile
|
||||
ActionQueue []*pb.Action
|
||||
Speed float32
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
ID int32
|
||||
CurrentTick int64
|
||||
LastUpdateTime time.Time
|
||||
LastAnimUpdate time.Time
|
||||
InterpolationProgress float32
|
||||
UserData interface{}
|
||||
FloatingMessage *FloatingMessage
|
||||
QuitDone chan struct{}
|
||||
AnimationFrame int32
|
||||
IsMoving bool
|
||||
}
|
||||
|
||||
type AnimationSet struct {
|
||||
Idle []rl.ModelAnimation
|
||||
Walk []rl.ModelAnimation
|
||||
|
Loading…
x
Reference in New Issue
Block a user