fix racism condition / deadlock
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parent
c40e4ae7ac
commit
509bc8b20b
16
game/game.go
16
game/game.go
@ -18,7 +18,6 @@ type Game struct {
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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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QuitDone chan struct{} // New channel to signal when cleanup is complete
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}
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func New() *Game {
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@ -42,7 +41,6 @@ func New() *Game {
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},
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Chat: NewChat(),
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QuitChan: make(chan struct{}),
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QuitDone: make(chan struct{}),
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}
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game.Player.UserData = game
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game.Chat.userData = game
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@ -142,7 +140,7 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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rl.DrawModel(model, playerPos, 16, rl.White)
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if player.FloatingMessage != nil && time.Now().Before(player.FloatingMessage.ExpireTime) {
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if player.FloatingMessage != nil {
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screenPos := rl.GetWorldToScreen(rl.Vector3{
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X: playerPos.X,
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Y: playerPos.Y + 24.0,
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@ -150,8 +148,6 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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}, g.Camera)
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player.FloatingMessage.ScreenPos = screenPos
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} else if player.FloatingMessage != nil {
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player.FloatingMessage = nil
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}
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if len(player.TargetPath) > 0 {
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@ -293,9 +289,7 @@ func (g *Game) DrawMenu() {
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case "Settings":
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// TODO: Implement settings
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case "Exit Game":
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close(g.QuitChan)
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<-g.QuitDone
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rl.CloseWindow()
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g.Shutdown()
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}
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}
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}
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@ -310,3 +304,9 @@ func (g *Game) DrawMenu() {
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buttonY += buttonSpacing
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}
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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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}
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@ -111,9 +111,18 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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for {
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select {
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case <-quitChan:
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<-done // Wait for action goroutine to finish
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close(done)
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time.Sleep(100 * time.Millisecond) // Give time for disconnect message to be sent
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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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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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