Broken bullshit
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@ -2,16 +2,18 @@ package network
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import (
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"bufio"
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"context"
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"encoding/binary"
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"fmt"
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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/logging"
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"gitea.boner.be/bdnugget/goonscape/types"
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pb "gitea.boner.be/bdnugget/goonserver/actions"
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rl "github.com/gen2brain/raylib-go/raylib"
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"google.golang.org/protobuf/proto"
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)
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@ -19,18 +21,84 @@ const protoVersion = 1
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var serverAddr = "boner.be:6969"
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type NetworkManager struct {
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ctx context.Context
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conn net.Conn
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reader *bufio.Reader
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writer *bufio.Writer
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mu sync.Mutex
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}
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func NewNetworkManager(ctx context.Context) *NetworkManager {
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return &NetworkManager{
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ctx: ctx,
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}
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}
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func SetServerAddr(addr string) {
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serverAddr = addr
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}
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func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
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conn, err := net.Dial("tcp", serverAddr)
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func (nm *NetworkManager) Connect(addr string) error {
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nm.mu.Lock()
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defer nm.mu.Unlock()
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var err error
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nm.conn, err = net.Dial("tcp", addr)
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if err != nil {
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log.Printf("Failed to dial server: %v", err)
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return nil, 0, err
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return err
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}
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log.Println("Connected to server. Authenticating...")
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nm.reader = bufio.NewReader(nm.conn)
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nm.writer = bufio.NewWriter(nm.conn)
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go nm.readLoop()
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return nil
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}
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func (nm *NetworkManager) readLoop() {
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for {
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select {
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case <-nm.ctx.Done():
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return
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default:
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// Read and process messages
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}
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}
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}
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func (nm *NetworkManager) Send(message proto.Message) error {
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nm.mu.Lock()
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defer nm.mu.Unlock()
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data, err := proto.Marshal(message)
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if err != nil {
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return err
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}
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// Write length prefix
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lengthBuf := make([]byte, 4)
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binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
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if _, err := nm.writer.Write(lengthBuf); err != nil {
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return err
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}
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// Write message body
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if _, err := nm.writer.Write(data); err != nil {
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return err
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}
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return nm.writer.Flush()
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}
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func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
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logging.Info.Println("Attempting to connect to server at", serverAddr)
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conn, err := net.Dial("tcp", serverAddr)
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if err != nil {
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logging.Error.Printf("Failed to dial server: %v", err)
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return nil, 0, err
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}
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logging.Info.Println("Connected to server. Authenticating...")
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// Send auth message
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authAction := &pb.Action{
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@ -81,7 +149,7 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
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if !response.AuthSuccess {
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conn.Close()
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return nil, 0, fmt.Errorf(response.ErrorMessage)
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return nil, 0, fmt.Errorf("authentication failed: %s", response.ErrorMessage)
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}
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playerID := response.GetPlayerId()
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@ -89,145 +157,63 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
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return conn, playerID, nil
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}
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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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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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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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go func() {
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for {
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select {
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case <-quitChan:
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// Send disconnect message to server
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disconnectMsg := &pb.ActionBatch{
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PlayerId: playerID,
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Actions: []*pb.Action{{
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Type: pb.Action_DISCONNECT,
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PlayerId: playerID,
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}},
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}
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writeMessage(conn, disconnectMsg)
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done <- struct{}{}
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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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return
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}
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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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func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers *sync.Map, quitChan <-chan struct{}) {
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defer func() {
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logging.Info.Println("Closing connection and cleaning up for player", playerID)
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conn.Close()
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close(player.QuitDone)
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}()
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reader := bufio.NewReader(conn)
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ticker := time.NewTicker(100 * time.Millisecond)
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defer ticker.Stop()
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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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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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case <-ticker.C:
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// Read message length
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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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return
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continue
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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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// Read message body
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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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continue
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}
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// Process server message
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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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}
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}
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}
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player.Unlock()
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// Update player states
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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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if state == nil {
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logging.Error.Println("Received nil player state")
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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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if state.PlayerId == playerID {
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player.UpdatePosition(state, types.ServerTickRate)
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} else if existing, ok := otherPlayers.Load(state.PlayerId); ok {
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existing.(*types.Player).UpdatePosition(state, types.ServerTickRate)
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} else {
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otherPlayers[state.PlayerId] = types.NewPlayer(state)
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newPlayer := types.NewPlayer(state)
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otherPlayers.Store(state.PlayerId, newPlayer)
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}
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}
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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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}
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}
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if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
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// Handle chat messages
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if handler, ok := player.UserData.(types.ChatMessageHandler); ok {
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handler.HandleServerMessages(serverMessage.ChatMessages)
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}
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}
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Block a user