Fix chat and other players not showing up
This commit is contained in:
11
game/chat.go
11
game/chat.go
@ -2,6 +2,7 @@ package game
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import (
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"fmt"
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"log"
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"sync"
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"time"
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@ -54,6 +55,12 @@ 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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if len(messages) == 0 {
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return
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}
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log.Printf("Processing %d chat messages", len(messages))
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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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@ -69,6 +76,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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c.messages = c.messages[1:]
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}
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c.messages = append(c.messages, localMsg)
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log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
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// Scroll to latest message if it's not already visible
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visibleMessages := int((chatHeight - inputHeight) / messageHeight)
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@ -92,6 +100,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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ExpireTime: time.Now().Add(6 * time.Second),
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}
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otherPlayer.Unlock()
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log.Printf("Added floating message to other player %d", msg.PlayerId)
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} else {
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log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
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}
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}
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}
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39
game/game.go
39
game/game.go
@ -24,6 +24,7 @@ type Game struct {
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loginScreen *LoginScreen
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isLoggedIn bool
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cleanupOnce sync.Once
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frameCounter int // For periodic logging
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}
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func New() *Game {
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@ -129,7 +130,28 @@ func (g *Game) Update(deltaTime float32) {
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g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
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}
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// Periodically log information about other players
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g.frameCounter++
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if g.frameCounter%300 == 0 {
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rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
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for id, other := range g.OtherPlayers {
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rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
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id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
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}
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}
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// Process other players
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for _, other := range g.OtherPlayers {
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if other == nil {
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continue
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}
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// Make sure other players have models assigned
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if other.Model.Meshes == nil {
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g.AssignModelToPlayer(other)
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}
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// Update other player movement
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if len(other.TargetPath) > 0 {
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other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
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}
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@ -167,8 +189,8 @@ func (g *Game) DrawMap() {
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}
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func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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player.Lock()
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defer player.Unlock()
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// No need for lock in rendering, we'll use a "take snapshot" approach
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// This avoids potential deadlocks and makes the rendering more consistent
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// Check for invalid model
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if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
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@ -196,14 +218,14 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
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anim := modelAsset.Animations.Walk[0] // Use first walk animation
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if anim.FrameCount > 0 {
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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currentFrame := player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, currentFrame)
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}
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} else if len(modelAsset.Animations.Idle) > 0 {
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anim := modelAsset.Animations.Idle[0] // Use first idle animation
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if anim.FrameCount > 0 {
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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currentFrame := player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, currentFrame)
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}
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}
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}
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@ -445,12 +467,15 @@ func (g *Game) AssignModelToPlayer(player *types.Player) {
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return
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}
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modelIndex := int(player.ID) % len(g.Models)
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// Make sure model index is positive for consistent player appearances
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// Use abs value of ID to ensure consistent appearance for negative IDs
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modelIndex := abs(int(player.ID)) % len(g.Models)
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if modelIndex < 0 || modelIndex >= len(g.Models) {
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// Prevent out of bounds access
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modelIndex = 0
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}
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rl.TraceLog(rl.LogInfo, "Assigning model %d to player %d", modelIndex, player.ID)
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modelAsset := g.Models[modelIndex]
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// Validate model before assigning
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