Fix chat and other players not showing up
This commit is contained in:
parent
5bf962a18d
commit
555b8118f2
21
constants.go
21
constants.go
@ -2,20 +2,11 @@ package main
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import "time"
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// Game world constants
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const (
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MapWidth = 50
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MapHeight = 50
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TileSize = 32
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TileHeight = 2.0
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TickRate = 600 * time.Millisecond // Server tick rate (600ms)
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serverAddr = "localhost:6969"
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// RuneScape-style tick rate (600ms)
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ServerTickRate = 600 * time.Millisecond
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// Client might run at a higher tick rate for smooth rendering
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ClientTickRate = 50 * time.Millisecond
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// Maximum number of ticks we can get behind before forcing a resync
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MaxTickDesync = 5
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// Server-related constants
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ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
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ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
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MaxTickDesync = 5 // Max ticks behind before forcing resync
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DefaultPort = "6969" // Default server port
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)
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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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2
main.go
2
main.go
@ -51,7 +51,7 @@ func main() {
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}
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// Initialize window with error handling
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rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable MSAA for smoother rendering
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rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
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rl.InitWindow(1024, 768, "GoonScape")
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rl.SetExitKey(0)
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@ -18,10 +18,11 @@ import (
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const protoVersion = 1
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var serverAddr = "boner.be:6969"
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var serverAddr = "boner.be:6969" // Default server address
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func SetServerAddr(addr string) {
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serverAddr = addr
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log.Printf("Server address set to: %s", serverAddr)
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}
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func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
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@ -175,22 +176,33 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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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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log.Printf("Network read error: %v", err)
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errChan <- fmt.Errorf("failed to read message length: %v", err)
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} else {
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log.Printf("Connection closed by server")
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}
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return
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}
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messageLength := binary.BigEndian.Uint32(lengthBuf)
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// Sanity check message size to prevent potential memory issues
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if messageLength > 1024*1024 { // 1MB max message size
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log.Printf("Message size too large: %d bytes", messageLength)
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errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
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return
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}
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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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errChan <- fmt.Errorf("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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continue // Skip this message but don't quit
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}
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player.Lock()
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@ -207,7 +219,11 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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}
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player.Unlock()
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// Process player states
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validPlayerIds := make(map[int32]bool)
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for _, state := range serverMessage.Players {
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validPlayerIds[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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@ -223,21 +239,26 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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continue
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}
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// Update or create other players
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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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log.Printf("Creating new player with ID: %d", state.PlayerId)
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otherPlayers[state.PlayerId] = types.NewPlayer(state)
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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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// Remove players no longer in the server state
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for id := range otherPlayers {
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if id != playerID {
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if id != playerID && !validPlayerIds[id] {
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log.Printf("Removing player with ID: %d", id)
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delete(otherPlayers, id)
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}
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}
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// Handle chat messages
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if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
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log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
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handler.HandleServerMessages(serverMessage.ChatMessages)
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}
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}
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@ -9,7 +9,7 @@ import (
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)
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type Player struct {
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sync.RWMutex
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sync.RWMutex // Keep this for network operations
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Model rl.Model
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Texture rl.Texture2D
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PosActual rl.Vector3
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@ -31,9 +31,7 @@ type Player struct {
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}
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func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
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p.Lock()
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defer p.Unlock()
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// No need for lock here as this is called from a single thread (game loop)
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targetPos := rl.Vector3{
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X: float32(target.X * TileSize),
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Y: mapGrid[target.X][target.Y].Height * TileHeight,
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@ -53,7 +51,7 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
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oldFrame := p.AnimationFrame
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p.AnimationFrame += int32(deltaTime * 60)
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rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)",
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rl.TraceLog(rl.LogDebug, "Walk frame update: %d -> %d (delta: %f)",
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oldFrame, p.AnimationFrame, deltaTime)
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} else {
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wasMoving := p.IsMoving
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@ -65,7 +63,7 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
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oldFrame := p.AnimationFrame
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p.AnimationFrame += int32(deltaTime * 60)
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rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)",
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rl.TraceLog(rl.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
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oldFrame, p.AnimationFrame, deltaTime)
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}
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@ -116,6 +114,7 @@ func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
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}
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func (p *Player) ForceResync(state *pb.PlayerState) {
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// Keep this lock since it's called from the network goroutine
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p.Lock()
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defer p.Unlock()
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