Fuck yeah server is working :D
This commit is contained in:
129
main.go
129
main.go
@ -2,9 +2,14 @@ package main
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import (
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"fmt"
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"log"
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"math"
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"net"
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"time"
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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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const (
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@ -12,6 +17,8 @@ const (
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MapHeight = 50
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TileSize = 32
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TileHeight = 2.0
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TickRate = 2600 * time.Millisecond // Server tick rate (600ms)
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serverAddr = "localhost:6969"
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)
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var (
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@ -26,11 +33,23 @@ type Tile struct {
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Walkable bool
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}
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type ActionType int
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const (
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MoveAction ActionType = iota
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)
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type Action struct {
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Type ActionType
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X, Y int // Target position for movement
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}
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type Player struct {
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PosActual rl.Vector3
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PosTile Tile
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TargetPath []Tile
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Speed float32
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PosActual rl.Vector3
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PosTile Tile
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TargetPath []Tile
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Speed float32
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ActionQueue []Action // Queue for player actions
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}
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// Initialize the map with some height data
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@ -209,6 +228,7 @@ func HandleInput(player *Player, mapGrid [][]Tile, camera *rl.Camera) {
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// Exclude the first tile (current position)
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if len(path) > 1 {
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player.TargetPath = path[1:]
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player.ActionQueue = append(player.ActionQueue, Action{Type: MoveAction, X: clickedTile.X, Y: clickedTile.Y})
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}
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}
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}
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@ -267,18 +287,6 @@ func main() {
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rl.InitAudioDevice()
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defer rl.CloseAudioDevice()
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playerModel := rl.LoadModel("resources/models/goonion.obj")
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defer rl.UnloadModel(playerModel)
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playerTexture := rl.LoadTexture("resources/models/goonion.png")
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defer rl.UnloadTexture(playerTexture)
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rl.SetMaterialTexture(playerModel.Materials, rl.MapDiffuse, playerTexture)
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coomerModel := rl.LoadModel("resources/models/coomer.obj")
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defer rl.UnloadModel(coomerModel)
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coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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defer rl.UnloadTexture(coomerTexture)
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rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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mapGrid := InitMap()
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player := Player{
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@ -296,6 +304,27 @@ func main() {
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Projection: rl.CameraPerspective,
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}
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conn, playerID, err := ConnectToServer()
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if err != nil {
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log.Fatalf("Failed to connect to server: %v", err)
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}
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log.Printf("Player ID: %d", playerID)
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defer conn.Close()
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go HandleServerCommunication(conn, playerID, &player)
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playerModel := rl.LoadModel("resources/models/goonion.obj")
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defer rl.UnloadModel(playerModel)
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playerTexture := rl.LoadTexture("resources/models/goonion.png")
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defer rl.UnloadTexture(playerTexture)
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rl.SetMaterialTexture(playerModel.Materials, rl.MapDiffuse, playerTexture)
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coomerModel := rl.LoadModel("resources/models/coomer.obj")
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defer rl.UnloadModel(coomerModel)
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coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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defer rl.UnloadTexture(coomerTexture)
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rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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rl.SetTargetFPS(60)
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// Music
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@ -305,6 +334,7 @@ func main() {
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defer rl.UnloadMusicStream(music)
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for !rl.WindowShouldClose() {
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rl.UpdateMusicStream(music)
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// Time management
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@ -337,6 +367,73 @@ func main() {
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}
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}
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func ConnectToServer() (net.Conn, int32, error) {
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// Attempt to connect to the server
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conn, err := net.Dial("tcp", serverAddr)
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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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}
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log.Println("Connected to server. Waiting for player ID...")
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// Buffer for incoming server message
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buf := make([]byte, 1024)
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n, err := conn.Read(buf)
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if err != nil {
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log.Printf("Error reading player ID from server: %v", err)
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return nil, 0, err
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}
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log.Printf("Received data: %x", buf[:n])
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// Unmarshal server message to extract the player ID
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var response pb.ServerMessage
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if err := proto.Unmarshal(buf[:n], &response); err != nil {
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log.Printf("Failed to unmarshal server response: %v", err)
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return nil, 0, err
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}
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playerID := response.GetPlayerId()
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log.Printf("Successfully connected with player ID: %d", playerID)
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return conn, playerID, nil
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}
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func HandleServerCommunication(conn net.Conn, playerID int32, player *Player) {
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for {
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// Check if there are actions in the player's queue
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if len(player.ActionQueue) > 0 {
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// Process the first action in the queue
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actionData := player.ActionQueue[0]
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action := &pb.Action{
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PlayerId: playerID,
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Type: pb.Action_MOVE,
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X: int32(actionData.X),
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Y: int32(actionData.Y),
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}
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// Serialize the action
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data, err := proto.Marshal(action)
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if err != nil {
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log.Printf("Failed to marshal action: %v", err)
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continue
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}
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// Send action to server
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_, err = conn.Write(data)
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if err != nil {
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log.Printf("Failed to send action to server: %v", err)
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return
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}
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// Remove the action from the queue once it's sent
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player.ActionQueue = player.ActionQueue[1:]
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}
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// Add a delay based on the server's tick rate
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time.Sleep(TickRate)
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}
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}
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// pathfinding
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type Node struct {
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Tile Tile
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