add quit channel to clean up after self
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@ -56,89 +56,98 @@ func ConnectToServer() (net.Conn, int32, error) {
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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) {
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// Create a buffered reader for the connection
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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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go func() {
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for range 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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for {
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select {
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case <-quitChan:
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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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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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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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for {
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// Read message length (4 bytes)
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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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select {
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case <-quitChan:
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return
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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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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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}
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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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default:
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// Read message length (4 bytes)
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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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}
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}
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player.Unlock()
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messageLength := binary.BigEndian.Uint32(lengthBuf)
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for _, state := range serverMessage.Players {
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if state.PlayerId == playerID {
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// Read the full message
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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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}
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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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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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otherPlayers[state.PlayerId] = types.NewPlayer(state)
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}
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}
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player.Lock()
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player.CurrentTick = serverMessage.CurrentTick
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if g, ok := player.UserData.(*game.Game); ok && len(serverMessage.ChatMessages) > 0 {
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g.Chat.HandleServerMessages(serverMessage.ChatMessages)
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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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for _, state := range serverMessage.Players {
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if state.PlayerId == playerID {
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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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} else {
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otherPlayers[state.PlayerId] = types.NewPlayer(state)
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}
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}
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if g, ok := player.UserData.(*game.Game); ok && len(serverMessage.ChatMessages) > 0 {
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g.Chat.HandleServerMessages(serverMessage.ChatMessages)
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}
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}
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}
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}
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