6 Commits

12 changed files with 1067 additions and 566 deletions

View File

@ -8,6 +8,72 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// ModelLoader handles loading and fallback for 3D models
type ModelLoader struct {
safeMode bool
}
// NewModelLoader creates a new model loader instance
func NewModelLoader() *ModelLoader {
return &ModelLoader{
safeMode: os.Getenv("GOONSCAPE_SAFE_MODE") == "1",
}
}
// IsSafeMode returns if we should avoid loading external models
func (ml *ModelLoader) IsSafeMode() bool {
return ml.safeMode || os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// LoadModel attempts to load a model, returning a placeholder if it fails
func (ml *ModelLoader) LoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if ml.IsSafeMode() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func (ml *ModelLoader) createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
}
// Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet
@ -58,51 +124,8 @@ func CompletelyAvoidExternalModels() bool {
// SafeLoadModel attempts to load a model, returning a placeholder if it fails
func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if CompletelyAvoidExternalModels() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
loader := NewModelLoader()
return loader.LoadModel(fileName, fallbackShape, fallbackColor)
}
func LoadModels() ([]types.ModelAsset, error) {
@ -110,9 +133,7 @@ func LoadModels() ([]types.ModelAsset, error) {
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
models := make([]types.ModelAsset, 0, 3)
// Use environment variable to completely disable model loading
safeMode := CompletelyAvoidExternalModels()
modelLoader := NewModelLoader()
// Colors for the different models
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
@ -120,9 +141,9 @@ func LoadModels() ([]types.ModelAsset, error) {
shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
// If in safe mode, create all models directly without loading
if safeMode {
if modelLoader.IsSafeMode() {
// Gooner model (cube)
cube := createPrimitiveShape(0)
cube := modelLoader.createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
@ -130,7 +151,7 @@ func LoadModels() ([]types.ModelAsset, error) {
})
// Coomer model (sphere)
sphere := createPrimitiveShape(1)
sphere := modelLoader.createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
@ -138,7 +159,7 @@ func LoadModels() ([]types.ModelAsset, error) {
})
// Shreke model (cylinder)
cylinder := createPrimitiveShape(2)
cylinder := modelLoader.createPrimitiveShape(2)
models = append(models, types.ModelAsset{
Model: cylinder,
YOffset: 0.0,
@ -154,7 +175,7 @@ func LoadModels() ([]types.ModelAsset, error) {
var success bool
var modelColor rl.Color
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
goonerModel, success, modelColor = modelLoader.LoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
// Create animations only if model was loaded successfully
var goonerAnims types.AnimationSet
@ -184,7 +205,7 @@ func LoadModels() ([]types.ModelAsset, error) {
// Coomer model with safe loading - using a sphere shape
var coomerModel rl.Model
coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
coomerModel, success, modelColor = modelLoader.LoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
if success {
// Only load animations if the model loaded successfully
@ -219,7 +240,7 @@ func LoadModels() ([]types.ModelAsset, error) {
// Shreke model with safe loading - using a cylinder shape
var shrekeModel rl.Model
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
shrekeModel, success, modelColor = modelLoader.LoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded

View File

@ -9,4 +9,26 @@ const (
ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
MaxTickDesync = 5 // Max ticks behind before forcing resync
DefaultPort = "6969" // Default server port
// Map constants
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
)
// UI constants
const (
ChatMargin = 10
ChatHeight = 200
MessageHeight = 20
InputHeight = 30
MaxMessages = 50
)
// Environment variable names
const (
EnvSafeMode = "GOONSCAPE_SAFE_MODE"
EnvDisableAnimations = "GOONSCAPE_DISABLE_ANIMATIONS"
EnvDisableAudio = "GOONSCAPE_DISABLE_AUDIO"
)

View File

@ -11,13 +11,9 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// Local UI constants (these could be moved to a centralized constants package later)
const (
maxMessages = 50
chatMargin = 10 // Margin from screen edges
chatHeight = 200
messageHeight = 20
inputHeight = 30
runeLimit = 256
runeLimit = 256
)
type Chat struct {
@ -32,7 +28,7 @@ type Chat struct {
func NewChat() *Chat {
return &Chat{
messages: make([]types.ChatMessage, 0, maxMessages),
messages: make([]types.ChatMessage, 0, types.MaxChatMessages),
inputBuffer: make([]rune, 0, runeLimit),
}
}
@ -44,7 +40,7 @@ func (c *Chat) AddMessage(playerID int32, content string) {
Time: time.Now(),
}
if len(c.messages) >= maxMessages {
if len(c.messages) >= types.MaxChatMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, msg)
@ -63,6 +59,12 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
// Convert protobuf messages to our local type
for _, msg := range messages {
// Skip invalid messages
if msg == nil {
log.Printf("Warning: Received nil chat message")
continue
}
localMsg := types.ChatMessage{
PlayerID: msg.PlayerId,
Username: msg.Username,
@ -72,37 +74,54 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
// Only add if it's not already in our history
if len(c.messages) == 0 || c.messages[len(c.messages)-1].Time.UnixNano() < msg.Timestamp {
if len(c.messages) >= maxMessages {
if len(c.messages) >= types.MaxChatMessages {
c.messages = c.messages[1:]
}
c.messages = append(c.messages, localMsg)
log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
// Scroll to latest message if it's not already visible
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
if len(c.messages) > visibleMessages {
c.scrollOffset = len(c.messages) - visibleMessages
}
// Add floating message to the player
if game, ok := c.userData.(*Game); ok {
if msg.PlayerId == game.Player.ID {
game.Player.Lock()
game.Player.FloatingMessage = &types.FloatingMessage{
if game, ok := c.userData.(*Game); ok && game != nil {
// Make sure each game component exists before using it
if game.PlayerManager == nil {
log.Printf("Warning: PlayerManager is nil when processing chat message")
continue
}
if msg.PlayerId == game.PlayerManager.LocalPlayer.ID {
// Check if local player exists
if game.PlayerManager.LocalPlayer == nil {
log.Printf("Warning: Local player is nil when trying to add floating message")
continue
}
game.PlayerManager.LocalPlayer.Lock()
game.PlayerManager.LocalPlayer.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
game.Player.Unlock()
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists {
otherPlayer.Lock()
otherPlayer.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
otherPlayer.Unlock()
log.Printf("Added floating message to other player %d", msg.PlayerId)
game.PlayerManager.LocalPlayer.Unlock()
} else {
log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
// The other player might not be in our list yet, handle safely
player := game.PlayerManager.GetPlayer(msg.PlayerId)
if player == nil {
log.Printf("Could not find other player %d to add floating message (player not in game yet)", msg.PlayerId)
continue
}
player.Lock()
player.FloatingMessage = &types.FloatingMessage{
Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second),
}
player.Unlock()
log.Printf("Added floating message to other player %d", msg.PlayerId)
}
}
}
@ -114,16 +133,16 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)
chatWindowWidth := screenWidth - (types.ChatMargin * 2)
// Draw chat window background
chatX := float32(chatMargin)
chatY := float32(screenHeight - chatHeight - chatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, chatHeight, rl.ColorAlpha(rl.Black, 0.5))
chatX := float32(types.ChatMargin)
chatY := float32(screenHeight - types.ChatHeight - types.ChatMargin)
rl.DrawRectangle(int32(chatX), int32(chatY), chatWindowWidth, types.ChatHeight, rl.ColorAlpha(rl.Black, 0.5))
// Draw messages from oldest to newest
messageY := chatY + 5
visibleMessages := int((chatHeight - inputHeight) / messageHeight)
visibleMessages := int((types.ChatHeight - types.InputHeight) / types.MessageHeight)
// Auto-scroll to bottom if no manual scrolling has occurred
if c.scrollOffset == 0 {
@ -145,12 +164,12 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
}
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
messageY += messageHeight
messageY += types.MessageHeight
}
// Draw input field
inputY := chatY + float32(chatHeight-inputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, inputHeight, rl.ColorAlpha(rl.White, 0.3))
inputY := chatY + float32(types.ChatHeight-types.InputHeight)
rl.DrawRectangle(int32(chatX), int32(inputY), chatWindowWidth, types.InputHeight, rl.ColorAlpha(rl.White, 0.3))
if c.isTyping {
inputText := string(c.inputBuffer)
rl.DrawText(inputText, int32(chatX)+5, int32(inputY)+5, 20, rl.White)
@ -168,7 +187,7 @@ func (c *Chat) Update() (string, bool) {
if !c.isTyping {
wheelMove := rl.GetMouseWheelMove()
if wheelMove != 0 {
maxScroll := max(0, len(c.messages)-int((chatHeight-inputHeight)/messageHeight))
maxScroll := max(0, len(c.messages)-int((types.ChatHeight-types.InputHeight)/types.MessageHeight))
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
}

107
game/components.go Normal file
View File

@ -0,0 +1,107 @@
package game
import (
"sync"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// PlayerManager handles all player-related operations
type PlayerManager struct {
LocalPlayer *types.Player
OtherPlayers map[int32]*types.Player
mutex sync.RWMutex
}
// NewPlayerManager creates a new player manager
func NewPlayerManager() *PlayerManager {
return &PlayerManager{
OtherPlayers: make(map[int32]*types.Player),
}
}
// GetPlayer returns the player with the given ID, or the local player if ID matches
func (pm *PlayerManager) GetPlayer(id int32) *types.Player {
pm.mutex.RLock()
defer pm.mutex.RUnlock()
if pm.LocalPlayer != nil && pm.LocalPlayer.ID == id {
return pm.LocalPlayer
}
return pm.OtherPlayers[id]
}
// AddPlayer adds a player to the manager
func (pm *PlayerManager) AddPlayer(player *types.Player) {
pm.mutex.Lock()
defer pm.mutex.Unlock()
pm.OtherPlayers[player.ID] = player
}
// RemovePlayer removes a player from the manager
func (pm *PlayerManager) RemovePlayer(id int32) {
pm.mutex.Lock()
defer pm.mutex.Unlock()
delete(pm.OtherPlayers, id)
}
// AssetManager handles all game assets
type AssetManager struct {
Models []types.ModelAsset
Music rl.Music
}
// NewAssetManager creates a new asset manager
func NewAssetManager() *AssetManager {
return &AssetManager{}
}
// GetModelForPlayer returns the appropriate model for a player
func (am *AssetManager) GetModelForPlayer(playerID int32) (types.ModelAsset, bool) {
if len(am.Models) == 0 {
return types.ModelAsset{}, false
}
// Simple model assignment based on player ID
modelIndex := int(playerID) % len(am.Models)
return am.Models[modelIndex], true
}
// UIManager manages all user interface components
type UIManager struct {
Chat *Chat
LoginScreen *LoginScreen
IsLoggedIn bool
MenuOpen bool
}
// NewUIManager creates a new UI manager
func NewUIManager() *UIManager {
return &UIManager{
Chat: NewChat(),
LoginScreen: NewLoginScreen(),
}
}
// HandleChatInput processes chat input and returns messages to send
func (ui *UIManager) HandleChatInput() (string, bool) {
return ui.Chat.Update()
}
// DrawUI renders all UI components
func (ui *UIManager) DrawUI(screenWidth, screenHeight int32) {
if !ui.IsLoggedIn {
ui.LoginScreen.Draw()
} else {
if ui.MenuOpen {
// Draw menu
}
// Draw chat always when logged in
ui.Chat.Draw(screenWidth, screenHeight)
}
}

View File

@ -1,7 +1,7 @@
package game
import (
"fmt"
"log"
"sync"
"time"
@ -13,151 +13,179 @@ import (
)
type Game struct {
Player *types.Player
OtherPlayers map[int32]*types.Player
// Component-based architecture
PlayerManager *PlayerManager
AssetManager *AssetManager
UIManager *UIManager
// Core game state
Camera rl.Camera3D
Models []types.ModelAsset
Music rl.Music
Chat *Chat
MenuOpen bool
quitChan chan struct{}
loginScreen *LoginScreen
isLoggedIn bool
cleanupOnce sync.Once
frameCounter int // For periodic logging
}
func New() *Game {
InitWorld()
game := &Game{
OtherPlayers: make(map[int32]*types.Player),
// Create managers
playerManager := NewPlayerManager()
assetManager := NewAssetManager()
uiManager := NewUIManager()
g := &Game{
PlayerManager: playerManager,
AssetManager: assetManager,
UIManager: uiManager,
Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0),
Up: rl.NewVector3(0, 1, 0),
Position: rl.NewVector3(0.0, 20.0, 0.0),
Target: rl.NewVector3(0.0, 0.0, 0.0),
Up: rl.NewVector3(0.0, 1.0, 0.0),
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
quitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
quitChan: make(chan struct{}),
}
game.Chat.userData = game
return game
// Set up inter-component references
g.UIManager.Chat.userData = g // Pass game instance to chat for callbacks
// Initialize world
InitWorld()
return g
}
func (g *Game) LoadAssets() error {
var loadErr error
defer func() {
if r := recover(); r != nil {
loadErr = fmt.Errorf("panic during asset loading: %v", r)
// Cleanup any partially loaded assets
g.Cleanup()
return SafeExecute(func() error {
// Load models
var err error
models, err := assets.LoadModels()
if err != nil {
log.Printf("Warning: Failed to load models: %v", err)
}
}()
g.AssetManager.Models = models
// Load models with better error handling
g.Models, loadErr = assets.LoadModels()
if loadErr != nil {
return fmt.Errorf("failed to load models: %v", loadErr)
}
// Verify model loading
for i, model := range g.Models {
if model.Model.Meshes == nil {
return fmt.Errorf("model %d failed to load properly", i)
// Try to load music
music, err := assets.LoadMusic("resources/audio/GoonScape1.mp3")
if err != nil {
log.Printf("Warning: Failed to load music: %v", err)
} else {
g.AssetManager.Music = music
}
}
// Load music with better error handling
g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if loadErr != nil {
return fmt.Errorf("failed to load music: %v", loadErr)
}
return nil
return nil
})
}
func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn {
username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted {
// Handle login screen if not logged in
if !g.UIManager.IsLoggedIn {
// Handle login
username, password, isRegistering, doAuth := g.UIManager.LoginScreen.Update()
if doAuth {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
if err != nil {
g.loginScreen.SetError(err.Error())
g.UIManager.LoginScreen.SetError(err.Error())
return
}
g.Player = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
g.PlayerManager.LocalPlayer = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
ActionQueue: []*pb.Action{},
QuitDone: make(chan struct{}),
ID: playerID,
}
g.AssignModelToPlayer(g.Player)
g.AssignModelToPlayer(g.PlayerManager.LocalPlayer)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
g.isLoggedIn = true
// Set user data to allow chat message handling
g.PlayerManager.LocalPlayer.UserData = g
go network.HandleServerCommunication(conn, playerID, g.PlayerManager.LocalPlayer, g.PlayerManager.OtherPlayers, g.quitChan)
g.UIManager.IsLoggedIn = true
}
return
}
// Skip update logic if player is not initialized yet
if g.PlayerManager.LocalPlayer == nil {
log.Printf("Warning: LocalPlayer is nil during update, skipping")
return
}
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen
g.UIManager.MenuOpen = !g.UIManager.MenuOpen
return
}
// Don't process other inputs if menu is open
if g.MenuOpen {
if g.UIManager.MenuOpen {
return
}
if message, sent := g.Chat.Update(); sent {
g.Player.Lock()
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
// Handle chat updates
if message, sent := g.UIManager.Chat.Update(); sent {
g.PlayerManager.LocalPlayer.Lock()
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
Type: pb.Action_CHAT,
ChatMessage: message,
PlayerId: g.Player.ID,
PlayerId: g.PlayerManager.LocalPlayer.ID,
})
g.Player.Unlock()
g.PlayerManager.LocalPlayer.Unlock()
}
// Process player input
g.HandleInput()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
// Update local player movement
if g.PlayerManager.LocalPlayer.TargetPath != nil && len(g.PlayerManager.LocalPlayer.TargetPath) > 0 {
g.PlayerManager.LocalPlayer.MoveTowards(g.PlayerManager.LocalPlayer.TargetPath[0], deltaTime, GetMapGrid())
}
// Periodically log information about other players
g.frameCounter++
if g.frameCounter%300 == 0 {
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.OtherPlayers))
for id, other := range g.OtherPlayers {
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Has model: %v",
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z, other.Model.Meshes != nil)
rl.TraceLog(rl.LogInfo, "There are %d other players", len(g.PlayerManager.OtherPlayers))
for id, other := range g.PlayerManager.OtherPlayers {
if other != nil {
// Calculate tile coordinates from absolute position
tileX := int(other.PosActual.X / float32(types.TileSize))
tileY := int(other.PosActual.Z / float32(types.TileSize))
rl.TraceLog(rl.LogInfo, "Other player ID: %d, Position: (%f, %f, %f), Tile: (%d, %d), Has model: %v",
id, other.PosActual.X, other.PosActual.Y, other.PosActual.Z,
tileX, tileY, other.Model.Meshes != nil)
} else {
rl.TraceLog(rl.LogInfo, "Other player ID: %d is nil", id)
}
}
}
// Process other players
for _, other := range g.OtherPlayers {
for _, other := range g.PlayerManager.OtherPlayers {
if other == nil {
continue
}
// Make sure other players have models assigned
if other.TargetPath != nil && len(other.TargetPath) > 0 {
target := other.TargetPath[0]
other.MoveTowards(target, deltaTime, GetMapGrid())
}
// Assign model if needed
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
}
// Update other player movement
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
}
}
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
// Update camera position
UpdateCamera(&g.Camera, g.PlayerManager.LocalPlayer.PosActual, deltaTime)
// Update music if available
if g.AssetManager.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(g.AssetManager.Music)
}
}
func (g *Game) DrawMap() {
@ -189,203 +217,169 @@ func (g *Game) DrawMap() {
}
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
// No need for lock in rendering, we'll use a "take snapshot" approach
// This avoids potential deadlocks and makes the rendering more consistent
// Check for invalid model
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
// Don't try to draw invalid models
if player == nil {
return
}
grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
// Get necessary data
modelIndex := int(player.ID) % len(g.AssetManager.Models)
if modelIndex < 0 || modelIndex >= len(g.AssetManager.Models) {
modelIndex = 0
}
modelAsset := g.Models[modelIndex]
modelAsset := g.AssetManager.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
// Calculate position
const defaultHeight = 8.0
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
Y: player.PosActual.Y + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
// Check if model has animations
if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation
if anim.FrameCount > 0 {
currentFrame := player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, currentFrame)
}
} else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation
if anim.FrameCount > 0 {
currentFrame := player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, currentFrame)
}
}
}
// Use placeholder color if it's set, otherwise use white
// Simple drawing with scale parameter
var drawColor rl.Color = rl.White
if player.PlaceholderColor.A > 0 {
drawColor = player.PlaceholderColor
}
rl.DrawModel(model, playerPos, 16, drawColor)
// Draw floating messages and path indicators
// Draw the model at normal scale (16.0)
rl.DrawModel(model, playerPos, 16.0, drawColor)
// Update floating message position
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
worldPos := rl.Vector3{
X: playerPos.X,
Y: playerPos.Y + 24.0,
Y: playerPos.Y + 24.0, // Position above head
Z: playerPos.Z,
}, g.Camera)
}
player.FloatingMessage.ScreenPos = rl.GetWorldToScreen(worldPos, g.Camera)
}
}
player.FloatingMessage.ScreenPos = screenPos
func (g *Game) DrawFloatingMessages() {
var drawFloatingMessage = func(msg *types.FloatingMessage) {
if msg == nil || time.Now().After(msg.ExpireTime) {
return
}
// Draw the message with RuneScape-style coloring (black outline with yellow text)
text := msg.Content
textWidth := rl.MeasureText(text, 20)
// Draw black outline by offsetting the text slightly in all directions
for offsetX := -2; offsetX <= 2; offsetX++ {
for offsetY := -2; offsetY <= 2; offsetY++ {
rl.DrawText(text,
int32(msg.ScreenPos.X)-textWidth/2+int32(offsetX),
int32(msg.ScreenPos.Y)+int32(offsetY),
20,
rl.Black)
}
}
// Draw the yellow text on top
rl.DrawText(text, int32(msg.ScreenPos.X)-textWidth/2, int32(msg.ScreenPos.Y), 20, rl.Yellow)
}
if len(player.TargetPath) > 0 {
targetTile := player.TargetPath[len(player.TargetPath)-1]
targetPos := rl.Vector3{
X: float32(targetTile.X * types.TileSize),
Y: grid[targetTile.X][targetTile.Y].Height * types.TileHeight,
Z: float32(targetTile.Y * types.TileSize),
}
rl.DrawCubeWires(targetPos, types.TileSize, types.TileHeight, types.TileSize, rl.Green)
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.FloatingMessage != nil {
drawFloatingMessage(g.PlayerManager.LocalPlayer.FloatingMessage)
}
nextTile := player.TargetPath[0]
nextPos := rl.Vector3{
X: float32(nextTile.X * types.TileSize),
Y: grid[nextTile.X][nextTile.Y].Height * types.TileHeight,
Z: float32(nextTile.Y * types.TileSize),
for _, other := range g.PlayerManager.OtherPlayers {
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage)
}
rl.DrawCubeWires(nextPos, types.TileSize, types.TileHeight, types.TileSize, rl.Yellow)
}
}
func (g *Game) Render() {
rl.BeginDrawing()
defer func() {
// This defer will catch any panics that might occur during rendering
// and ensure EndDrawing gets called to maintain proper graphics state
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic during rendering: %v", r)
}
rl.EndDrawing()
}()
defer rl.EndDrawing()
rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn {
g.loginScreen.Draw()
if !g.UIManager.IsLoggedIn {
g.UIManager.LoginScreen.Draw()
return
}
// Draw 3D elements
rl.BeginMode3D(g.Camera)
g.DrawMap()
// Draw player only if valid
if g.Player != nil && g.Player.Model.Meshes != nil {
g.DrawPlayer(g.Player, g.Player.Model)
if g.PlayerManager.LocalPlayer != nil && g.PlayerManager.LocalPlayer.Model.Meshes != nil {
g.DrawPlayer(g.PlayerManager.LocalPlayer, g.PlayerManager.LocalPlayer.Model)
}
// Draw other players with defensive checks
for _, other := range g.OtherPlayers {
for _, other := range g.PlayerManager.OtherPlayers {
if other == nil {
continue
}
// Make sure model is assigned
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
// Skip this frame if assignment failed
if other.Model.Meshes == nil {
continue
}
if other.Model.Meshes != nil {
g.DrawPlayer(other, other.Model)
}
g.DrawPlayer(other, other.Model)
}
rl.EndMode3D()
// Draw floating messages
drawFloatingMessage := func(msg *types.FloatingMessage) {
if msg == nil || time.Now().After(msg.ExpireTime) {
return
}
pos := msg.ScreenPos
text := msg.Content
textWidth := rl.MeasureText(text, 20)
for offsetX := -2; offsetX <= 2; offsetX++ {
for offsetY := -2; offsetY <= 2; offsetY++ {
rl.DrawText(text,
int32(pos.X)-textWidth/2+int32(offsetX),
int32(pos.Y)+int32(offsetY),
20,
rl.Black)
}
}
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
}
if g.Player != nil && g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage)
}
for _, other := range g.OtherPlayers {
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage)
}
}
// Draw floating messages with RuneScape style
g.DrawFloatingMessages()
// Draw menu if open
if g.MenuOpen {
if g.UIManager.MenuOpen {
g.DrawMenu()
}
// Only draw chat if menu is not open
if !g.MenuOpen && g.Chat != nil {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
if !g.UIManager.MenuOpen && g.UIManager.Chat != nil {
g.UIManager.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
// Draw FPS counter
rl.DrawFPS(10, 10)
}
func (g *Game) Cleanup() {
g.cleanupOnce.Do(func() {
// Stop music first
if g.Music.Stream.Buffer != nil {
rl.StopMusicStream(g.Music)
rl.UnloadMusicStream(g.Music)
}
// Unload textures
for _, model := range g.Models {
// Cleanup models
for _, model := range g.AssetManager.Models {
rl.UnloadModel(model.Model)
if model.Texture.ID > 0 {
rl.UnloadTexture(model.Texture)
}
}
// Unload music
if g.AssetManager.Music.Stream.Buffer != nil {
rl.UnloadMusicStream(g.AssetManager.Music)
}
// Only close the channel if it hasn't been closed yet
select {
case <-g.quitChan:
// Channel already closed, do nothing
default:
close(g.quitChan)
}
})
}
func (g *Game) HandleInput() {
clickedTile, clicked := g.GetTileAtMouse()
if clicked {
path := FindPath(GetTile(g.Player.PosTile.X, g.Player.PosTile.Y), clickedTile)
path := FindPath(GetTile(g.PlayerManager.LocalPlayer.PosTile.X, g.PlayerManager.LocalPlayer.PosTile.Y), clickedTile)
if len(path) > 1 {
g.Player.Lock()
g.Player.TargetPath = path[1:]
g.Player.ActionQueue = append(g.Player.ActionQueue, &pb.Action{
g.PlayerManager.LocalPlayer.Lock()
g.PlayerManager.LocalPlayer.TargetPath = path[1:]
g.PlayerManager.LocalPlayer.ActionQueue = append(g.PlayerManager.LocalPlayer.ActionQueue, &pb.Action{
Type: pb.Action_MOVE,
X: int32(clickedTile.X),
Y: int32(clickedTile.Y),
PlayerId: g.Player.ID,
PlayerId: g.PlayerManager.LocalPlayer.ID,
})
g.Player.Unlock()
g.PlayerManager.LocalPlayer.Unlock()
}
}
}
@ -394,66 +388,63 @@ func (g *Game) DrawMenu() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Semi-transparent background
// Draw semi-transparent background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.ColorAlpha(rl.Black, 0.7))
// Menu title
title := "Menu"
titleSize := int32(40)
titleWidth := rl.MeasureText(title, titleSize)
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.White)
// Draw menu items
menuItems := []string{"Resume", "Settings", "Quit"}
menuY := screenHeight/2 - float32(len(menuItems)*40)/2
// Menu buttons
buttonWidth := float32(200)
buttonHeight := float32(40)
buttonY := float32(200)
buttonSpacing := float32(60)
menuItems := []string{"Resume", "Settings", "Exit Game"}
for _, item := range menuItems {
buttonRect := rl.Rectangle{
X: screenWidth/2 - buttonWidth/2,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
// Check mouse hover
for i, item := range menuItems {
itemY := menuY + float32(i*40)
mousePoint := rl.GetMousePosition()
mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
itemRect := rl.Rectangle{X: screenWidth/2 - 100, Y: itemY, Width: 200, Height: 36}
// Draw button
if mouseHover {
rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item {
case "Resume":
g.MenuOpen = false
case "Settings":
// TODO: Implement settings
case "Exit Game":
g.Shutdown()
}
}
// Check for hover
isHover := rl.CheckCollisionPointRec(mousePoint, itemRect)
// Draw button background
if isHover {
rl.DrawRectangleRec(itemRect, rl.ColorAlpha(rl.White, 0.3))
} else {
rl.DrawRectangleRec(itemRect, rl.ColorAlpha(rl.White, 0.1))
}
// Draw button text
textSize := int32(20)
textWidth := rl.MeasureText(item, textSize)
textX := int32(buttonRect.X+buttonRect.Width/2) - textWidth/2
textY := int32(buttonRect.Y + buttonRect.Height/2 - float32(textSize)/2)
rl.DrawText(item, textX, textY, textSize, rl.White)
textWidth := rl.MeasureText(item, 20)
rl.DrawText(item, int32(itemRect.X+(itemRect.Width-float32(textWidth))/2), int32(itemRect.Y+8), 20, rl.White)
buttonY += buttonSpacing
// Handle click
if isHover && rl.IsMouseButtonReleased(rl.MouseLeftButton) {
switch item {
case "Resume":
g.UIManager.MenuOpen = false
case "Settings":
// TODO: Implement settings
case "Quit":
g.Shutdown()
rl.CloseWindow()
}
}
}
}
func (g *Game) Shutdown() {
close(g.quitChan)
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
// Check if Chat is properly initialized
if g.UIManager != nil && g.UIManager.Chat != nil {
g.UIManager.Chat.HandleServerMessages(messages)
} else {
log.Printf("Warning: Cannot handle server messages, Chat is not initialized")
}
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
}
func (g *Game) Shutdown() {
// Use the cleanup method which has channel-closing safety
g.Cleanup()
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
@ -461,34 +452,16 @@ func (g *Game) AssignModelToPlayer(player *types.Player) {
return
}
// Defensive check for empty models array
if len(g.Models) == 0 {
rl.TraceLog(rl.LogWarning, "No models available to assign to player")
return
}
// Make sure model index is positive for consistent player appearances
// Use abs value of ID to ensure consistent appearance for negative IDs
modelIndex := abs(int(player.ID)) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
rl.TraceLog(rl.LogInfo, "Assigning model %d to player %d", modelIndex, player.ID)
modelAsset := g.Models[modelIndex]
// Validate model before assigning
if modelAsset.Model.Meshes == nil {
rl.TraceLog(rl.LogWarning, "Trying to assign invalid model to player %d", player.ID)
modelAsset, found := g.AssetManager.GetModelForPlayer(player.ID)
if !found {
return
}
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
player.PlaceholderColor = modelAsset.PlaceholderColor
}
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
// Initialize animations if available
if len(modelAsset.Animations.Idle) > 0 || len(modelAsset.Animations.Walk) > 0 {
player.InitializeAnimations(modelAsset.Animations)
}
}

View File

@ -1,91 +1,157 @@
package game
import (
"container/heap"
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
)
// Node represents a node in the A* pathfinding algorithm
type Node struct {
Tile types.Tile
Parent *Node
G, H, F float32
G, H, F float32 // G = cost from start, H = heuristic to goal, F = G + H
}
// PriorityQueue implements a min-heap for nodes ordered by F value
type PriorityQueue []*Node
// Implement the heap.Interface for PriorityQueue
func (pq PriorityQueue) Len() int { return len(pq) }
func (pq PriorityQueue) Less(i, j int) bool {
return pq[i].F < pq[j].F
}
func (pq PriorityQueue) Swap(i, j int) {
pq[i], pq[j] = pq[j], pq[i]
}
func (pq *PriorityQueue) Push(x interface{}) {
item := x.(*Node)
*pq = append(*pq, item)
}
func (pq *PriorityQueue) Pop() interface{} {
old := *pq
n := len(old)
item := old[n-1]
*pq = old[0 : n-1]
return item
}
// Helper to check if tile is in priority queue
func isInQueue(queue *PriorityQueue, tile types.Tile) (bool, *Node) {
for _, node := range *queue {
if node.Tile.X == tile.X && node.Tile.Y == tile.Y {
return true, node
}
}
return false, nil
}
// FindPath implements A* pathfinding algorithm with a priority queue
func FindPath(start, end types.Tile) []types.Tile {
openList := []*Node{}
closedList := make(map[[2]int]bool)
// Initialize open and closed sets
openSet := &PriorityQueue{}
heap.Init(openSet)
startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
closedSet := make(map[[2]int]bool)
// Create start node and add to open set
startNode := &Node{
Tile: start,
Parent: nil,
G: 0,
H: heuristic(start, end),
}
startNode.F = startNode.G + startNode.H
openList = append(openList, startNode)
heap.Push(openSet, startNode)
for len(openList) > 0 {
current := openList[0]
currentIndex := 0
for i, node := range openList {
if node.F < current.F {
current = node
currentIndex = i
}
}
openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
// Main search loop
for openSet.Len() > 0 {
// Get node with lowest F score
current := heap.Pop(openSet).(*Node)
// If we reached the goal, reconstruct and return the path
if current.Tile.X == end.X && current.Tile.Y == end.Y {
path := []types.Tile{}
node := current
for node != nil {
path = append([]types.Tile{node.Tile}, path...)
node = node.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
return reconstructPath(current)
}
neighbors := GetNeighbors(current.Tile)
for _, neighbor := range neighbors {
if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
// Add current to closed set
closedSet[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check all neighbors
for _, neighbor := range GetNeighbors(current.Tile) {
// Skip if in closed set or not walkable
if !neighbor.Walkable || closedSet[[2]int{neighbor.X, neighbor.Y}] {
continue
}
// Calculate tentative G score
tentativeG := current.G + distance(current.Tile, neighbor)
inOpen := false
var existingNode *Node
for _, node := range openList {
if node.Tile.X == neighbor.X && node.Tile.Y == neighbor.Y {
existingNode = node
inOpen = true
break
}
}
// Check if in open set
inOpen, existingNode := isInQueue(openSet, neighbor)
// If not in open set or better path found
if !inOpen || tentativeG < existingNode.G {
newNode := &Node{
Tile: neighbor,
Parent: current,
G: tentativeG,
H: heuristic(neighbor, end),
// Create or update the node
var neighborNode *Node
if inOpen {
neighborNode = existingNode
} else {
neighborNode = &Node{
Tile: neighbor,
Parent: current,
}
}
newNode.F = newNode.G + newNode.H
// Update scores
neighborNode.G = tentativeG
neighborNode.H = heuristic(neighbor, end)
neighborNode.F = neighborNode.G + neighborNode.H
neighborNode.Parent = current
// Add to open set if not already there
if !inOpen {
openList = append(openList, newNode)
heap.Push(openSet, neighborNode)
}
}
}
}
// No path found
return nil
}
// reconstructPath builds the path from goal node to start
func reconstructPath(node *Node) []types.Tile {
path := []types.Tile{}
current := node
// Follow parent pointers back to start
for current != nil {
path = append([]types.Tile{current.Tile}, path...)
current = current.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
}
// heuristic estimates cost from current to goal (Manhattan distance)
func heuristic(a, b types.Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
}
// distance calculates cost between adjacent tiles
func distance(a, b types.Tile) float32 {
return 1.0 // uniform cost for now
}
// GetNeighbors returns walkable tiles adjacent to the given tile
func GetNeighbors(tile types.Tile) []types.Tile {
directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
@ -104,6 +170,7 @@ func GetNeighbors(tile types.Tile) []types.Tile {
return neighbors
}
// abs returns the absolute value of x
func abs(x int) int {
if x < 0 {
return -x

View File

@ -1,9 +1,36 @@
package game
import (
"fmt"
"log"
"runtime/debug"
rl "github.com/gen2brain/raylib-go/raylib"
)
// SafeExecute runs a function and recovers from panics
func SafeExecute(action func() error) (err error) {
defer func() {
if r := recover(); r != nil {
stack := debug.Stack()
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
err = fmt.Errorf("recovered from panic: %v", r)
}
}()
return action()
}
// SafeExecuteVoid runs a void function and recovers from panics
func SafeExecuteVoid(action func()) {
defer func() {
if r := recover(); r != nil {
stack := debug.Stack()
log.Printf("Recovered from panic: %v\nStack trace:\n%s", r, stack)
}
}()
action()
}
func RayIntersectsBox(ray rl.Ray, boxMin, boxMax rl.Vector3) bool {
tmin := (boxMin.X - ray.Position.X) / ray.Direction.X
tmax := (boxMax.X - ray.Position.X) / ray.Direction.X

10
main.go
View File

@ -101,9 +101,9 @@ func main() {
rl.SetTargetFPS(60)
// Play music if available
if gameInstance.Music.Stream.Buffer != nil {
rl.PlayMusicStream(gameInstance.Music)
rl.SetMusicVolume(gameInstance.Music, 0.5)
if gameInstance.AssetManager.Music.Stream.Buffer != nil {
rl.PlayMusicStream(gameInstance.AssetManager.Music)
rl.SetMusicVolume(gameInstance.AssetManager.Music, 0.5)
}
// Handle OS signals for clean shutdown
@ -121,8 +121,8 @@ func main() {
deltaTime := rl.GetFrameTime()
// Update music if available
if gameInstance.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(gameInstance.Music)
if gameInstance.AssetManager.Music.Stream.Buffer != nil {
rl.UpdateMusicStream(gameInstance.AssetManager.Music)
}
func() {

View File

@ -18,22 +18,226 @@ import (
const protoVersion = 1
var serverAddr = "boner.be:6969" // Default server address
var serverAddr = "boner.be:6969" // Default server address
var lastSeenMessageTimestamp int64 = 0 // Track the last message timestamp seen by this client
func SetServerAddr(addr string) {
serverAddr = addr
log.Printf("Server address set to: %s", serverAddr)
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
conn, err := net.Dial("tcp", serverAddr)
// MessageHandler handles reading and writing protobuf messages
type MessageHandler struct {
conn net.Conn
reader *bufio.Reader
}
// NewMessageHandler creates a new message handler
func NewMessageHandler(conn net.Conn) *MessageHandler {
return &MessageHandler{
conn: conn,
reader: bufio.NewReader(conn),
}
}
// ReadMessage reads a single message from the network
func (mh *MessageHandler) ReadMessage() (*pb.ServerMessage, error) {
// Read message length
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(mh.reader, lengthBuf); err != nil {
return nil, fmt.Errorf("failed to read message length: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Sanity check message size
if messageLength > 1024*1024 { // 1MB max message size
return nil, fmt.Errorf("message size too large: %d bytes", messageLength)
}
// Read message body
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(mh.reader, messageBuf); err != nil {
return nil, fmt.Errorf("failed to read message body: %v", err)
}
// Unmarshal the message
var message pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &message); err != nil {
return nil, fmt.Errorf("failed to unmarshal message: %v", err)
}
return &message, nil
}
// WriteMessage writes a protobuf message to the network
func (mh *MessageHandler) WriteMessage(msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := mh.conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = mh.conn.Write(data)
return err
}
// UpdateGameState processes a server message and updates game state
func UpdateGameState(serverMessage *pb.ServerMessage, player *types.Player, otherPlayers map[int32]*types.Player) {
// Safety check for nil inputs
if serverMessage == nil {
log.Printf("Warning: Received nil server message")
return
}
if player == nil {
log.Printf("Warning: Local player is nil when updating game state")
return
}
if otherPlayers == nil {
log.Printf("Warning: otherPlayers map is nil when updating game state")
return
}
playerID := player.ID
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state != nil && state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players {
// Skip invalid player states
if state == nil {
log.Printf("Warning: Received nil player state")
continue
}
validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
if otherPlayer != nil {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
// Replace nil player with a new one
log.Printf("Replacing nil player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
} else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players no longer in the server state
for id := range otherPlayers {
if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id)
}
}
// Handle chat messages with safety checks
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && handler != nil && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
// Make sure we have valid chat messages
validMessages := make([]*pb.ChatMessage, 0, len(serverMessage.ChatMessages))
for _, msg := range serverMessage.ChatMessages {
if msg != nil {
validMessages = append(validMessages, msg)
}
}
if len(validMessages) > 0 {
// Use a separate goroutine to handle messages to prevent blocking
// network handling if there's an issue with chat processing
go func(msgs []*pb.ChatMessage) {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in chat message handler: %v", r)
}
}()
handler.HandleServerMessages(msgs)
}(validMessages)
// Update the last seen message timestamp to the most recent message
lastMsg := validMessages[len(validMessages)-1]
lastSeenMessageTimestamp = lastMsg.Timestamp
log.Printf("Updated last seen message timestamp to %d", lastSeenMessageTimestamp)
}
}
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
log.Printf("Connecting to server at %s...", serverAddr)
var err error
var conn net.Conn
// Try connecting with a timeout
connChan := make(chan net.Conn, 1)
errChan := make(chan error, 1)
go func() {
c, e := net.Dial("tcp", serverAddr)
if e != nil {
errChan <- e
return
}
connChan <- c
}()
// Wait for connection with timeout
select {
case conn = <-connChan:
// Connection successful, continue
case err = <-errChan:
return nil, 0, fmt.Errorf("failed to dial server: %v", err)
case <-time.After(5 * time.Second):
return nil, 0, fmt.Errorf("connection timeout after 5 seconds")
}
log.Println("Connected to server. Authenticating...")
// Create a message handler
msgHandler := NewMessageHandler(conn)
// Send auth message
authAction := &pb.Action{
Type: pb.Action_LOGIN,
@ -49,31 +253,23 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
ProtocolVersion: protoVersion,
}
if err := writeMessage(conn, authBatch); err != nil {
if err := msgHandler.WriteMessage(authBatch); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
}
// Set a read deadline for authentication
conn.SetReadDeadline(time.Now().Add(10 * time.Second))
// Read server response
reader := bufio.NewReader(conn)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
response, err := msgHandler.ReadMessage()
if err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response body: %v", err)
}
var response pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &response); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to unmarshal auth response: %v", err)
}
// Clear read deadline after authentication
conn.SetReadDeadline(time.Time{})
if response.ProtocolVersion > protoVersion {
conn.Close()
@ -88,35 +284,72 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
playerID := response.GetPlayerId()
log.Printf("Successfully authenticated with player ID: %d", playerID)
// Reset the lastSeenMessageTimestamp when reconnecting
lastSeenMessageTimestamp = 0
return conn, playerID, nil
}
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
msgHandler := NewMessageHandler(conn)
// Create channels for coordinating goroutines
errChan := make(chan error, 1)
done := make(chan struct{})
// Create a WaitGroup to track both sender and receiver goroutines
var wg sync.WaitGroup
wg.Add(2) // One for sender, one for receiver
// Set up a deferred cleanup function
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
}
// Close the done channel to signal both goroutines to exit
close(done)
// Wait for both goroutines to finish
wg.Wait()
// Close the connection
conn.Close()
// Close the player's QuitDone channel if it exists
if player.QuitDone != nil {
close(player.QuitDone)
select {
case <-player.QuitDone: // Check if it's already closed
// Already closed, do nothing
default:
close(player.QuitDone)
}
}
}()
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
// Create error channel for goroutine communication
errChan := make(chan error, 1)
done := make(chan struct{})
// Add a heartbeat ticker to detect connection issues
heartbeatTicker := time.NewTicker(5 * time.Second)
defer heartbeatTicker.Stop()
lastMessageTime := time.Now()
// Start message sending goroutine
go func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message sender: %v", r)
errChan <- fmt.Errorf("message sender panic: %v", r)
select {
case errChan <- fmt.Errorf("message sender panic: %v", r):
default:
// Channel already closed or full, just log
log.Printf("Unable to send error: %v", r)
}
}
wg.Done() // Mark this goroutine as done
}()
for {
@ -130,28 +363,55 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
done <- struct{}{}
// Try to send disconnect message, ignoring errors
_ = msgHandler.WriteMessage(disconnectMsg)
// No need to signal done channel here, the main goroutine handles this
return
case <-done:
return
case <-heartbeatTicker.C:
// If no message has been sent for a while, send a heartbeat
timeSinceLastMessage := time.Since(lastMessageTime)
if timeSinceLastMessage > 5*time.Second {
// Send an empty batch as a heartbeat
emptyBatch := &pb.ActionBatch{
PlayerId: playerID,
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
}
if err := msgHandler.WriteMessage(emptyBatch); err != nil {
log.Printf("Failed to send heartbeat: %v", err)
select {
case errChan <- err:
case <-done:
return
}
}
lastMessageTime = time.Now()
}
case <-actionTicker.C:
player.Lock()
if len(player.ActionQueue) > 0 {
actions := make([]*pb.Action, len(player.ActionQueue))
copy(actions, player.ActionQueue)
batch := &pb.ActionBatch{
PlayerId: playerID,
Actions: actions,
Tick: player.CurrentTick,
PlayerId: playerID,
Actions: actions,
Tick: player.CurrentTick,
LastSeenMessageTimestamp: lastSeenMessageTimestamp,
}
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := writeMessage(conn, batch); err != nil {
errChan <- err
return
if err := msgHandler.WriteMessage(batch); err != nil {
select {
case errChan <- err:
case <-done:
return
}
}
lastMessageTime = time.Now()
} else {
player.Unlock()
}
@ -164,103 +424,42 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in message receiver: %v", r)
errChan <- fmt.Errorf("message receiver panic: %v", r)
select {
case errChan <- fmt.Errorf("message receiver panic: %v", r):
default:
// Channel already closed or full, just log
log.Printf("Unable to send error: %v", r)
}
}
wg.Done() // Mark this goroutine as done
}()
for {
select {
case <-quitChan:
return
case <-done:
return
default:
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
if err != io.EOF {
serverMessage, err := msgHandler.ReadMessage()
if err != nil {
if err, ok := err.(net.Error); ok && err.Timeout() {
log.Printf("Network timeout: %v", err)
} else if err != io.EOF {
log.Printf("Network read error: %v", err)
errChan <- fmt.Errorf("failed to read message length: %v", err)
select {
case errChan <- err:
case <-done:
return
}
} else {
log.Printf("Connection closed by server")
}
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Sanity check message size to prevent potential memory issues
if messageLength > 1024*1024 { // 1MB max message size
log.Printf("Message size too large: %d bytes", messageLength)
errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
return
}
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
errChan <- fmt.Errorf("failed to read message body: %v", err)
return
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue // Skip this message but don't quit
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
}
}
}
player.Unlock()
// Process player states
validPlayerIds := make(map[int32]bool)
for _, state := range serverMessage.Players {
validPlayerIds[state.PlayerId] = true
if state.PlayerId == playerID {
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue
}
// Update or create other players
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
log.Printf("Creating new player with ID: %d", state.PlayerId)
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players no longer in the server state
for id := range otherPlayers {
if id != playerID && !validPlayerIds[id] {
log.Printf("Removing player with ID: %d", id)
delete(otherPlayers, id)
}
}
// Handle chat messages
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
handler.HandleServerMessages(serverMessage.ChatMessages)
}
// Process the server message
UpdateGameState(serverMessage, player, otherPlayers)
}
}
}()
@ -268,37 +467,20 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
// Wait for error or quit signal
select {
case <-quitChan:
// Send disconnect message
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
log.Printf("Received quit signal, sending disconnect message")
// The cleanup will happen in the deferred function
return
case err := <-errChan:
log.Printf("Network error: %v", err)
// The cleanup will happen in the deferred function
return
}
}
// Helper function to write length-prefixed messages
func writeMessage(conn net.Conn, msg proto.Message) error {
data, err := proto.Marshal(msg)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := conn.Write(lengthBuf); err != nil {
return err
}
// Write message body
_, err = conn.Write(data)
return err
msgHandler := NewMessageHandler(conn)
return msgHandler.WriteMessage(msg)
}
type Connection struct {
@ -324,7 +506,13 @@ func NewConnection(username, password string, isRegistering bool) (*Connection,
func (c *Connection) Close() {
c.closeOnce.Do(func() {
close(c.quitChan)
select {
case <-c.quitChan: // Check if it's already closed
// Already closed, do nothing
default:
close(c.quitChan)
}
// Wait with timeout for network cleanup
select {
case <-c.quitDone:
@ -332,6 +520,8 @@ func (c *Connection) Close() {
case <-time.After(500 * time.Millisecond):
log.Println("Network cleanup timed out")
}
// Make sure the connection is closed
c.conn.Close()
})
}

View File

@ -8,6 +8,66 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// AnimationController manages animation state and updates
type AnimationController struct {
animations AnimationSet
currentAnimation string // "idle" or "walk"
frame int32
lastUpdate time.Time
frameCount int32
}
// NewAnimationController creates a new animation controller
func NewAnimationController(animations AnimationSet) *AnimationController {
return &AnimationController{
animations: animations,
currentAnimation: "idle",
frame: 0,
lastUpdate: time.Now(),
}
}
// Update updates the animation state based on movement
func (ac *AnimationController) Update(deltaTime float32, isMoving bool) {
// Set the current animation based on movement
newAnimation := "idle"
if isMoving {
newAnimation = "walk"
}
// Reset frame counter when animation changes
if ac.currentAnimation != newAnimation {
ac.frame = 0
ac.currentAnimation = newAnimation
}
// Update the frame
ac.frame += int32(deltaTime * 60)
// Determine which animation set to use
var frames []rl.ModelAnimation
if ac.currentAnimation == "walk" && len(ac.animations.Walk) > 0 {
frames = ac.animations.Walk
} else if len(ac.animations.Idle) > 0 {
frames = ac.animations.Idle
}
// If we have frames, ensure we loop properly
if len(frames) > 0 && frames[0].FrameCount > 0 {
ac.frame = ac.frame % frames[0].FrameCount
}
}
// GetAnimFrame returns the current animation frame
func (ac *AnimationController) GetAnimFrame() int32 {
return ac.frame
}
// GetCurrentAnimation returns the current animation type
func (ac *AnimationController) GetCurrentAnimation() string {
return ac.currentAnimation
}
type Player struct {
sync.RWMutex // Keep this for network operations
Model rl.Model
@ -28,6 +88,7 @@ type Player struct {
LastUpdateTime time.Time
InterpolationProgress float32
PlaceholderColor rl.Color
AnimController *AnimationController
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
@ -42,29 +103,29 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
distance := rl.Vector3Length(direction)
if distance > 1.0 {
wasMoving := p.IsMoving
p.IsMoving = true
if !wasMoving {
p.AnimationFrame = 0
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogDebug, "Walk frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
} else {
wasMoving := p.IsMoving
p.IsMoving = false
}
if wasMoving {
p.AnimationFrame = 0
// Update animation if controller exists
if p.AnimController != nil {
p.AnimController.Update(deltaTime, p.IsMoving)
p.AnimationFrame = p.AnimController.GetAnimFrame()
} else {
// Legacy animation update for backward compatibility
if p.IsMoving {
if !p.IsMoving {
p.AnimationFrame = 0
}
p.AnimationFrame += int32(deltaTime * 60)
} else {
wasMoving := p.IsMoving
if wasMoving {
p.AnimationFrame = 0
}
p.AnimationFrame += int32(deltaTime * 60)
}
oldFrame := p.AnimationFrame
p.AnimationFrame += int32(deltaTime * 60)
rl.TraceLog(rl.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
oldFrame, p.AnimationFrame, deltaTime)
}
if distance > 0 {
@ -100,6 +161,11 @@ func NewPlayer(state *pb.PlayerState) *Player {
}
}
// InitializeAnimations sets up the animation controller for the player
func (p *Player) InitializeAnimations(animations AnimationSet) {
p.AnimController = NewAnimationController(animations)
}
func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
p.Lock()
defer p.Unlock()

View File

@ -59,3 +59,12 @@ const (
ClientTickRate = 50 * time.Millisecond
MaxTickDesync = 5
)
// UI constants
const (
ChatMargin = 10
ChatHeight = 200
MessageHeight = 20
InputHeight = 30
MaxChatMessages = 50
)