17 Commits

16 changed files with 565 additions and 84 deletions

13
.gitignore vendored Normal file
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@ -0,0 +1,13 @@
# Build artifacts
build/
goonscape
goonscape.exe
# IDE files
.vscode/
.idea/
*.swp
# OS files
.DS_Store
Thumbs.db

25
.woodpecker.yml Normal file
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@ -0,0 +1,25 @@
pipeline:
build:
image: golang:1.23
commands:
# Install build dependencies
- apt-get update && apt-get install -y gcc-mingw-w64 cmake zip libasound2-dev mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev libwayland-dev wayland-protocols libxkbcommon-dev
# Build for all platforms
- make all
when:
event: tag
tag: v*
# Optional: Create Gitea release with built artifacts
release:
image: plugins/gitea-release
settings:
api_key:
from_secret: gitea_token
base_url: https://gitea.boner.be
files: build/*.zip
when:
event: tag
tag: v*

30
Dockerfile.build Normal file
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@ -0,0 +1,30 @@
FROM golang:1.23
# Install build dependencies
RUN apt-get update && apt-get install -y \
gcc-mingw-w64 \
cmake \
zip \
libasound2-dev \
mesa-common-dev \
libx11-dev \
libxrandr-dev \
libxi-dev \
xorg-dev \
libgl1-mesa-dev \
libglu1-mesa-dev \
libwayland-dev \
wayland-protocols \
libxkbcommon-dev \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /build
# Copy build scripts
COPY . /build/
# Set execute permissions
RUN chmod +x /build/scripts/build.sh
# Build command
CMD ["make", "all"]

24
LICENSE
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@ -1,11 +1,21 @@
“Commons Clause” License Condition v1.0 MIT License
The Software is provided to you by the Licensor under the License, as defined below, subject to the following condition. Copyright (c) 2025 bdnugget
Without limiting other conditions in the License, the grant of rights under the License will not include, and the License does not grant to you, right to Sell the Software. Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
For purposes of the foregoing, “Sell” means practicing any or all of the rights granted to you under the License to provide to third parties, for a fee or other consideration (including without limitation fees for hosting or consulting/ support services related to the Software), a product or service whose value derives, entirely or substantially, from the functionality of the Software. Any license notice or attribution required by the License must also include this Commons Cause License Condition notice. The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
Software: GoonScape THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
License: Commons Clause v1.0 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
Licensor: bdnugget FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

30
Makefile Normal file
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@ -0,0 +1,30 @@
.PHONY: all clean windows linux darwin
include scripts/platforms.mk
BINARY_NAME=goonscape
VERSION=1.1.0
BUILD_DIR=build
ASSETS_DIR=resources
all: clean $(PLATFORMS)
$(PLATFORMS):
@echo "Building for $@..."
@mkdir -p $(BUILD_DIR)/$@
@scripts/build.sh $(word 1,$(subst /, ,$@)) $(word 2,$(subst /, ,$@)) \
$(BUILD_DIR)/$@/$(BINARY_NAME)$(if $(findstring windows,$@),.exe,)
@cp -r $(ASSETS_DIR) $(BUILD_DIR)/$@/
@cd $(BUILD_DIR) && zip -r $(BINARY_NAME)-$(word 1,$(subst /, ,$@))-$(word 2,$(subst /, ,$@))-v$(VERSION).zip $@
@echo "Done building for $@"
clean:
rm -rf $(BUILD_DIR)
# Development build for current platform
dev:
go build -o $(BINARY_NAME)
# Run tests
test:
go test ./...

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@ -16,24 +16,57 @@ A multiplayer isometric game inspired by Oldschool RuneScape, built with Go and
## Prerequisites ## Prerequisites
- Go 1.23 or higher - Go 1.23 or higher
- GCC (for CGO/SQLite support)
- OpenGL development libraries
- Raylib dependencies (see [raylib-go](https://github.com/gen2brain/raylib-go#requirements)) - Raylib dependencies (see [raylib-go](https://github.com/gen2brain/raylib-go#requirements))
## Installation ## Installation
1. Clone the repository: ### Pre-built Binaries
The easiest way to get started is to download the latest release from:
```
https://gitea.boner.be/bdnugget/goonscape/releases
```
Choose the appropriate zip file for your platform:
- Windows: `goonscape-windows-amd64-v1.1.0.zip`
- Linux: `goonscape-linux-amd64-v1.1.0.zip`
Extract the zip and run the executable.
### Quick Start
For development:
```bash
# Run directly (recommended for development)
go run main.go
# Run with local server
go run main.go -local
```
### Server Setup
The server requires CGO for SQLite support:
```bash
# Enable CGO
go env -w CGO_ENABLED=1
# Clone and build server
git clone https://gitea.boner.be/bdnugget/goonserver.git
cd goonserver
go build
```
### Client Installation
Then install or build:
```bash
# Install the client
go install gitea.boner.be/bdnugget/goonscape@latest
```
Or build from source:
```bash ```bash
git clone https://gitea.boner.be/bdnugget/goonscape.git git clone https://gitea.boner.be/bdnugget/goonscape.git
cd goonscape cd goonscape
``` go build
2. Install dependencies:
```bash
go mod tidy
```
3. Build and run:
```bash
go run main.go
``` ```
## Controls ## Controls
@ -63,6 +96,26 @@ go run main.go -addr somehost:6970 # Uses somehost:6970
Note: The `-local` flag is a shorthand for `-addr localhost:6969` and cannot be used together with `-addr`. Note: The `-local` flag is a shorthand for `-addr localhost:6969` and cannot be used together with `-addr`.
## Building Release Binaries
The project uses Docker to create consistent builds across platforms. To build release binaries:
1. Build the Docker image (only needed once):
```bash
sudo docker build -t goonscape-builder -f Dockerfile.build .
```
2. Create release builds:
```bash
sudo docker run -v $(pwd):/build goonscape-builder
```
This will create zip files in the `build` directory for:
- Windows (64-bit): `goonscape-windows-amd64-v1.0.0.zip`
- Linux (64-bit): `goonscape-linux-amd64-v1.0.0.zip`
Each zip contains the binary and all required assets.
## Development ## Development
The project uses Protocol Buffers for network communication. If you modify the `.proto` files, regenerate the Go code with: The project uses Protocol Buffers for network communication. If you modify the `.proto` files, regenerate the Go code with:

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@ -53,6 +53,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
for _, msg := range messages { for _, msg := range messages {
localMsg := types.ChatMessage{ localMsg := types.ChatMessage{
PlayerID: msg.PlayerId, PlayerID: msg.PlayerId,
Username: msg.Username,
Content: msg.Content, Content: msg.Content,
Time: time.Unix(0, msg.Timestamp), Time: time.Unix(0, msg.Timestamp),
} }
@ -117,8 +118,14 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
for i := startIdx; i < endIdx; i++ { for i := startIdx; i < endIdx; i++ {
msg := c.messages[i] msg := c.messages[i]
text := fmt.Sprintf("[%d]: %s", msg.PlayerID, msg.Content) var color rl.Color
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, rl.White) if msg.PlayerID == 0 { // System message
color = rl.Gold
} else {
color = rl.White
}
text := fmt.Sprintf("%s: %s", msg.Username, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, color)
messageY += messageHeight messageY += messageHeight
} }

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@ -1,9 +1,11 @@
package game package game
import ( import (
"os"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/assets" "gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/network"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
@ -18,20 +20,13 @@ type Game struct {
Chat *Chat Chat *Chat
MenuOpen bool MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown QuitChan chan struct{} // Channel to signal shutdown
QuitDone chan struct{} // New channel to signal when cleanup is complete loginScreen *LoginScreen
isLoggedIn bool
} }
func New() *Game { func New() *Game {
InitWorld() InitWorld()
game := &Game{ game := &Game{
Player: &types.Player{
PosActual: rl.NewVector3(5*types.TileSize, 0, 5*types.TileSize),
PosTile: GetTile(5, 5),
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: nil,
QuitDone: make(chan struct{}),
},
OtherPlayers: make(map[int32]*types.Player), OtherPlayers: make(map[int32]*types.Player),
Camera: rl.Camera3D{ Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), Position: rl.NewVector3(0, 10, 10),
@ -40,11 +35,10 @@ func New() *Game {
Fovy: 45.0, Fovy: 45.0,
Projection: rl.CameraPerspective, Projection: rl.CameraPerspective,
}, },
Chat: NewChat(), Chat: NewChat(),
QuitChan: make(chan struct{}), QuitChan: make(chan struct{}),
QuitDone: make(chan struct{}), loginScreen: NewLoginScreen(),
} }
game.Player.UserData = game
game.Chat.userData = game game.Chat.userData = game
return game return game
} }
@ -65,6 +59,35 @@ func (g *Game) LoadAssets() error {
} }
func (g *Game) Update(deltaTime float32) { func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn {
username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
if err != nil {
g.loginScreen.SetError(err.Error())
return
}
// Assign model based on player ID
modelIndex := int(playerID) % len(g.Models)
g.Player = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
Model: g.Models[modelIndex].Model,
Texture: g.Models[modelIndex].Texture,
}
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
g.isLoggedIn = true
return
}
g.loginScreen.Draw()
return
}
// Handle ESC for menu // Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) { if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen g.MenuOpen = !g.MenuOpen
@ -142,7 +165,7 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
rl.DrawModel(model, playerPos, 16, rl.White) rl.DrawModel(model, playerPos, 16, rl.White)
if player.FloatingMessage != nil && time.Now().Before(player.FloatingMessage.ExpireTime) { if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{ screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X, X: playerPos.X,
Y: playerPos.Y + 24.0, Y: playerPos.Y + 24.0,
@ -150,8 +173,6 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
}, g.Camera) }, g.Camera)
player.FloatingMessage.ScreenPos = screenPos player.FloatingMessage.ScreenPos = screenPos
} else if player.FloatingMessage != nil {
player.FloatingMessage = nil
} }
if len(player.TargetPath) > 0 { if len(player.TargetPath) > 0 {
@ -177,11 +198,23 @@ func (g *Game) Render() {
rl.BeginDrawing() rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite) rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn {
g.loginScreen.Draw()
rl.EndDrawing()
return
}
rl.BeginMode3D(g.Camera) rl.BeginMode3D(g.Camera)
g.DrawMap() g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model) g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers { for id, other := range g.OtherPlayers {
g.DrawPlayer(other, g.Models[int(id)%len(g.Models)].Model) if other.Model.Meshes == nil {
// Assign model based on player ID for consistency
modelIndex := int(id) % len(g.Models)
other.Model = g.Models[modelIndex].Model
other.Texture = g.Models[modelIndex].Texture
}
g.DrawPlayer(other, other.Model)
} }
rl.EndMode3D() rl.EndMode3D()
@ -293,9 +326,7 @@ func (g *Game) DrawMenu() {
case "Settings": case "Settings":
// TODO: Implement settings // TODO: Implement settings
case "Exit Game": case "Exit Game":
close(g.QuitChan) g.Shutdown()
<-g.QuitDone
rl.CloseWindow()
} }
} }
} }
@ -310,3 +341,14 @@ func (g *Game) DrawMenu() {
buttonY += buttonSpacing buttonY += buttonSpacing
} }
} }
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
}

185
game/login.go Normal file
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@ -0,0 +1,185 @@
package game
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
type LoginScreen struct {
username string
password string
errorMessage string
isRegistering bool
focusedField int // 0 = username, 1 = password
}
func NewLoginScreen() *LoginScreen {
return &LoginScreen{}
}
func (l *LoginScreen) Draw() {
screenWidth := float32(rl.GetScreenWidth())
screenHeight := float32(rl.GetScreenHeight())
// Draw background
rl.DrawRectangle(0, 0, int32(screenWidth), int32(screenHeight), rl.RayWhite)
// Draw title
title := "GoonScape"
if l.isRegistering {
title += " - Register"
} else {
title += " - Login"
}
titleSize := int32(40)
titleWidth := rl.MeasureText(title, titleSize)
rl.DrawText(title, int32(screenWidth/2)-titleWidth/2, 100, titleSize, rl.Black)
// Draw input fields
inputWidth := float32(200)
inputHeight := float32(30)
inputX := screenWidth/2 - inputWidth/2
// Username field
rl.DrawRectangleRec(rl.Rectangle{
X: inputX, Y: 200,
Width: inputWidth, Height: inputHeight,
}, rl.LightGray)
rl.DrawText(l.username, int32(inputX)+5, 205, 20, rl.Black)
if l.focusedField == 0 {
rl.DrawRectangleLinesEx(rl.Rectangle{
X: inputX - 2, Y: 198,
Width: inputWidth + 4, Height: inputHeight + 4,
}, 2, rl.Blue)
}
// Password field
rl.DrawRectangleRec(rl.Rectangle{
X: inputX, Y: 250,
Width: inputWidth, Height: inputHeight,
}, rl.LightGray)
masked := ""
for range l.password {
masked += "*"
}
rl.DrawText(masked, int32(inputX)+5, 255, 20, rl.Black)
if l.focusedField == 1 {
rl.DrawRectangleLinesEx(rl.Rectangle{
X: inputX - 2, Y: 248,
Width: inputWidth + 4, Height: inputHeight + 4,
}, 2, rl.Blue)
}
// Draw error message
if l.errorMessage != "" {
msgWidth := rl.MeasureText(l.errorMessage, 20)
rl.DrawText(l.errorMessage, int32(screenWidth/2)-msgWidth/2, 300, 20, rl.Red)
}
// Draw buttons
buttonWidth := float32(100)
buttonHeight := float32(30)
buttonY := float32(350)
// Login/Register button
actionBtn := rl.Rectangle{
X: screenWidth/2 - buttonWidth - 10,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
rl.DrawRectangleRec(actionBtn, rl.Blue)
actionText := "Login"
if l.isRegistering {
actionText = "Register"
}
actionWidth := rl.MeasureText(actionText, 20)
rl.DrawText(actionText,
int32(actionBtn.X+actionBtn.Width/2)-actionWidth/2,
int32(actionBtn.Y+5),
20, rl.White)
// Switch mode button
switchBtn := rl.Rectangle{
X: screenWidth/2 + 10,
Y: buttonY,
Width: buttonWidth,
Height: buttonHeight,
}
rl.DrawRectangleRec(switchBtn, rl.DarkGray)
switchText := "Register"
if l.isRegistering {
switchText = "Login"
}
switchWidth := rl.MeasureText(switchText, 20)
rl.DrawText(switchText,
int32(switchBtn.X+switchBtn.Width/2)-switchWidth/2,
int32(switchBtn.Y+5),
20, rl.White)
}
func (l *LoginScreen) Update() (string, string, bool, bool) {
// Handle input field focus
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
mousePos := rl.GetMousePosition()
screenWidth := float32(rl.GetScreenWidth())
inputWidth := float32(200)
inputX := screenWidth/2 - inputWidth/2
// Check username field
if mousePos.X >= inputX && mousePos.X <= inputX+inputWidth &&
mousePos.Y >= 200 && mousePos.Y <= 230 {
l.focusedField = 0
}
// Check password field
if mousePos.X >= inputX && mousePos.X <= inputX+inputWidth &&
mousePos.Y >= 250 && mousePos.Y <= 280 {
l.focusedField = 1
}
// Check buttons
buttonWidth := float32(100)
if mousePos.Y >= 350 && mousePos.Y <= 380 {
// Action button
if mousePos.X >= screenWidth/2-buttonWidth-10 &&
mousePos.X <= screenWidth/2-10 {
return l.username, l.password, l.isRegistering, true
}
// Switch mode button
if mousePos.X >= screenWidth/2+10 &&
mousePos.X <= screenWidth/2+buttonWidth+10 {
l.isRegistering = !l.isRegistering
}
}
}
// Handle text input
key := rl.GetCharPressed()
for key > 0 {
if l.focusedField == 0 && len(l.username) < 12 {
l.username += string(key)
} else if l.focusedField == 1 && len(l.password) < 20 {
l.password += string(key)
}
key = rl.GetCharPressed()
}
// Handle backspace
if rl.IsKeyPressed(rl.KeyBackspace) {
if l.focusedField == 0 && len(l.username) > 0 {
l.username = l.username[:len(l.username)-1]
} else if l.focusedField == 1 && len(l.password) > 0 {
l.password = l.password[:len(l.password)-1]
}
}
// Handle tab to switch fields
if rl.IsKeyPressed(rl.KeyTab) {
l.focusedField = (l.focusedField + 1) % 2
}
return "", "", false, false
}
func (l *LoginScreen) SetError(msg string) {
l.errorMessage = msg
}

2
go.mod
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@ -3,7 +3,7 @@ module gitea.boner.be/bdnugget/goonscape
go 1.23.0 go 1.23.0
require ( require (
gitea.boner.be/bdnugget/goonserver v0.0.0-20250113131525-49e23114973c gitea.boner.be/bdnugget/goonserver v1.1.0
github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b
google.golang.org/protobuf v1.36.3 google.golang.org/protobuf v1.36.3
) )

37
main.go
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@ -11,20 +11,21 @@ import (
) )
func main() { func main() {
local := flag.Bool("local", false, "Use local server instead of remote") // Parse command line flags
addr := flag.String("addr", "boner.be:6969", "Server address (hostname:port or hostname)") local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)")
flag.Parse() flag.Parse()
if *local && *addr != "boner.be:6969" { // Set server address based on flags
log.Fatal("Cannot use both -local and -addr flags")
}
if *local { if *local {
if *addr != "" {
log.Fatal("Cannot use -local and -addr together")
}
network.SetServerAddr("localhost:6969") network.SetServerAddr("localhost:6969")
} else if *addr != "" { } else if *addr != "" {
// If only hostname is provided, append default port // If port is not specified, append default port
if !strings.Contains(*addr, ":") { if !strings.Contains(*addr, ":") {
*addr = *addr + ":6969" *addr += ":6969"
} }
network.SetServerAddr(*addr) network.SetServerAddr(*addr)
} }
@ -32,36 +33,24 @@ func main() {
rl.InitWindow(1024, 768, "GoonScape") rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0) rl.SetExitKey(0)
defer rl.CloseWindow() defer rl.CloseWindow()
rl.InitAudioDevice() rl.InitAudioDevice()
defer rl.CloseAudioDevice() defer rl.CloseAudioDevice()
rl.SetTargetFPS(60)
game := game.New() game := game.New()
if err := game.LoadAssets(); err != nil { if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err) log.Fatalf("Failed to load assets: %v", err)
} }
defer game.Cleanup() defer game.Cleanup()
conn, playerID, err := network.ConnectToServer()
if err != nil {
log.Fatalf("Failed to connect to server: %v", err)
}
defer conn.Close()
game.Player.ID = playerID
modelIndex := int(playerID) % len(game.Models)
game.Player.Model = game.Models[modelIndex].Model
game.Player.Texture = game.Models[modelIndex].Texture
go network.HandleServerCommunication(conn, playerID, game.Player, game.OtherPlayers, game.QuitChan)
rl.PlayMusicStream(game.Music) rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5) rl.SetMusicVolume(game.Music, 0.5)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() { for !rl.WindowShouldClose() {
rl.UpdateMusicStream(game.Music)
deltaTime := rl.GetFrameTime() deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(game.Music)
game.Update(deltaTime) game.Update(deltaTime)
game.Render() game.Render()
} }

View File

@ -3,56 +3,89 @@ package network
import ( import (
"bufio" "bufio"
"encoding/binary" "encoding/binary"
"fmt"
"io" "io"
"log" "log"
"net" "net"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto" "google.golang.org/protobuf/proto"
) )
const protoVersion = 1
var serverAddr = "boner.be:6969" var serverAddr = "boner.be:6969"
func SetServerAddr(addr string) { func SetServerAddr(addr string) {
serverAddr = addr serverAddr = addr
} }
func ConnectToServer() (net.Conn, int32, error) { func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
conn, err := net.Dial("tcp", serverAddr) conn, err := net.Dial("tcp", serverAddr)
if err != nil { if err != nil {
log.Printf("Failed to dial server: %v", err) log.Printf("Failed to dial server: %v", err)
return nil, 0, err return nil, 0, err
} }
log.Println("Connected to server. Waiting for player ID...") log.Println("Connected to server. Authenticating...")
reader := bufio.NewReader(conn)
// Read message length (4 bytes) // Send auth message
authAction := &pb.Action{
Type: pb.Action_LOGIN,
Username: username,
Password: password,
}
if isRegistering {
authAction.Type = pb.Action_REGISTER
}
authBatch := &pb.ActionBatch{
Actions: []*pb.Action{authAction},
ProtocolVersion: protoVersion,
}
if err := writeMessage(conn, authBatch); err != nil {
conn.Close()
return nil, 0, fmt.Errorf("failed to send auth: %v", err)
}
// Read server response
reader := bufio.NewReader(conn)
lengthBuf := make([]byte, 4) lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil { if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err) conn.Close()
return nil, 0, err return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
} }
messageLength := binary.BigEndian.Uint32(lengthBuf) messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength) messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil { if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err) conn.Close()
return nil, 0, err return nil, 0, fmt.Errorf("failed to read auth response body: %v", err)
} }
var response pb.ServerMessage var response pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &response); err != nil { if err := proto.Unmarshal(messageBuf, &response); err != nil {
log.Printf("Failed to unmarshal server response: %v", err) conn.Close()
return nil, 0, err return nil, 0, fmt.Errorf("failed to unmarshal auth response: %v", err)
}
if response.ProtocolVersion > protoVersion {
conn.Close()
return nil, 0, fmt.Errorf("server requires newer protocol version (server: %d, client: %d)",
response.ProtocolVersion, protoVersion)
}
if !response.AuthSuccess {
conn.Close()
return nil, 0, fmt.Errorf(response.ErrorMessage)
} }
playerID := response.GetPlayerId() playerID := response.GetPlayerId()
log.Printf("Successfully connected with player ID: %d", playerID) log.Printf("Successfully authenticated with player ID: %d", playerID)
return conn, playerID, nil return conn, playerID, nil
} }
@ -67,6 +100,9 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
// Create a channel to signal when goroutines are done // Create a channel to signal when goroutines are done
done := make(chan struct{}) done := make(chan struct{})
// Create a set of current players to track disconnects
currentPlayers := make(map[int32]bool)
go func() { go func() {
for { for {
select { select {
@ -111,9 +147,18 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
for { for {
select { select {
case <-quitChan: case <-quitChan:
<-done // Wait for action goroutine to finish done := make(chan struct{})
close(done) go func() {
time.Sleep(100 * time.Millisecond) // Give time for disconnect message to be sent <-done
close(player.QuitDone)
}()
select {
case <-done:
time.Sleep(100 * time.Millisecond)
case <-time.After(1 * time.Second):
log.Println("Shutdown timed out")
}
return return
default: default:
// Read message length (4 bytes) // Read message length (4 bytes)
@ -152,7 +197,19 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
player.Unlock() player.Unlock()
for _, state := range serverMessage.Players { for _, state := range serverMessage.Players {
currentPlayers[state.PlayerId] = true
if state.PlayerId == playerID { 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 continue
} }
@ -163,8 +220,15 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
} }
} }
if g, ok := player.UserData.(*game.Game); ok && len(serverMessage.ChatMessages) > 0 { // Remove players that are no longer in the server state
g.Chat.HandleServerMessages(serverMessage.ChatMessages) for id := range otherPlayers {
if !currentPlayers[id] {
delete(otherPlayers, id)
}
}
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages)
} }
} }
} }

27
scripts/build.sh Executable file
View File

@ -0,0 +1,27 @@
#!/bin/bash
# Main build process
build() {
local os=$1
local arch=$2
local output=$3
# Set GOOS and GOARCH for cross-compilation
export GOOS=$os
export GOARCH=$arch
# Disable CGO only for cross-compilation
if [ "$os" != "$(go env GOOS)" ] || [ "$arch" != "$(go env GOARCH)" ]; then
export CGO_ENABLED=0
fi
if [ "$os" = "windows" ]; then
export CC=x86_64-w64-mingw32-gcc
export CXX=x86_64-w64-mingw32-g++
fi
go build -buildvcs=false -ldflags="-s -w" -o $output
}
# Call build with provided arguments
build "$1" "$2" "$3"

1
scripts/platforms.mk Normal file
View File

@ -0,0 +1 @@
PLATFORMS=windows/amd64 linux/amd64

View File

@ -39,6 +39,7 @@ type ModelAsset struct {
type ChatMessage struct { type ChatMessage struct {
PlayerID int32 PlayerID int32
Username string
Content string Content string
Time time.Time Time time.Time
} }
@ -49,6 +50,10 @@ type FloatingMessage struct {
ScreenPos rl.Vector2 // Store the screen position for 2D rendering ScreenPos rl.Vector2 // Store the screen position for 2D rendering
} }
type ChatMessageHandler interface {
HandleServerMessages([]*pb.ChatMessage)
}
const ( const (
MapWidth = 50 MapWidth = 50
MapHeight = 50 MapHeight = 50