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Author SHA1 Message Date
53cc9bca6b Broken bullshit 2025-02-14 13:35:09 +01:00
a1aeb71512 asdfghjk 2025-01-25 22:34:15 +01:00
ef3732c53c Update README.md
Added animation Blender fix reminder
2025-01-25 21:32:29 +00:00
7be859d58f add mouse wheel camera rotation 2025-01-23 09:44:40 +01:00
fde07e3e48 Revert "add a bunch of mutexes and shit but still have racist conditions and panics LOL"
This reverts commit 220a45147551126767edd556a56cdb182872ad48.
2025-01-23 09:42:42 +01:00
f966d538d3 Revert "add mouse wheel camera rotation"
This reverts commit 417bf4ea63ec4e979dba4f583b10a379df531a62.
2025-01-23 09:40:20 +01:00
21 changed files with 641 additions and 394 deletions

5
2 Normal file
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@ -0,0 +1,5 @@
INFO: 2025/02/10 14:51:58 main.go:15: Starting GoonScape client
INFO: 2025/02/10 14:51:58 main.go:38: Initializing window
INFO: 2025/02/10 14:51:58 main.go:55: Loading game assets
INFO: 2025/02/10 14:51:58 game.go:54: Loading game assets
INFO: 2025/02/10 14:51:58 assets.go:51: Loading models

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@ -122,3 +122,15 @@ The project uses Protocol Buffers for network communication. If you modify the `
```bash ```bash
protoc --go_out=. goonserver/actions/actions.proto protoc --go_out=. goonserver/actions/actions.proto
``` ```
### Fixing the models
This is a note/reminder to myself. The models and animations are generated with [meshy.ai (referral link, give me credits pls)](https://www.meshy.ai/?utm_source=referral-program&utm_medium=link&utm_content=TUZLRK). Somehow the bones armature things are not in the same root as the model and it becomes like a weird pudding when using the animation. I had to manually fix this in Blender by doing:
- Selected the char1 mesh thing
- Alt + P (the right Alt kek) => Clear Parent and Keep Transform
- Tried to do the same for Armature, they should both be in the Scene collection as siblings, so straight from root
- Select char1 and press Ctrl + A => All Transforms
- Repeat for Armature
- Select char1 and make sure it still has the Armature Modifier attached (via purple wrench icon), I remove it and reapply it just to be sure
When exporting it, I make sure Transform +Y is up direction is turned off, otherwise my gooner walks on the walls instead of the floor lmao

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@ -1,10 +1,25 @@
package assets package assets
import ( import (
"fmt"
"sync"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
var (
assetMutex sync.RWMutex
loadedModels map[string]types.ModelAsset
audioMutex sync.Mutex
audioInitialized bool
)
func init() {
loadedModels = make(map[string]types.ModelAsset)
}
// Helper function to load animations for a model // Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) { func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet var animSet types.AnimationSet
@ -33,9 +48,28 @@ func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error
} }
func LoadModels() ([]types.ModelAsset, error) { func LoadModels() ([]types.ModelAsset, error) {
logging.Info.Println("Loading models")
assetMutex.Lock()
defer assetMutex.Unlock()
if len(loadedModels) > 0 {
logging.Info.Println("Returning cached models")
models := make([]types.ModelAsset, 0, len(loadedModels))
for _, model := range loadedModels {
models = append(models, model)
}
return models, nil
}
// Goonion model and animations // Goonion model and animations
goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb") goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"}) goonerAnims, err := loadModelAnimations(map[string]string{
"idle": "resources/models/gooner/idle_no_y_transform.glb",
"walk": "resources/models/gooner/walk_no_y_transform.glb",
})
if err != nil {
return nil, err
}
// Apply transformations // Apply transformations
transform := rl.MatrixIdentity() transform := rl.MatrixIdentity()
@ -46,25 +80,30 @@ func LoadModels() ([]types.ModelAsset, error) {
// Coomer model (ready for animations) // Coomer model (ready for animations)
coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb") coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
// coomerTexture := rl.LoadTexture("resources/models/coomer.png") coomerAnims, err := loadModelAnimations(map[string]string{
// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture) "idle": "resources/models/coomer/idle_notransy.glb",
// When you have animations, add them like: "walk": "resources/models/coomer/unsteadywalk_notransy.glb",
coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"}) })
if err != nil {
return nil, err
}
coomerModel.Transform = transform coomerModel.Transform = transform
// Shreke model (ready for animations) // Shreke model (ready for animations)
shrekeModel := rl.LoadModel("resources/models/shreke.obj") shrekeModel := rl.LoadModel("resources/models/shreke/Animation_Slow_Orc_Walk_withSkin.glb")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png") shrekeAnims, err := loadModelAnimations(map[string]string{
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture) "idle": "resources/models/shreke/Animation_Slow_Orc_Walk_withSkin.glb",
// When you have animations, add them like: "walk": "resources/models/shreke/Animation_Excited_Walk_M_withSkin.glb",
// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb", })
// map[string]string{ if err != nil {
// "idle": "resources/models/shreke_idle.glb", return nil, err
// "walk": "resources/models/shreke_walk.glb", }
// }) shrekeModel.Transform = transform
return []types.ModelAsset{ // Store loaded models
models := []types.ModelAsset{
{ {
Name: "gooner",
Model: goonerModel, Model: goonerModel,
Animation: append(goonerAnims.Idle, goonerAnims.Walk...), Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)), AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
@ -78,10 +117,59 @@ func LoadModels() ([]types.ModelAsset, error) {
Animations: coomerAnims, Animations: coomerAnims,
YOffset: -4.0, YOffset: -4.0,
}, },
{Model: shrekeModel, Texture: shrekeTexture}, {
}, nil Model: shrekeModel,
Animation: append(shrekeAnims.Idle, shrekeAnims.Walk...),
AnimFrames: int32(len(shrekeAnims.Idle) + len(shrekeAnims.Walk)),
Animations: shrekeAnims,
YOffset: 0.0,
},
}
for _, model := range models {
loadedModels[model.Name] = model
}
return models, nil
} }
func LoadMusic(filename string) (rl.Music, error) { func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil logging.Info.Printf("Loading music from %s", filename)
audioMutex.Lock()
defer audioMutex.Unlock()
if !rl.IsAudioDeviceReady() {
err := fmt.Errorf("audio device not initialized")
logging.Error.Println(err)
return rl.Music{}, err
}
music := rl.LoadMusicStream(filename)
if music.CtxType == 0 {
err := fmt.Errorf("failed to load music stream")
logging.Error.Println(err)
return rl.Music{}, err
}
logging.Info.Println("Music loaded successfully")
return music, nil
}
func UnloadModels(models []types.ModelAsset) {
assetMutex.Lock()
defer assetMutex.Unlock()
for _, model := range models {
if model.Animation != nil {
for i := int32(0); i < model.AnimFrames; i++ {
rl.UnloadModelAnimation(model.Animation[i])
}
}
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
delete(loadedModels, model.Name)
}
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
} }

7
config/config.go Normal file
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@ -0,0 +1,7 @@
package config
type Config struct {
PlayMusic bool
}
var Current = Config{PlayMusic: true}

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@ -20,13 +20,13 @@ const (
) )
type Chat struct { type Chat struct {
sync.RWMutex
messages []types.ChatMessage messages []types.ChatMessage
inputBuffer []rune inputBuffer []rune
isTyping bool isTyping bool
cursorPos int cursorPos int
scrollOffset int scrollOffset int
userData interface{} userData interface{}
mutex sync.RWMutex
} }
func NewChat() *Chat { func NewChat() *Chat {
@ -51,9 +51,8 @@ func (c *Chat) AddMessage(playerID int32, content string) {
} }
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) { func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.mutex.Lock() c.Lock()
defer c.mutex.Unlock() defer c.Unlock()
// Convert protobuf messages to our local type // Convert protobuf messages to our local type
for _, msg := range messages { for _, msg := range messages {
localMsg := types.ChatMessage{ localMsg := types.ChatMessage{
@ -85,13 +84,14 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
ExpireTime: time.Now().Add(6 * time.Second), ExpireTime: time.Now().Add(6 * time.Second),
} }
game.Player.Unlock() game.Player.Unlock()
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists { } else if otherPlayer, exists := game.OtherPlayers.Load(msg.PlayerId); exists {
otherPlayer.Lock() other := otherPlayer.(*types.Player)
otherPlayer.FloatingMessage = &types.FloatingMessage{ other.Lock()
other.FloatingMessage = &types.FloatingMessage{
Content: msg.Content, Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second), ExpireTime: time.Now().Add(6 * time.Second),
} }
otherPlayer.Unlock() other.Unlock()
} }
} }
} }
@ -99,9 +99,8 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
} }
func (c *Chat) Draw(screenWidth, screenHeight int32) { func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.mutex.RLock() c.RLock()
defer c.mutex.RUnlock() defer c.RUnlock()
// Calculate chat window width based on screen width // Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2) chatWindowWidth := screenWidth - (chatMargin * 2)

38
game/context.go Normal file
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@ -0,0 +1,38 @@
package game
import (
"context"
"sync"
)
type GameContext struct {
ctx context.Context
cancel context.CancelFunc
wg sync.WaitGroup
assetsLock sync.RWMutex
}
func NewGameContext() *GameContext {
ctx, cancel := context.WithCancel(context.Background())
return &GameContext{
ctx: ctx,
cancel: cancel,
}
}
func (gc *GameContext) Shutdown() {
gc.cancel()
gc.wg.Wait()
}
func (gc *GameContext) LoadAssets(fn func() error) error {
gc.assetsLock.Lock()
defer gc.assetsLock.Unlock()
return fn()
}
func (gc *GameContext) UnloadAssets(fn func()) {
gc.assetsLock.Lock()
defer gc.assetsLock.Unlock()
fn()
}

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@ -2,34 +2,43 @@ package game
import ( import (
"fmt" "fmt"
"os"
"sync" "sync"
"time" "time"
"sync/atomic"
"gitea.boner.be/bdnugget/goonscape/assets" "gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/config"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/network" "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"
) )
var audioMutex sync.Mutex
var audioInitOnce sync.Once
type Game struct { type Game struct {
ctx *GameContext
Player *types.Player Player *types.Player
OtherPlayers map[int32]*types.Player OtherPlayers sync.Map // Using sync.Map for concurrent access
Camera rl.Camera3D Camera rl.Camera3D
Models []types.ModelAsset Models []types.ModelAsset
Music rl.Music Music rl.Music
Chat *Chat Chat *Chat
MenuOpen bool MenuOpen atomic.Bool
quitChan chan struct{} QuitChan chan struct{} // Channel to signal shutdown
loginScreen *LoginScreen loginScreen *LoginScreen
isLoggedIn bool isLoggedIn atomic.Bool
cleanupOnce sync.Once
} }
func New() *Game { func New() *Game {
InitWorld() InitWorld()
game := &Game{ game := &Game{
OtherPlayers: make(map[int32]*types.Player), ctx: NewGameContext(),
OtherPlayers: sync.Map{},
Camera: rl.Camera3D{ Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0), Target: rl.NewVector3(0, 0, 0),
@ -38,7 +47,7 @@ func New() *Game {
Projection: rl.CameraPerspective, Projection: rl.CameraPerspective,
}, },
Chat: NewChat(), Chat: NewChat(),
quitChan: make(chan struct{}), QuitChan: make(chan struct{}),
loginScreen: NewLoginScreen(), loginScreen: NewLoginScreen(),
} }
game.Chat.userData = game game.Chat.userData = game
@ -46,39 +55,38 @@ func New() *Game {
} }
func (g *Game) LoadAssets() error { func (g *Game) LoadAssets() error {
var loadErr error audioMutex.Lock()
defer func() { defer audioMutex.Unlock()
if r := recover(); r != nil {
loadErr = fmt.Errorf("panic during asset loading: %v", r) logging.Info.Println("Loading game assets")
// Cleanup any partially loaded assets var err error
g.Cleanup()
// Load models first
g.Models, err = assets.LoadModels()
if err != nil {
logging.Error.Printf("Failed to load models: %v", err)
return err
}
// Load music only if enabled
if config.Current.PlayMusic {
logging.Info.Println("Loading music stream")
g.Music = rl.LoadMusicStream("resources/audio/GoonScape2.mp3")
if g.Music.CtxType == 0 {
logging.Error.Println("Failed to load music stream")
return fmt.Errorf("failed to load music stream")
} }
}() logging.Info.Println("Music stream loaded successfully")
} else {
// Load models with better error handling logging.Info.Println("Music disabled by config")
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)
}
}
// 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)
} }
logging.Info.Println("Assets loaded successfully")
return nil return nil
} }
func (g *Game) Update(deltaTime float32) { func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn { if !g.isLoggedIn.Load() {
username, password, isRegistering, submitted := g.loginScreen.Update() username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted { if submitted {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering) conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
@ -96,20 +104,22 @@ func (g *Game) Update(deltaTime float32) {
} }
g.AssignModelToPlayer(g.Player) g.AssignModelToPlayer(g.Player)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan) go network.HandleServerCommunication(conn, playerID, g.Player, &g.OtherPlayers, g.QuitChan)
g.isLoggedIn = true g.isLoggedIn.Store(true)
return
} }
g.loginScreen.Draw()
return 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.Store(!g.MenuOpen.Load())
return return
} }
// Don't process other inputs if menu is open // Don't process other inputs if menu is open
if g.MenuOpen { if g.MenuOpen.Load() {
return return
} }
@ -126,14 +136,20 @@ func (g *Game) Update(deltaTime float32) {
g.HandleInput() g.HandleInput()
if len(g.Player.TargetPath) > 0 { if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid()) g.Player.Lock()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
}
g.Player.Unlock()
} }
for _, other := range g.OtherPlayers { g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
if len(other.TargetPath) > 0 { if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid()) other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
} }
} return true
})
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime) UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
} }
@ -166,10 +182,15 @@ func (g *Game) DrawMap() {
} }
} }
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) { func (g *Game) DrawPlayer(player *types.Player) {
player.Lock() player.Lock()
defer player.Unlock() defer player.Unlock()
if player.Model.Meshes == nil {
logging.Error.Println("Player model not initialized")
return
}
grid := GetMapGrid() grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models) modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex] modelAsset := g.Models[modelIndex]
@ -186,15 +207,15 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 { if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation anim := modelAsset.Animations.Walk[0] // Use first walk animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame) rl.UpdateModelAnimation(player.Model, anim, player.AnimationFrame)
} else if len(modelAsset.Animations.Idle) > 0 { } else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation anim := modelAsset.Animations.Idle[0] // Use first idle animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame) rl.UpdateModelAnimation(player.Model, anim, player.AnimationFrame)
} }
} }
rl.DrawModel(model, playerPos, 16, rl.White) rl.DrawModel(player.Model, playerPos, 16, rl.White)
// Draw floating messages and path indicators // Draw floating messages and path indicators
if player.FloatingMessage != nil { if player.FloatingMessage != nil {
@ -227,24 +248,36 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
} }
func (g *Game) Render() { func (g *Game) Render() {
rl.BeginDrawing() if !rl.IsWindowReady() {
rl.ClearBackground(rl.RayWhite) logging.Error.Println("Window not ready for rendering")
return
}
if !g.isLoggedIn { rl.BeginDrawing()
defer func() {
if rl.IsWindowReady() {
rl.EndDrawing()
}
}()
if !g.isLoggedIn.Load() {
g.loginScreen.Draw() g.loginScreen.Draw()
rl.EndDrawing()
return return
} }
rl.BeginMode3D(g.Camera) rl.BeginMode3D(g.Camera)
g.DrawMap() g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model) g.DrawPlayer(g.Player)
for _, other := range g.OtherPlayers {
g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
if other.Model.Meshes == nil { if other.Model.Meshes == nil {
g.AssignModelToPlayer(other) g.AssignModelToPlayer(other)
} }
g.DrawPlayer(other, other.Model) g.DrawPlayer(other)
} return true
})
rl.EndMode3D() rl.EndMode3D()
// Draw floating messages // Draw floating messages
@ -272,39 +305,41 @@ func (g *Game) Render() {
drawFloatingMessage(g.Player.FloatingMessage) drawFloatingMessage(g.Player.FloatingMessage)
} }
for _, other := range g.OtherPlayers { g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
drawFloatingMessage(other.FloatingMessage) drawFloatingMessage(other.FloatingMessage)
} return true
})
// Draw menu if open // Draw menu if open
if g.MenuOpen { if g.MenuOpen.Load() {
g.DrawMenu() g.DrawMenu()
} }
// Only draw chat if menu is not open // Only draw chat if menu is not open
if !g.MenuOpen { if !g.MenuOpen.Load() {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight())) g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
} }
rl.DrawFPS(10, 10) rl.DrawFPS(10, 10)
rl.EndDrawing()
} }
func (g *Game) Cleanup() { func (g *Game) Cleanup() {
g.cleanupOnce.Do(func() { // Unload models
// Stop music first if g.Models != nil {
if g.Music.Stream.Buffer != nil { assets.UnloadModels(g.Models)
rl.StopMusicStream(g.Music) }
rl.UnloadMusicStream(g.Music)
}
// Unload textures // Stop and unload music if enabled
for _, model := range g.Models { if config.Current.PlayMusic && g.Music.CtxType != 0 {
if model.Texture.ID > 0 { rl.StopMusicStream(g.Music)
rl.UnloadTexture(model.Texture) rl.UnloadMusicStream(g.Music)
} }
}
}) // Close audio device if it's ready
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
} }
func (g *Game) HandleInput() { func (g *Game) HandleInput() {
@ -363,7 +398,7 @@ func (g *Game) DrawMenu() {
if rl.IsMouseButtonPressed(rl.MouseLeftButton) { if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item { switch item {
case "Resume": case "Resume":
g.MenuOpen = false g.MenuOpen.Store(false)
case "Settings": case "Settings":
// TODO: Implement settings // TODO: Implement settings
case "Exit Game": case "Exit Game":
@ -384,7 +419,10 @@ func (g *Game) DrawMenu() {
} }
func (g *Game) Shutdown() { func (g *Game) Shutdown() {
close(g.quitChan) close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
} }
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) { func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
@ -395,11 +433,37 @@ func (g *Game) AssignModelToPlayer(player *types.Player) {
modelIndex := int(player.ID) % len(g.Models) modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex] modelAsset := g.Models[modelIndex]
// Just use the original model - don't try to copy it
player.Model = modelAsset.Model player.Model = modelAsset.Model
player.Texture = modelAsset.Texture player.Texture = modelAsset.Texture
player.AnimationFrame = 0
} }
func (g *Game) QuitChan() <-chan struct{} { func (g *Game) Run() {
return g.quitChan if config.Current.PlayMusic {
audioInitOnce.Do(func() {
logging.Info.Println("Initializing audio device")
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
logging.Error.Println("Failed to initialize audio device")
}
})
defer func() {
logging.Info.Println("Closing audio device")
rl.CloseAudioDevice()
}()
}
logging.Info.Println("Starting game loop")
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
if config.Current.PlayMusic {
rl.UpdateMusicStream(g.Music)
}
g.Update(deltaTime)
g.Render()
}
logging.Info.Println("Game loop ended")
logging.Info.Println("Closing quit channel")
close(g.QuitChan)
} }

View File

@ -83,6 +83,7 @@ func heuristic(a, b types.Tile) float32 {
} }
func distance(a, b types.Tile) float32 { func distance(a, b types.Tile) float32 {
_, _ = a, b
return 1.0 // uniform cost for now return 1.0 // uniform cost for now
} }

4
go.mod
View File

@ -10,8 +10,8 @@ require (
require ( require (
github.com/ebitengine/purego v0.8.2 // indirect github.com/ebitengine/purego v0.8.2 // indirect
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 // indirect golang.org/x/exp v0.0.0-20250207012021-f9890c6ad9f3 // indirect
golang.org/x/sys v0.29.0 // indirect golang.org/x/sys v0.30.0 // indirect
) )
replace gitea.boner.be/bdnugget/goonserver => ./goonserver replace gitea.boner.be/bdnugget/goonserver => ./goonserver

4
go.sum
View File

@ -6,7 +6,11 @@ github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY= github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 h1:yqrTHse8TCMW1M1ZCP+VAR/l0kKxwaAIqN/il7x4voA= golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 h1:yqrTHse8TCMW1M1ZCP+VAR/l0kKxwaAIqN/il7x4voA=
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU= golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU=
golang.org/x/exp v0.0.0-20250207012021-f9890c6ad9f3 h1:qNgPs5exUA+G0C96DrPwNrvLSj7GT/9D+3WMWUcUg34=
golang.org/x/exp v0.0.0-20250207012021-f9890c6ad9f3/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU=
golang.org/x/sys v0.29.0 h1:TPYlXGxvx1MGTn2GiZDhnjPA9wZzZeGKHHmKhHYvgaU= golang.org/x/sys v0.29.0 h1:TPYlXGxvx1MGTn2GiZDhnjPA9wZzZeGKHHmKhHYvgaU=
golang.org/x/sys v0.29.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA= golang.org/x/sys v0.29.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/sys v0.30.0 h1:QjkSwP/36a20jFYWkSue1YwXzLmsV5Gfq7Eiy72C1uc=
golang.org/x/sys v0.30.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU= google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE= google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE=

16
logging/logging.go Normal file
View File

@ -0,0 +1,16 @@
package logging
import (
"log"
"os"
)
var (
Info *log.Logger
Error *log.Logger
)
func init() {
Info = log.New(os.Stdout, "INFO: ", log.Ldate|log.Ltime|log.Lshortfile)
Error = log.New(os.Stderr, "ERROR: ", log.Ldate|log.Ltime|log.Lshortfile)
}

107
main.go
View File

@ -3,34 +3,28 @@ package main
import ( import (
"flag" "flag"
"log" "log"
"os"
"os/signal"
"strings" "strings"
"syscall"
"gitea.boner.be/bdnugget/goonscape/config"
"gitea.boner.be/bdnugget/goonscape/game" "gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/network" "gitea.boner.be/bdnugget/goonscape/network"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
func main() { func main() {
defer func() { logging.Info.Println("Starting GoonScape client")
if r := recover(); r != nil {
log.Printf("Recovered from panic in main: %v", r)
}
}()
// Raylib log level warn
rl.SetTraceLogLevel(rl.LogWarning)
// Parse command line flags // Parse command line flags
verbose := flag.Bool("v", false, "Also show info logs (spammy)")
local := flag.Bool("local", false, "Connect to local server") local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)") addr := flag.String("addr", "", "Server address (host or host:port)")
noMusic := flag.Bool("no-music", false, "Disable music playback")
flag.Parse() flag.Parse()
if *verbose { // Set config before any game initialization
rl.SetTraceLogLevel(rl.LogTrace) config.Current.PlayMusic = !*noMusic
} else {
rl.SetTraceLogLevel(rl.LogWarning)
}
// Set server address based on flags // Set server address based on flags
if *local { if *local {
@ -46,65 +40,40 @@ func main() {
network.SetServerAddr(*addr) network.SetServerAddr(*addr)
} }
logging.Info.Println("Initializing window")
rl.InitWindow(1024, 768, "GoonScape") rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
rl.InitAudioDevice()
gameInstance := game.New()
if err := gameInstance.LoadAssets(); err != nil {
log.Printf("Failed to load assets: %v", err)
return
}
defer func() { defer func() {
gameInstance.Cleanup() logging.Info.Println("Closing window")
rl.CloseWindow() rl.CloseWindow()
rl.CloseAudioDevice()
}() }()
// Initialize audio device first
if !rl.IsAudioDeviceReady() {
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
log.Fatal("Failed to initialize audio device")
}
}
defer rl.CloseAudioDevice()
game := game.New()
logging.Info.Println("Loading game assets")
if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err)
}
defer func() {
logging.Info.Println("Cleaning up game resources")
game.Cleanup()
}()
if config.Current.PlayMusic {
logging.Info.Println("Starting music playback")
rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5)
}
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
logging.Info.Println("Starting game loop")
rl.PlayMusicStream(gameInstance.Music) game.Run()
rl.SetMusicVolume(gameInstance.Music, 0.5) logging.Info.Println("Game exited cleanly")
// Handle OS signals for clean shutdown
sigChan := make(chan os.Signal, 1)
signal.Notify(sigChan, os.Interrupt, syscall.SIGTERM)
go func() {
<-sigChan
if gameInstance != nil {
gameInstance.Shutdown()
}
}()
// Keep game loop in main thread for Raylib
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(gameInstance.Music)
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game update: %v", r)
}
}()
gameInstance.Update(deltaTime)
}()
func() {
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in game render: %v", r)
}
}()
gameInstance.Render()
}()
// Check if game requested shutdown
select {
case <-gameInstance.QuitChan():
return
default:
}
}
} }

View File

@ -2,6 +2,7 @@ package network
import ( import (
"bufio" "bufio"
"context"
"encoding/binary" "encoding/binary"
"fmt" "fmt"
"io" "io"
@ -10,9 +11,9 @@ import (
"sync" "sync"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/logging"
"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"
) )
@ -20,18 +21,84 @@ const protoVersion = 1
var serverAddr = "boner.be:6969" var serverAddr = "boner.be:6969"
type NetworkManager struct {
ctx context.Context
conn net.Conn
reader *bufio.Reader
writer *bufio.Writer
mu sync.Mutex
}
func NewNetworkManager(ctx context.Context) *NetworkManager {
return &NetworkManager{
ctx: ctx,
}
}
func SetServerAddr(addr string) { func SetServerAddr(addr string) {
serverAddr = addr serverAddr = addr
} }
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) { func (nm *NetworkManager) Connect(addr string) error {
conn, err := net.Dial("tcp", serverAddr) nm.mu.Lock()
defer nm.mu.Unlock()
var err error
nm.conn, err = net.Dial("tcp", addr)
if err != nil { if err != nil {
log.Printf("Failed to dial server: %v", err) return err
return nil, 0, err
} }
log.Println("Connected to server. Authenticating...") nm.reader = bufio.NewReader(nm.conn)
nm.writer = bufio.NewWriter(nm.conn)
go nm.readLoop()
return nil
}
func (nm *NetworkManager) readLoop() {
for {
select {
case <-nm.ctx.Done():
return
default:
// Read and process messages
}
}
}
func (nm *NetworkManager) Send(message proto.Message) error {
nm.mu.Lock()
defer nm.mu.Unlock()
data, err := proto.Marshal(message)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := nm.writer.Write(lengthBuf); err != nil {
return err
}
// Write message body
if _, err := nm.writer.Write(data); err != nil {
return err
}
return nm.writer.Flush()
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
logging.Info.Println("Attempting to connect to server at", serverAddr)
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
logging.Error.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
logging.Info.Println("Connected to server. Authenticating...")
// Send auth message // Send auth message
authAction := &pb.Action{ authAction := &pb.Action{
@ -82,7 +149,7 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
if !response.AuthSuccess { if !response.AuthSuccess {
conn.Close() conn.Close()
return nil, 0, fmt.Errorf(response.ErrorMessage) return nil, 0, fmt.Errorf("authentication failed: %s", response.ErrorMessage)
} }
playerID := response.GetPlayerId() playerID := response.GetPlayerId()
@ -90,174 +157,66 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
return conn, playerID, nil return conn, playerID, nil
} }
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) { func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers *sync.Map, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn)
defer func() { defer func() {
if r := recover(); r != nil { logging.Info.Println("Closing connection and cleaning up for player", playerID)
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
}
conn.Close() conn.Close()
if player.QuitDone != nil { close(player.QuitDone)
close(player.QuitDone)
}
}() }()
actionTicker := time.NewTicker(types.ClientTickRate) reader := bufio.NewReader(conn)
defer actionTicker.Stop() ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
// Create error channel for goroutine communication for {
errChan := make(chan error, 1) select {
done := make(chan struct{}) case <-quitChan:
return
// Start message sending goroutine case <-ticker.C:
go func() { // Read message length
defer func() { lengthBuf := make([]byte, 4)
if r := recover(); r != nil { if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Recovered from panic in message sender: %v", r) log.Printf("Failed to read message length: %v", err)
errChan <- fmt.Errorf("message sender panic: %v", r) continue
} }
}() messageLength := binary.BigEndian.Uint32(lengthBuf)
for { // Read message body
select { messageBuf := make([]byte, messageLength)
case <-quitChan: if _, err := io.ReadFull(reader, messageBuf); err != nil {
// Send disconnect message to server log.Printf("Failed to read message body: %v", err)
disconnectMsg := &pb.ActionBatch{ continue
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
done <- struct{}{}
return
case <-done:
return
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,
}
player.ActionQueue = player.ActionQueue[:0]
player.Unlock()
if err := writeMessage(conn, batch); err != nil {
errChan <- err
return
}
} else {
player.Unlock()
}
} }
}
}()
// Main message receiving loop // Process server message
go func() { var serverMessage pb.ServerMessage
defer func() { if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
if r := recover(); r != nil { log.Printf("Failed to unmarshal server message: %v", err)
log.Printf("Recovered from panic in message receiver: %v", r) continue
errChan <- fmt.Errorf("message receiver panic: %v", r)
} }
}()
for { // Update player states
select { for _, state := range serverMessage.Players {
case <-quitChan: if state == nil {
return logging.Error.Println("Received nil player state")
default:
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
if err != io.EOF {
errChan <- fmt.Errorf("failed to read message length: %v", err)
}
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("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 continue
} }
player.Lock() if state.PlayerId == playerID {
player.CurrentTick = serverMessage.CurrentTick player.UpdatePosition(state, types.ServerTickRate)
} else if existing, ok := otherPlayers.Load(state.PlayerId); ok {
tickDiff := serverMessage.CurrentTick - player.CurrentTick existing.(*types.Player).UpdatePosition(state, types.ServerTickRate)
if tickDiff > types.MaxTickDesync { } else {
for _, state := range serverMessage.Players { newPlayer := types.NewPlayer(state)
if state.PlayerId == playerID { otherPlayers.Store(state.PlayerId, newPlayer)
player.ForceResync(state)
break
}
}
}
player.Unlock()
for _, state := range serverMessage.Players {
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
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
otherPlayers[state.PlayerId] = types.NewPlayer(state)
}
}
// Remove players that are no longer in the server state
for id := range otherPlayers {
if id != playerID {
delete(otherPlayers, id)
}
}
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages)
} }
} }
}
}()
// Wait for error or quit signal // Handle chat messages
select { if handler, ok := player.UserData.(types.ChatMessageHandler); ok {
case <-quitChan: handler.HandleServerMessages(serverMessage.ChatMessages)
// Send disconnect message }
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
} }
writeMessage(conn, disconnectMsg)
case err := <-errChan:
log.Printf("Network error: %v", err)
} }
} }
@ -279,50 +238,3 @@ func writeMessage(conn net.Conn, msg proto.Message) error {
_, err = conn.Write(data) _, err = conn.Write(data)
return err return err
} }
type Connection struct {
conn net.Conn
playerID int32
quitChan chan struct{}
quitDone chan struct{}
closeOnce sync.Once
}
func NewConnection(username, password string, isRegistering bool) (*Connection, error) {
conn, playerID, err := ConnectToServer(username, password, isRegistering)
if err != nil {
return nil, err
}
return &Connection{
conn: conn,
playerID: playerID,
quitChan: make(chan struct{}),
quitDone: make(chan struct{}),
}, nil
}
func (c *Connection) Close() {
c.closeOnce.Do(func() {
close(c.quitChan)
// Wait with timeout for network cleanup
select {
case <-c.quitDone:
// Clean shutdown completed
case <-time.After(500 * time.Millisecond):
log.Println("Network cleanup timed out")
}
c.conn.Close()
})
}
func (c *Connection) PlayerID() int32 {
return c.playerID
}
func (c *Connection) Start(player *types.Player, otherPlayers map[int32]*types.Player) {
go HandleServerCommunication(c.conn, c.playerID, player, otherPlayers, c.quitChan)
}
func (c *Connection) QuitChan() <-chan struct{} {
return c.quitChan
}

Binary file not shown.

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126
segfault.txt Normal file
View File

@ -0,0 +1,126 @@
INFO: 2025/02/10 15:53:21 main.go:16: Starting GoonScape client
INFO: 2025/02/10 15:53:21 main.go:43: Initializing window
INFO: 2025/02/10 15:53:21 main.go:60: Loading game assets
INFO: 2025/02/10 15:53:21 game.go:61: Loading game assets
INFO: 2025/02/10 15:53:21 assets.go:51: Loading models
INFO: 2025/02/10 15:53:21 game.go:81: Music disabled by config
INFO: 2025/02/10 15:53:21 game.go:84: Assets loaded successfully
INFO: 2025/02/10 15:53:21 main.go:76: Starting game loop
INFO: 2025/02/10 15:53:21 game.go:456: Starting game loop
malloc(): unsorted double linked list corrupted
SIGABRT: abort
PC=0x78a790604c4c m=0 sigcode=18446744073709551610
signal arrived during cgo execution
goroutine 1 gp=0xc0000061c0 m=0 mp=0xaf8e20 [syscall, locked to thread]:
runtime.cgocall(0x6da9a0, 0xc00002da50)
/usr/lib/go/src/runtime/cgocall.go:167 +0x5b fp=0xc00002da28 sp=0xc00002d9f0 pc=0x46d0fb
github.com/gen2brain/raylib-go/raylib._Cfunc_EndDrawing()
_cgo_gotypes.go:2539 +0x3f fp=0xc00002da50 sp=0xc00002da28 pc=0x51cdbf
github.com/gen2brain/raylib-go/raylib.EndDrawing(...)
/home/bd/.cache/go/mod/github.com/gen2brain/raylib-go/raylib@v0.0.0-20250109172833-6dbba4f81a9b/rcore.go:464
gitea.boner.be/bdnugget/goonscape/game.(*Game).Render.func1()
/home/bd/Projects/go/goonscape/game/game.go:259 +0x36 fp=0xc00002da68 sp=0xc00002da50 pc=0x6b6fb6
runtime.deferreturn()
/usr/lib/go/src/runtime/panic.go:605 +0x5e fp=0xc00002daf8 sp=0xc00002da68 pc=0x4396fe
gitea.boner.be/bdnugget/goonscape/game.(*Game).Render(0xc0001ae000)
/home/bd/Projects/go/goonscape/game/game.go:265 +0x405 fp=0xc00002dbf8 sp=0xc00002daf8 pc=0x6b27a5
gitea.boner.be/bdnugget/goonscape/game.(*Game).Run(0xc0001ae000)
/home/bd/Projects/go/goonscape/game/game.go:463 +0x105 fp=0xc00002dcc0 sp=0xc00002dbf8 pc=0x6b3e85
main.main()
/home/bd/Projects/go/goonscape/main.go:77 +0xb85 fp=0xc00002df50 sp=0xc00002dcc0 pc=0x6b8345
runtime.main()
/usr/lib/go/src/runtime/proc.go:272 +0x28b fp=0xc00002dfe0 sp=0xc00002df50 pc=0x43d84b
runtime.goexit({})
/usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc00002dfe8 sp=0xc00002dfe0 pc=0x47ac81
goroutine 2 gp=0xc000006c40 m=nil [force gc (idle)]:
runtime.gopark(0xaedc20?, 0xaf8e20?, 0x0?, 0x0?, 0x0?)
/usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc0000567a8 sp=0xc000056788 pc=0x47356e
runtime.goparkunlock(...)
/usr/lib/go/src/runtime/proc.go:430
runtime.forcegchelper()
/usr/lib/go/src/runtime/proc.go:337 +0xb3 fp=0xc0000567e0 sp=0xc0000567a8 pc=0x43db93
runtime.goexit({})
/usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc0000567e8 sp=0xc0000567e0 pc=0x47ac81
created by runtime.init.7 in goroutine 1
/usr/lib/go/src/runtime/proc.go:325 +0x1a
goroutine 3 gp=0xc000007180 m=nil [GC sweep wait]:
runtime.gopark(0x0?, 0x0?, 0x0?, 0x0?, 0x0?)
/usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc00006af80 sp=0xc00006af60 pc=0x47356e
runtime.goparkunlock(...)
/usr/lib/go/src/runtime/proc.go:430
runtime.bgsweep(0xc000080000)
/usr/lib/go/src/runtime/mgcsweep.go:277 +0x94 fp=0xc00006afc8 sp=0xc00006af80 pc=0x428714
runtime.gcenable.gowrap1()
/usr/lib/go/src/runtime/mgc.go:204 +0x25 fp=0xc00006afe0 sp=0xc00006afc8 pc=0x41ce25
runtime.goexit({})
/usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc00006afe8 sp=0xc00006afe0 pc=0x47ac81
created by runtime.gcenable in goroutine 1
/usr/lib/go/src/runtime/mgc.go:204 +0x66
goroutine 4 gp=0xc000007340 m=nil [GC scavenge wait]:
runtime.gopark(0xc000080000?, 0x8e5b60?, 0x1?, 0x0?, 0xc000007340?)
/usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000064f78 sp=0xc000064f58 pc=0x47356e
runtime.goparkunlock(...)
/usr/lib/go/src/runtime/proc.go:430
runtime.(*scavengerState).park(0xaf8060)
/usr/lib/go/src/runtime/mgcscavenge.go:425 +0x49 fp=0xc000064fa8 sp=0xc000064f78 pc=0x426149
runtime.bgscavenge(0xc000080000)
/usr/lib/go/src/runtime/mgcscavenge.go:653 +0x3c fp=0xc000064fc8 sp=0xc000064fa8 pc=0x4266bc
runtime.gcenable.gowrap2()
/usr/lib/go/src/runtime/mgc.go:205 +0x25 fp=0xc000064fe0 sp=0xc000064fc8 pc=0x41cdc5
runtime.goexit({})
/usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc000064fe8 sp=0xc000064fe0 pc=0x47ac81
created by runtime.gcenable in goroutine 1
/usr/lib/go/src/runtime/mgc.go:205 +0xa5
goroutine 18 gp=0xc000104700 m=nil [finalizer wait]:
runtime.gopark(0x0?, 0x0?, 0x0?, 0x0?, 0x0?)
/usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000184e20 sp=0xc000184e00 pc=0x47356e
runtime.runfinq()
/usr/lib/go/src/runtime/mfinal.go:193 +0x145 fp=0xc000184fe0 sp=0xc000184e20 pc=0x41bea5
runtime.goexit({})
/usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc000184fe8 sp=0xc000184fe0 pc=0x47ac81
created by runtime.createfing in goroutine 1
/usr/lib/go/src/runtime/mfinal.go:163 +0x3d
goroutine 19 gp=0xc0001048c0 m=nil [chan receive]:
runtime.gopark(0x0?, 0x0?, 0x0?, 0x0?, 0x0?)
/usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc00006bf18 sp=0xc00006bef8 pc=0x47356e
runtime.chanrecv(0xc0001140e0, 0x0, 0x1)
/usr/lib/go/src/runtime/chan.go:639 +0x3bc fp=0xc00006bf90 sp=0xc00006bf18 pc=0x40c89c
runtime.chanrecv1(0x0?, 0x0?)
/usr/lib/go/src/runtime/chan.go:489 +0x12 fp=0xc00006bfb8 sp=0xc00006bf90 pc=0x40c4d2
runtime.unique_runtime_registerUniqueMapCleanup.func1(...)
/usr/lib/go/src/runtime/mgc.go:1781
runtime.unique_runtime_registerUniqueMapCleanup.gowrap1()
/usr/lib/go/src/runtime/mgc.go:1784 +0x2f fp=0xc00006bfe0 sp=0xc00006bfb8 pc=0x41fe4f
runtime.goexit({})
/usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc00006bfe8 sp=0xc00006bfe0 pc=0x47ac81
created by unique.runtime_registerUniqueMapCleanup in goroutine 1
/usr/lib/go/src/runtime/mgc.go:1779 +0x96
rax 0x0
rbx 0x4829
rcx 0x78a790604c4c
rdx 0x6
rdi 0x4829
rsi 0x4829
rbp 0x78a7902fc740
rsp 0x7ffd63425870
r8 0xffffffff
r9 0x0
r10 0x8
r11 0x246
r12 0x7ffd634259d0
r13 0x6
r14 0x7ffd634259d0
r15 0x7ffd634259d0
rip 0x78a790604c4c
rflags 0x246
cs 0x33
fs 0x0
gs 0x0
exit status 2

View File

@ -10,23 +10,23 @@ import (
type Player struct { type Player struct {
sync.RWMutex sync.RWMutex
Model rl.Model
Texture rl.Texture2D
PosActual rl.Vector3 PosActual rl.Vector3
PosTile Tile PosTile Tile
TargetPath []Tile TargetPath []Tile
Speed float32
ActionQueue []*pb.Action ActionQueue []*pb.Action
Speed float32
ID int32 ID int32
QuitDone chan struct{}
CurrentTick int64
UserData interface{}
FloatingMessage *FloatingMessage
IsMoving bool IsMoving bool
AnimationFrame int32 AnimationFrame int32
LastAnimUpdate time.Time LastAnimUpdate time.Time
LastUpdateTime time.Time LastUpdateTime time.Time
InterpolationProgress float32 InterpolationProgress float32
FloatingMessage *FloatingMessage
QuitDone chan struct{}
UserData interface{}
Model rl.Model
Texture rl.Texture2D
Username string
} }
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) { func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
@ -90,14 +90,12 @@ func NewPlayer(state *pb.PlayerState) *Player {
Y: float32(state.Y * TileHeight), Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize), Z: float32(state.Y * TileSize),
}, },
PosTile: Tile{X: int(state.X), Y: int(state.Y)}, PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0, Speed: 50.0,
ID: state.PlayerId, ID: state.PlayerId,
IsMoving: false, IsMoving: false,
AnimationFrame: 0, AnimationFrame: 0,
LastAnimUpdate: time.Now(), LastAnimUpdate: time.Now(),
LastUpdateTime: time.Now(),
InterpolationProgress: 1.0,
} }
} }

View File

@ -28,6 +28,7 @@ type ModelAsset struct {
AnimFrames int32 // Keep this for compatibility AnimFrames int32 // Keep this for compatibility
Animations AnimationSet // New field for organized animations Animations AnimationSet // New field for organized animations
YOffset float32 // Additional height offset (added to default 8.0) YOffset float32 // Additional height offset (added to default 8.0)
Name string
} }
type ChatMessage struct { type ChatMessage struct {
@ -47,6 +48,13 @@ type ChatMessageHandler interface {
HandleServerMessages([]*pb.ChatMessage) HandleServerMessages([]*pb.ChatMessage)
} }
type PlayerState struct {
PlayerId int32
X int32
Y int32
Username string
}
const ( const (
MapWidth = 50 MapWidth = 50
MapHeight = 50 MapHeight = 50