19 Commits

Author SHA1 Message Date
555b8118f2 Fix chat and other players not showing up 2025-04-16 11:13:52 +02:00
5bf962a18d Fix segfaults by avoiding models and animations for now 2025-04-16 10:47:46 +02:00
220a451475 add a bunch of mutexes and shit but still have racist conditions and panics LOL 2025-01-22 20:14:58 +01:00
417bf4ea63 add mouse wheel camera rotation 2025-01-22 00:52:04 +01:00
84d63ba4c1 Add coomer animation lol 2025-01-21 01:23:40 +01:00
49b84c8540 Added semi working gooner animation and added segfaults when exiting 2025-01-20 23:37:43 +01:00
0e509ad752 Try gooner animation 2025-01-20 14:30:34 +01:00
bcd63efd7b .gitignore 2025-01-20 14:29:10 +01:00
944c33ce3b Update License 2025-01-20 01:17:13 +01:00
d5bb464d9f Add system messages to chat 2025-01-20 00:03:50 +01:00
4549ee7517 Fix cgo bullshit in build 2025-01-19 23:28:04 +01:00
31ae9c525f mod 2025-01-19 23:22:09 +01:00
06913a5217 Update buildscript and readme 2025-01-19 22:50:50 +01:00
49663c9094 rm build artefacts from git tracking 2025-01-19 22:25:48 +01:00
a843680b09 Prepare v1.1.0 release with auth and db functionality 2025-01-19 22:20:17 +01:00
7183df4a8b Merge pull request 'feature/db' (#4) from feature/db into master
Reviewed-on: #4
2025-01-19 21:07:43 +00:00
33e355200d Update goonserver 2025-01-19 22:07:04 +01:00
e45066b2a8 Based db and accounts and log in where you logged out 2025-01-19 21:52:56 +01:00
bb01dccf2b Getting somewhere lol 2025-01-19 21:23:47 +01:00
56 changed files with 1246 additions and 879931 deletions

15
.gitignore vendored Normal file
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@ -0,0 +1,15 @@
# Build artifacts
build/
goonscape
goonscape.exe
# IDE files
.vscode/
.idea/
*.swp
# OS files
.DS_Store
Thumbs.db
resources/models/old_and_test/

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*

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
License: Commons Clause v1.0
Licensor: bdnugget
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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.

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@ -3,7 +3,7 @@
include scripts/platforms.mk
BINARY_NAME=goonscape
VERSION=1.0.0
VERSION=1.1.0
BUILD_DIR=build
ASSETS_DIR=resources

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@ -16,24 +16,57 @@ A multiplayer isometric game inspired by Oldschool RuneScape, built with Go and
## Prerequisites
- 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))
## 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
git clone https://gitea.boner.be/bdnugget/goonscape.git
cd goonscape
```
2. Install dependencies:
```bash
go mod tidy
```
3. Build and run:
```bash
go run main.go
go build
```
## Controls

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@ -1,41 +1,274 @@
package assets
import (
"fmt"
"os"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
)
// Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet
// Only try to load animations if environment variable isn't set
if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
return animSet, nil
}
// Load idle animations if specified
if idlePath, ok := animPaths["idle"]; ok {
idleAnims := rl.LoadModelAnimations(idlePath)
if len(idleAnims) > 0 {
animSet.Idle = idleAnims
rl.TraceLog(rl.LogInfo, "Loaded idle animation: %s (%d frames, %f seconds)",
idlePath, idleAnims[0].FrameCount, float32(idleAnims[0].FrameCount)/60.0)
}
}
// Load walk animations if specified
if walkPath, ok := animPaths["walk"]; ok {
walkAnims := rl.LoadModelAnimations(walkPath)
if len(walkAnims) > 0 {
animSet.Walk = walkAnims
rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)",
walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0)
}
}
return animSet, nil
}
// ValidateModel checks if a model is valid and properly loaded
func ValidateModel(model rl.Model) error {
if model.Meshes == nil {
return fmt.Errorf("model has nil meshes")
}
if model.Meshes.VertexCount <= 0 {
return fmt.Errorf("model has invalid vertex count")
}
return nil
}
// CompletelyAvoidExternalModels determines if we should avoid loading external models
func CompletelyAvoidExternalModels() bool {
return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// 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
}
func LoadModels() ([]types.ModelAsset, error) {
goonerModel := rl.LoadModel("resources/models/goonion.obj")
goonerTexture := rl.LoadTexture("resources/models/goonion.png")
rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
// Force safe mode for now until we fix the segfault
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
coomerModel := rl.LoadModel("resources/models/coomer.obj")
coomerTexture := rl.LoadTexture("resources/models/coomer.png")
rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
models := make([]types.ModelAsset, 0, 3)
shrekeModel := rl.LoadModel("resources/models/shreke.obj")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
// Use environment variable to completely disable model loading
safeMode := CompletelyAvoidExternalModels()
return []types.ModelAsset{
{Model: goonerModel, Texture: goonerTexture},
{Model: coomerModel, Texture: coomerTexture},
{Model: shrekeModel, Texture: shrekeTexture},
}, nil
// Colors for the different models
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
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 {
// Gooner model (cube)
cube := createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
PlaceholderColor: goonerColor,
})
// Coomer model (sphere)
sphere := createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
PlaceholderColor: coomerColor,
})
// Shreke model (cylinder)
cylinder := createPrimitiveShape(2)
models = append(models, types.ModelAsset{
Model: cylinder,
YOffset: 0.0,
PlaceholderColor: shrekeColor,
})
return models, nil
}
// The rest of the function with normal model loading
// Load Goonion model with error handling
var goonerModel rl.Model
var success bool
var modelColor rl.Color
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
// Create animations only if model was loaded successfully
var goonerAnims types.AnimationSet
if success {
goonerAnims, _ = loadModelAnimations(map[string]string{
"idle": "resources/models/gooner/idle_no_y_transform.glb",
"walk": "resources/models/gooner/walk_no_y_transform.glb",
})
// Apply transformations
transform := rl.MatrixIdentity()
transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
goonerModel.Transform = transform
}
// Always add a model (real or placeholder)
models = append(models, types.ModelAsset{
Model: goonerModel,
Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
Animations: goonerAnims,
YOffset: 0.0,
PlaceholderColor: modelColor,
})
// 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)
if success {
// Only load animations if the model loaded successfully
coomerAnims, _ := loadModelAnimations(map[string]string{
"idle": "resources/models/coomer/idle_notransy.glb",
"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
})
// Apply transformations
transform := rl.MatrixIdentity()
transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
coomerModel.Transform = transform
models = append(models, types.ModelAsset{
Model: coomerModel,
Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
Animations: coomerAnims,
YOffset: -4.0,
PlaceholderColor: rl.Color{}, // Not a placeholder
})
} else {
// Add a placeholder with different shape/color
models = append(models, types.ModelAsset{
Model: coomerModel,
YOffset: -4.0,
PlaceholderColor: modelColor,
})
}
// Shreke model with safe loading - using a cylinder shape
var shrekeModel rl.Model
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded
shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
if shrekeTexture.ID <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
} else {
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
models = append(models, types.ModelAsset{
Model: shrekeModel,
Texture: shrekeTexture,
YOffset: 0.0,
PlaceholderColor: rl.Color{}, // Not a placeholder
})
}
} else {
// Add another placeholder with different shape/color
models = append(models, types.ModelAsset{
Model: shrekeModel,
YOffset: 0.0,
PlaceholderColor: modelColor,
})
}
if len(models) == 0 {
return nil, fmt.Errorf("failed to load any models")
}
return models, nil
}
func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil
}
defer func() {
// Recover from any panics during music loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
}
}()
func UnloadModels(models []types.ModelAsset) {
for _, model := range models {
rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture)
// Skip loading music if environment variable is set
if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
return rl.Music{}, fmt.Errorf("audio disabled")
}
}
func UnloadMusic(music rl.Music) {
rl.UnloadMusicStream(music)
music := rl.LoadMusicStream(filename)
if music.Stream.Buffer == nil {
return music, fmt.Errorf("failed to load music: %s", filename)
}
return music, nil
}

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@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd coomer.png

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@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd goonion.png

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@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd shreke.png

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@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd coomer.png

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@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd goonion.png

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@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd shreke.png

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@ -2,20 +2,11 @@ package main
import "time"
// Game world constants
const (
MapWidth = 50
MapHeight = 50
TileSize = 32
TileHeight = 2.0
TickRate = 600 * time.Millisecond // Server tick rate (600ms)
serverAddr = "localhost:6969"
// RuneScape-style tick rate (600ms)
ServerTickRate = 600 * time.Millisecond
// Client might run at a higher tick rate for smooth rendering
ClientTickRate = 50 * time.Millisecond
// Maximum number of ticks we can get behind before forcing a resync
MaxTickDesync = 5
// Server-related constants
ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
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
)

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@ -10,6 +10,7 @@ var (
cameraDistance = float32(20.0)
cameraYaw = float32(145.0)
cameraPitch = float32(45.0)
lastMousePos rl.Vector2 // Add this to track mouse movement
)
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
@ -32,6 +33,34 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
}
}
// Handle middle mouse camera rotation
if rl.IsMouseButtonDown(rl.MouseMiddleButton) {
currentMousePos := rl.GetMousePosition()
// If we just started holding the button, initialize last position
if !rl.IsMouseButtonPressed(rl.MouseMiddleButton) {
mouseDelta := rl.Vector2{
X: currentMousePos.X - lastMousePos.X,
Y: currentMousePos.Y - lastMousePos.Y,
}
// Adjust rotation speed as needed
cameraYaw += mouseDelta.X * 0.5 * deltaTime * 60
cameraPitch += mouseDelta.Y * 0.5 * deltaTime * 60
// Clamp pitch to prevent camera flipping
if cameraPitch < 20 {
cameraPitch = 20
}
if cameraPitch > 85 {
cameraPitch = 85
}
}
lastMousePos = currentMousePos
}
// Keep the keyboard controls too
if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime
}

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@ -2,6 +2,8 @@ package game
import (
"fmt"
"log"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/types"
@ -25,6 +27,7 @@ type Chat struct {
cursorPos int
scrollOffset int
userData interface{}
mutex sync.RWMutex
}
func NewChat() *Chat {
@ -49,10 +52,20 @@ func (c *Chat) AddMessage(playerID int32, content string) {
}
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.mutex.Lock()
defer c.mutex.Unlock()
if len(messages) == 0 {
return
}
log.Printf("Processing %d chat messages", len(messages))
// Convert protobuf messages to our local type
for _, msg := range messages {
localMsg := types.ChatMessage{
PlayerID: msg.PlayerId,
Username: msg.Username,
Content: msg.Content,
Time: time.Unix(0, msg.Timestamp),
}
@ -63,6 +76,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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)
@ -86,6 +100,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
ExpireTime: time.Now().Add(6 * time.Second),
}
otherPlayer.Unlock()
log.Printf("Added floating message to other player %d", msg.PlayerId)
} else {
log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
}
}
}
@ -93,6 +110,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
}
func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.mutex.RLock()
defer c.mutex.RUnlock()
// Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2)
@ -117,8 +137,14 @@ func (c *Chat) Draw(screenWidth, screenHeight int32) {
for i := startIdx; i < endIdx; i++ {
msg := c.messages[i]
text := fmt.Sprintf("[%d]: %s", msg.PlayerID, msg.Content)
rl.DrawText(text, int32(chatX)+5, int32(messageY), 20, rl.White)
var color rl.Color
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
}

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@ -1,10 +1,12 @@
package game
import (
"os"
"fmt"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/network"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
@ -18,20 +20,16 @@ type Game struct {
Music rl.Music
Chat *Chat
MenuOpen bool
QuitChan chan struct{} // Channel to signal shutdown
quitChan chan struct{}
loginScreen *LoginScreen
isLoggedIn bool
cleanupOnce sync.Once
frameCounter int // For periodic logging
}
func New() *Game {
InitWorld()
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),
Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10),
@ -40,30 +38,71 @@ func New() *Game {
Fovy: 45.0,
Projection: rl.CameraPerspective,
},
Chat: NewChat(),
QuitChan: make(chan struct{}),
Chat: NewChat(),
quitChan: make(chan struct{}),
loginScreen: NewLoginScreen(),
}
game.Player.UserData = game
game.Chat.userData = game
return game
}
func (g *Game) LoadAssets() error {
var err error
g.Models, err = assets.LoadModels()
if err != nil {
return err
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()
}
}()
// Load models with better error handling
g.Models, loadErr = assets.LoadModels()
if loadErr != nil {
return fmt.Errorf("failed to load models: %v", loadErr)
}
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
if err != nil {
return err
// 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)
}
return nil
}
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
}
g.Player = &types.Player{
Speed: 50.0,
TargetPath: []types.Tile{},
UserData: g,
QuitDone: make(chan struct{}),
ID: playerID,
}
g.AssignModelToPlayer(g.Player)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
g.isLoggedIn = true
}
return
}
// Handle ESC for menu
if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen
@ -91,7 +130,28 @@ func (g *Game) Update(deltaTime float32) {
g.Player.MoveTowards(g.Player.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)
}
}
// Process other players
for _, other := range g.OtherPlayers {
if other == nil {
continue
}
// Make sure other players have models assigned
if other.Model.Meshes == nil {
g.AssignModelToPlayer(other)
}
// Update other player movement
if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
}
@ -129,18 +189,55 @@ func (g *Game) DrawMap() {
}
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
player.Lock()
defer player.Unlock()
// 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
return
}
grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models)
if modelIndex < 0 || modelIndex >= len(g.Models) {
// Prevent out of bounds access
modelIndex = 0
}
modelAsset := g.Models[modelIndex]
const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
playerPos := rl.Vector3{
X: player.PosActual.X,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
Z: player.PosActual.Z,
}
rl.DrawModel(model, playerPos, 16, rl.White)
// 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
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
if player.FloatingMessage != nil {
screenPos := rl.GetWorldToScreen(rl.Vector3{
X: playerPos.X,
@ -172,13 +269,45 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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()
}()
rl.ClearBackground(rl.RayWhite)
if !g.isLoggedIn {
g.loginScreen.Draw()
return
}
rl.BeginMode3D(g.Camera)
g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model)
for id, other := range g.OtherPlayers {
g.DrawPlayer(other, g.Models[int(id)%len(g.Models)].Model)
// Draw player only if valid
if g.Player != nil && g.Player.Model.Meshes != nil {
g.DrawPlayer(g.Player, g.Player.Model)
}
// Draw other players with defensive checks
for _, other := range g.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
}
}
g.DrawPlayer(other, other.Model)
}
rl.EndMode3D()
@ -203,12 +332,14 @@ func (g *Game) Render() {
rl.DrawText(text, int32(pos.X)-textWidth/2, int32(pos.Y), 20, rl.Yellow)
}
if g.Player.FloatingMessage != nil {
if g.Player != nil && g.Player.FloatingMessage != nil {
drawFloatingMessage(g.Player.FloatingMessage)
}
for _, other := range g.OtherPlayers {
drawFloatingMessage(other.FloatingMessage)
if other != nil && other.FloatingMessage != nil {
drawFloatingMessage(other.FloatingMessage)
}
}
// Draw menu if open
@ -217,17 +348,28 @@ func (g *Game) Render() {
}
// Only draw chat if menu is not open
if !g.MenuOpen {
if !g.MenuOpen && g.Chat != nil {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
}
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
func (g *Game) Cleanup() {
assets.UnloadModels(g.Models)
assets.UnloadMusic(g.Music)
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 {
if model.Texture.ID > 0 {
rl.UnloadTexture(model.Texture)
}
}
})
}
func (g *Game) HandleInput() {
@ -307,8 +449,46 @@ func (g *Game) DrawMenu() {
}
func (g *Game) Shutdown() {
close(g.QuitChan)
<-g.Player.QuitDone
rl.CloseWindow()
os.Exit(0)
close(g.quitChan)
}
func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
g.Chat.HandleServerMessages(messages)
}
func (g *Game) AssignModelToPlayer(player *types.Player) {
if player == nil {
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)
return
}
player.Model = modelAsset.Model
player.Texture = modelAsset.Texture
player.PlaceholderColor = modelAsset.PlaceholderColor
}
func (g *Game) QuitChan() <-chan struct{} {
return g.quitChan
}

185
game/login.go Normal file
View File

@ -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
View File

@ -3,7 +3,7 @@ module gitea.boner.be/bdnugget/goonscape
go 1.23.0
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
google.golang.org/protobuf v1.36.3
)

146
main.go
View File

@ -3,7 +3,11 @@ package main
import (
"flag"
"log"
"os"
"os/signal"
"strings"
"syscall"
"time"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/network"
@ -11,61 +15,139 @@ import (
)
func main() {
local := flag.Bool("local", false, "Use local server instead of remote")
addr := flag.String("addr", "boner.be:6969", "Server address (hostname:port or hostname)")
// Set up panic recovery at the top level
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from fatal panic in main: %v", r)
// Give the user a chance to see the error
time.Sleep(5 * time.Second)
}
}()
// Parse command line flags
verbose := flag.Bool("v", false, "Also show info logs (spammy)")
local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)")
flag.Parse()
if *local && *addr != "boner.be:6969" {
log.Fatal("Cannot use both -local and -addr flags")
if *verbose {
rl.SetTraceLogLevel(rl.LogTrace)
} else {
rl.SetTraceLogLevel(rl.LogWarning)
}
// Set server address based on flags
if *local {
if *addr != "" {
log.Fatal("Cannot use -local and -addr together")
}
network.SetServerAddr("localhost:6969")
} else if *addr != "" {
// If only hostname is provided, append default port
// If port is not specified, append default port
if !strings.Contains(*addr, ":") {
*addr = *addr + ":6969"
*addr += ":6969"
}
network.SetServerAddr(*addr)
}
// Initialize window with error handling
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagWindowResizable) // Enable MSAA and make window resizable
rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0)
defer rl.CloseWindow()
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
game := game.New()
if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err)
// Initialize audio with error handling
if !rl.IsAudioDeviceReady() {
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
log.Println("Warning: Failed to initialize audio device, continuing without audio")
}
}
defer game.Cleanup()
conn, playerID, err := network.ConnectToServer()
if err != nil {
log.Fatalf("Failed to connect to server: %v", err)
// Use a maximum of 3 attempts to load assets
var gameInstance *game.Game
var loadErr error
maxAttempts := 3
for attempt := 1; attempt <= maxAttempts; attempt++ {
gameInstance = game.New()
loadErr = gameInstance.LoadAssets()
if loadErr == nil {
break
}
log.Printf("Attempt %d/%d: Failed to load assets: %v", attempt, maxAttempts, loadErr)
if attempt < maxAttempts {
log.Println("Retrying...")
gameInstance.Cleanup() // Cleanup before retrying
time.Sleep(500 * time.Millisecond)
}
}
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
if loadErr != nil {
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
}
go network.HandleServerCommunication(conn, playerID, game.Player, game.OtherPlayers, game.QuitChan)
defer func() {
if gameInstance != nil {
gameInstance.Cleanup()
}
rl.CloseWindow()
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
}()
rl.PlayMusicStream(game.Music)
rl.SetMusicVolume(game.Music, 0.5)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateMusicStream(game.Music)
deltaTime := rl.GetFrameTime()
game.Update(deltaTime)
game.Render()
// Play music if available
if gameInstance.Music.Stream.Buffer != nil {
rl.PlayMusicStream(gameInstance.Music)
rl.SetMusicVolume(gameInstance.Music, 0.5)
}
// Wait for clean shutdown
<-game.QuitChan
// 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()
// Update music if available
if gameInstance.Music.Stream.Buffer != nil {
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

@ -3,71 +3,122 @@ package network
import (
"bufio"
"encoding/binary"
"fmt"
"io"
"log"
"net"
"sync"
"time"
"gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto"
)
var serverAddr = "boner.be:6969"
const protoVersion = 1
var serverAddr = "boner.be:6969" // Default server address
func SetServerAddr(addr string) {
serverAddr = addr
log.Printf("Server address set to: %s", serverAddr)
}
func ConnectToServer() (net.Conn, int32, error) {
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
log.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
log.Println("Connected to server. Waiting for player ID...")
reader := bufio.NewReader(conn)
log.Println("Connected to server. Authenticating...")
// 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)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err)
return nil, 0, err
conn.Close()
return nil, 0, fmt.Errorf("failed to read auth response: %v", err)
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
return nil, 0, err
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 {
log.Printf("Failed to unmarshal server response: %v", err)
return nil, 0, err
conn.Close()
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()
log.Printf("Successfully connected with player ID: %d", playerID)
log.Printf("Successfully authenticated with player ID: %d", playerID)
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)
defer func() {
if r := recover(); r != nil {
log.Printf("Recovered from panic in HandleServerCommunication: %v", r)
}
conn.Close()
if player.QuitDone != nil {
close(player.QuitDone)
}
}()
actionTicker := time.NewTicker(types.ClientTickRate)
defer actionTicker.Stop()
defer conn.Close()
defer close(player.QuitDone)
// Create a channel to signal when goroutines are done
// Create error channel for goroutine communication
errChan := make(chan error, 1)
done := make(chan struct{})
// 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)
}
}()
for {
select {
case <-quitChan:
@ -82,23 +133,23 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
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 {
log.Printf("Failed to send actions to server: %v", err)
errChan <- err
return
}
} else {
@ -108,74 +159,126 @@ func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Play
}
}()
for {
select {
case <-quitChan:
done := make(chan struct{})
go func() {
<-done
close(player.QuitDone)
}()
// Main message receiving loop
go func() {
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)
}
}()
for {
select {
case <-done:
time.Sleep(100 * time.Millisecond)
case <-time.After(1 * time.Second):
log.Println("Shutdown timed out")
}
return
default:
// Read message length (4 bytes)
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err)
case <-quitChan:
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
default:
lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil {
if err != io.EOF {
log.Printf("Network read error: %v", err)
errChan <- fmt.Errorf("failed to read message length: %v", err)
} else {
log.Printf("Connection closed by server")
}
return
}
messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message
messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err)
return
}
// 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
}
var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err)
continue
}
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
}
player.Lock()
player.CurrentTick = serverMessage.CurrentTick
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
}
tickDiff := serverMessage.CurrentTick - player.CurrentTick
if tickDiff > types.MaxTickDesync {
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
player.ForceResync(state)
break
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()
player.Unlock()
for _, state := range serverMessage.Players {
if state.PlayerId == playerID {
continue
// 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)
}
}
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
otherPlayer.UpdatePosition(state, types.ServerTickRate)
} else {
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)
}
}
}
if g, ok := player.UserData.(*game.Game); ok && len(serverMessage.ChatMessages) > 0 {
g.Chat.HandleServerMessages(serverMessage.ChatMessages)
// 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)
}
}
}
}()
// 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)
case err := <-errChan:
log.Printf("Network error: %v", err)
}
}
@ -197,3 +300,50 @@ func writeMessage(conn net.Conn, msg proto.Message) error {
_, err = conn.Write(data)
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
}

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@ -6,12 +6,15 @@ build() {
local arch=$2
local output=$3
# Set CGO flags for static linking
export CGO_ENABLED=1
# Set GOOS and GOARCH for cross-compilation
export GOOS=$os
export GOARCH=$arch
# Platform specific flags
# Disable CGO only for cross-compilation
if [ "$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++

View File

@ -1,16 +1,37 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
)
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
p.Lock()
defer p.Unlock()
type Player struct {
sync.RWMutex // Keep this for network operations
Model rl.Model
Texture rl.Texture2D
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
Speed float32
ActionQueue []*pb.Action
ID int32
QuitDone chan struct{}
CurrentTick int64
UserData interface{}
FloatingMessage *FloatingMessage
IsMoving bool
AnimationFrame int32
LastAnimUpdate time.Time
LastUpdateTime time.Time
InterpolationProgress float32
PlaceholderColor rl.Color
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
// No need for lock here as this is called from a single thread (game loop)
targetPos := rl.Vector3{
X: float32(target.X * TileSize),
Y: mapGrid[target.X][target.Y].Height * TileHeight,
@ -19,6 +40,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
direction := rl.Vector3Subtract(targetPos, p.PosActual)
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
}
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 {
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
}
@ -41,9 +89,14 @@ func NewPlayer(state *pb.PlayerState) *Player {
Y: float32(state.Y * TileHeight),
Z: float32(state.Y * TileSize),
},
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
Speed: 50.0,
ID: state.PlayerId,
IsMoving: false,
AnimationFrame: 0,
LastAnimUpdate: time.Now(),
LastUpdateTime: time.Now(),
InterpolationProgress: 1.0,
}
}
@ -61,6 +114,7 @@ func (p *Player) UpdatePosition(state *pb.PlayerState, tickRate time.Duration) {
}
func (p *Player) ForceResync(state *pb.PlayerState) {
// Keep this lock since it's called from the network goroutine
p.Lock()
defer p.Unlock()

View File

@ -1,7 +1,6 @@
package types
import (
"sync"
"time"
pb "gitea.boner.be/bdnugget/goonserver/actions"
@ -14,31 +13,27 @@ type Tile struct {
Walkable bool
}
type Player struct {
sync.Mutex
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
ActionQueue []*pb.Action
Speed float32
Model rl.Model
Texture rl.Texture2D
ID int32
CurrentTick int64
LastUpdateTime time.Time
InterpolationProgress float32
UserData interface{}
FloatingMessage *FloatingMessage
QuitDone chan struct{}
type AnimationSet struct {
Idle []rl.ModelAnimation
Walk []rl.ModelAnimation
// Can add more animation types later like:
// Attack []ModelAnimation
// Jump []ModelAnimation
}
type ModelAsset struct {
Model rl.Model
Texture rl.Texture2D
Model rl.Model
Texture rl.Texture2D
Animation []rl.ModelAnimation // Keep this for compatibility
AnimFrames int32 // Keep this for compatibility
Animations AnimationSet // New field for organized animations
YOffset float32 // Additional height offset (added to default 8.0)
PlaceholderColor rl.Color
}
type ChatMessage struct {
PlayerID int32
Username string
Content string
Time time.Time
}
@ -49,6 +44,10 @@ type FloatingMessage struct {
ScreenPos rl.Vector2 // Store the screen position for 2D rendering
}
type ChatMessageHandler interface {
HandleServerMessages([]*pb.ChatMessage)
}
const (
MapWidth = 50
MapHeight = 50