Compare commits
4 Commits
testing
...
555b8118f2
Author | SHA1 | Date | |
---|---|---|---|
555b8118f2 | |||
5bf962a18d | |||
220a451475 | |||
417bf4ea63 |
287
assets/assets.go
287
assets/assets.go
@ -1,6 +1,9 @@
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package assets
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import (
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"fmt"
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"os"
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"gitea.boner.be/bdnugget/goonscape/types"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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@ -9,6 +12,11 @@ import (
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func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
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var animSet types.AnimationSet
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// Only try to load animations if environment variable isn't set
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if os.Getenv("GOONSCAPE_DISABLE_ANIMATIONS") == "1" {
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return animSet, nil
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}
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// Load idle animations if specified
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if idlePath, ok := animPaths["idle"]; ok {
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idleAnims := rl.LoadModelAnimations(idlePath)
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@ -32,72 +40,235 @@ func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error
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return animSet, nil
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}
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// ValidateModel checks if a model is valid and properly loaded
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func ValidateModel(model rl.Model) error {
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if model.Meshes == nil {
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return fmt.Errorf("model has nil meshes")
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}
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if model.Meshes.VertexCount <= 0 {
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return fmt.Errorf("model has invalid vertex count")
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}
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return nil
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}
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// CompletelyAvoidExternalModels determines if we should avoid loading external models
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func CompletelyAvoidExternalModels() bool {
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return os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
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}
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// SafeLoadModel attempts to load a model, returning a placeholder if it fails
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func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
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// Don't even try to load external models in safe mode
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if CompletelyAvoidExternalModels() {
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rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
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return createPrimitiveShape(fallbackShape), false, fallbackColor
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}
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defer func() {
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// Recover from any panics during model loading
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
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}
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}()
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// Try to load the model
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model := rl.LoadModel(fileName)
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// Check if the model is valid
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if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
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rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
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return createPrimitiveShape(fallbackShape), false, fallbackColor
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}
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// For real models, return zero color since we don't need it
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return model, true, rl.Color{}
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}
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// createPrimitiveShape creates a simple shape without loading external models
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func createPrimitiveShape(shapeType int) rl.Model {
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var mesh rl.Mesh
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switch shapeType {
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case 0: // Cube
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mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
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case 1: // Sphere
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mesh = rl.GenMeshSphere(1.0, 8, 8)
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case 2: // Cylinder
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mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
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case 3: // Cone
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mesh = rl.GenMeshCone(1.0, 2.0, 8)
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default: // Default to cube
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mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
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}
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model := rl.LoadModelFromMesh(mesh)
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return model
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}
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func LoadModels() ([]types.ModelAsset, error) {
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// Goonion model and animations
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goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
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goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"})
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// Force safe mode for now until we fix the segfault
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os.Setenv("GOONSCAPE_SAFE_MODE", "1")
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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models := make([]types.ModelAsset, 0, 3)
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// Coomer model (ready for animations)
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coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
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// coomerTexture := rl.LoadTexture("resources/models/coomer.png")
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// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture)
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// When you have animations, add them like:
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coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"})
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coomerModel.Transform = transform
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// Use environment variable to completely disable model loading
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safeMode := CompletelyAvoidExternalModels()
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// Shreke model (ready for animations)
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shrekeModel := rl.LoadModel("resources/models/shreke.obj")
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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// When you have animations, add them like:
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// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb",
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// map[string]string{
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// "idle": "resources/models/shreke_idle.glb",
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// "walk": "resources/models/shreke_walk.glb",
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// })
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// Colors for the different models
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goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
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coomerColor := rl.Color{R: 200, G: 230, B: 255, A: 255} // Light blue
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shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
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return []types.ModelAsset{
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{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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},
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{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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},
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{Model: shrekeModel, Texture: shrekeTexture},
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}, nil
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// If in safe mode, create all models directly without loading
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if safeMode {
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// Gooner model (cube)
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cube := createPrimitiveShape(0)
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models = append(models, types.ModelAsset{
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Model: cube,
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YOffset: 0.0,
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PlaceholderColor: goonerColor,
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})
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// Coomer model (sphere)
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sphere := createPrimitiveShape(1)
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models = append(models, types.ModelAsset{
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Model: sphere,
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YOffset: -4.0,
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PlaceholderColor: coomerColor,
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})
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// Shreke model (cylinder)
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cylinder := createPrimitiveShape(2)
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models = append(models, types.ModelAsset{
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Model: cylinder,
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YOffset: 0.0,
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PlaceholderColor: shrekeColor,
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})
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return models, nil
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}
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// The rest of the function with normal model loading
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// Load Goonion model with error handling
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var goonerModel rl.Model
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var success bool
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var modelColor rl.Color
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goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
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// Create animations only if model was loaded successfully
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var goonerAnims types.AnimationSet
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if success {
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goonerAnims, _ = loadModelAnimations(map[string]string{
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"idle": "resources/models/gooner/idle_no_y_transform.glb",
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"walk": "resources/models/gooner/walk_no_y_transform.glb",
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})
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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goonerModel.Transform = transform
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}
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// Always add a model (real or placeholder)
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models = append(models, types.ModelAsset{
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Model: goonerModel,
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Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
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AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
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Animations: goonerAnims,
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YOffset: 0.0,
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PlaceholderColor: modelColor,
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})
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// Coomer model with safe loading - using a sphere shape
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var coomerModel rl.Model
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coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
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if success {
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// Only load animations if the model loaded successfully
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coomerAnims, _ := loadModelAnimations(map[string]string{
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"idle": "resources/models/coomer/idle_notransy.glb",
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"walk": "resources/models/coomer/unsteadywalk_notransy.glb",
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})
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// Apply transformations
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transform := rl.MatrixIdentity()
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad))
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transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0))
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coomerModel.Transform = transform
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models = append(models, types.ModelAsset{
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Model: coomerModel,
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Animation: append(coomerAnims.Idle, coomerAnims.Walk...),
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AnimFrames: int32(len(coomerAnims.Idle) + len(coomerAnims.Walk)),
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Animations: coomerAnims,
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YOffset: -4.0,
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PlaceholderColor: rl.Color{}, // Not a placeholder
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})
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} else {
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// Add a placeholder with different shape/color
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models = append(models, types.ModelAsset{
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Model: coomerModel,
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YOffset: -4.0,
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PlaceholderColor: modelColor,
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})
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}
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// Shreke model with safe loading - using a cylinder shape
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var shrekeModel rl.Model
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shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
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if success {
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// Only proceed with texture if model loaded
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shrekeTexture := rl.LoadTexture("resources/models/shreke.png")
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if shrekeTexture.ID <= 0 {
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rl.TraceLog(rl.LogWarning, "Failed to load shreke texture")
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} else {
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rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture)
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models = append(models, types.ModelAsset{
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Model: shrekeModel,
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Texture: shrekeTexture,
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YOffset: 0.0,
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PlaceholderColor: rl.Color{}, // Not a placeholder
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})
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}
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} else {
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// Add another placeholder with different shape/color
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models = append(models, types.ModelAsset{
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Model: shrekeModel,
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YOffset: 0.0,
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PlaceholderColor: modelColor,
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})
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}
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if len(models) == 0 {
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return nil, fmt.Errorf("failed to load any models")
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}
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return models, nil
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}
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func LoadMusic(filename string) (rl.Music, error) {
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return rl.LoadMusicStream(filename), nil
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}
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func UnloadModels(models []types.ModelAsset) {
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for _, model := range models {
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if model.Animation != nil {
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for i := int32(0); i < model.AnimFrames; i++ {
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rl.UnloadModelAnimation(model.Animation[i])
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}
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defer func() {
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// Recover from any panics during music loading
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if r := recover(); r != nil {
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rl.TraceLog(rl.LogError, "Panic in LoadMusic: %v", r)
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}
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rl.UnloadModel(model.Model)
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rl.UnloadTexture(model.Texture)
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}
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}
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}()
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func UnloadMusic(music rl.Music) {
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rl.UnloadMusicStream(music)
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// Skip loading music if environment variable is set
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if os.Getenv("GOONSCAPE_DISABLE_AUDIO") == "1" {
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rl.TraceLog(rl.LogInfo, "Audio disabled, skipping music loading")
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return rl.Music{}, fmt.Errorf("audio disabled")
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}
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music := rl.LoadMusicStream(filename)
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if music.Stream.Buffer == nil {
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return music, fmt.Errorf("failed to load music: %s", filename)
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}
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return music, nil
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}
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21
constants.go
21
constants.go
@ -2,20 +2,11 @@ package main
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import "time"
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// Game world constants
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const (
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MapWidth = 50
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MapHeight = 50
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TileSize = 32
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TileHeight = 2.0
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TickRate = 600 * time.Millisecond // Server tick rate (600ms)
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serverAddr = "localhost:6969"
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// RuneScape-style tick rate (600ms)
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ServerTickRate = 600 * time.Millisecond
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// Client might run at a higher tick rate for smooth rendering
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ClientTickRate = 50 * time.Millisecond
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// Maximum number of ticks we can get behind before forcing a resync
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MaxTickDesync = 5
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// Server-related constants
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ServerTickRate = 600 * time.Millisecond // RuneScape-style tick rate
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ClientTickRate = 50 * time.Millisecond // Client runs at higher rate for smooth rendering
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MaxTickDesync = 5 // Max ticks behind before forcing resync
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DefaultPort = "6969" // Default server port
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)
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@ -10,6 +10,7 @@ var (
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cameraDistance = float32(20.0)
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cameraYaw = float32(145.0)
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cameraPitch = float32(45.0)
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lastMousePos rl.Vector2 // Add this to track mouse movement
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)
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func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
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@ -32,6 +33,34 @@ func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) {
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}
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}
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// Handle middle mouse camera rotation
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if rl.IsMouseButtonDown(rl.MouseMiddleButton) {
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currentMousePos := rl.GetMousePosition()
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// If we just started holding the button, initialize last position
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if !rl.IsMouseButtonPressed(rl.MouseMiddleButton) {
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mouseDelta := rl.Vector2{
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X: currentMousePos.X - lastMousePos.X,
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Y: currentMousePos.Y - lastMousePos.Y,
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}
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// Adjust rotation speed as needed
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cameraYaw += mouseDelta.X * 0.5 * deltaTime * 60
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cameraPitch += mouseDelta.Y * 0.5 * deltaTime * 60
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// Clamp pitch to prevent camera flipping
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if cameraPitch < 20 {
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cameraPitch = 20
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}
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if cameraPitch > 85 {
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cameraPitch = 85
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}
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}
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lastMousePos = currentMousePos
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}
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// Keep the keyboard controls too
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if rl.IsKeyDown(rl.KeyRight) {
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cameraYaw += 100 * deltaTime
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}
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|
19
game/chat.go
19
game/chat.go
@ -2,6 +2,8 @@ package game
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import (
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"fmt"
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"log"
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"sync"
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"time"
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"gitea.boner.be/bdnugget/goonscape/types"
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@ -25,6 +27,7 @@ type Chat struct {
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cursorPos int
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scrollOffset int
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userData interface{}
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mutex sync.RWMutex
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}
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func NewChat() *Chat {
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@ -49,6 +52,15 @@ func (c *Chat) AddMessage(playerID int32, content string) {
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}
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func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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c.mutex.Lock()
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defer c.mutex.Unlock()
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if len(messages) == 0 {
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return
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}
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log.Printf("Processing %d chat messages", len(messages))
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// Convert protobuf messages to our local type
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for _, msg := range messages {
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localMsg := types.ChatMessage{
|
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@ -64,6 +76,7 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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c.messages = c.messages[1:]
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}
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c.messages = append(c.messages, localMsg)
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log.Printf("Added chat message from %s: %s", msg.Username, msg.Content)
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// Scroll to latest message if it's not already visible
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visibleMessages := int((chatHeight - inputHeight) / messageHeight)
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@ -87,6 +100,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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ExpireTime: time.Now().Add(6 * time.Second),
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}
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otherPlayer.Unlock()
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log.Printf("Added floating message to other player %d", msg.PlayerId)
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} else {
|
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log.Printf("Could not find other player %d to add floating message", msg.PlayerId)
|
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}
|
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}
|
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}
|
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@ -94,6 +110,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
|
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}
|
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|
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func (c *Chat) Draw(screenWidth, screenHeight int32) {
|
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c.mutex.RLock()
|
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defer c.mutex.RUnlock()
|
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|
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// Calculate chat window width based on screen width
|
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chatWindowWidth := screenWidth - (chatMargin * 2)
|
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|
||||
|
187
game/game.go
187
game/game.go
@ -1,7 +1,8 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"os"
|
||||
"fmt"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"gitea.boner.be/bdnugget/goonscape/assets"
|
||||
@ -19,9 +20,11 @@ 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 {
|
||||
@ -36,7 +39,7 @@ func New() *Game {
|
||||
Projection: rl.CameraPerspective,
|
||||
},
|
||||
Chat: NewChat(),
|
||||
QuitChan: make(chan struct{}),
|
||||
quitChan: make(chan struct{}),
|
||||
loginScreen: NewLoginScreen(),
|
||||
}
|
||||
game.Chat.userData = game
|
||||
@ -44,15 +47,32 @@ func New() *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
|
||||
@ -77,11 +97,9 @@ func (g *Game) Update(deltaTime float32) {
|
||||
}
|
||||
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
|
||||
return
|
||||
}
|
||||
g.loginScreen.Draw()
|
||||
return
|
||||
}
|
||||
|
||||
@ -112,7 +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())
|
||||
}
|
||||
@ -150,11 +189,21 @@ 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
|
||||
@ -168,16 +217,25 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
|
||||
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
|
||||
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
|
||||
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
|
||||
player.AnimationFrame = player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
|
||||
if anim.FrameCount > 0 {
|
||||
currentFrame := player.AnimationFrame % anim.FrameCount
|
||||
rl.UpdateModelAnimation(model, anim, currentFrame)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rl.DrawModel(model, playerPos, 16, rl.White)
|
||||
// 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 {
|
||||
@ -211,20 +269,43 @@ 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()
|
||||
rl.EndDrawing()
|
||||
return
|
||||
}
|
||||
|
||||
rl.BeginMode3D(g.Camera)
|
||||
g.DrawMap()
|
||||
g.DrawPlayer(g.Player, g.Player.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)
|
||||
}
|
||||
@ -251,12 +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
|
||||
@ -265,17 +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() {
|
||||
@ -355,10 +449,7 @@ 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) {
|
||||
@ -366,10 +457,38 @@ func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
|
||||
}
|
||||
|
||||
func (g *Game) AssignModelToPlayer(player *types.Player) {
|
||||
modelIndex := int(player.ID) % len(g.Models)
|
||||
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]
|
||||
|
||||
// Just use the original model - don't try to copy it
|
||||
// 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
|
||||
}
|
||||
|
125
main.go
125
main.go
@ -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"
|
||||
@ -11,11 +15,27 @@ import (
|
||||
)
|
||||
|
||||
func main() {
|
||||
// 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 *verbose {
|
||||
rl.SetTraceLogLevel(rl.LogTrace)
|
||||
} else {
|
||||
rl.SetTraceLogLevel(rl.LogWarning)
|
||||
}
|
||||
|
||||
// Set server address based on flags
|
||||
if *local {
|
||||
if *addr != "" {
|
||||
@ -30,31 +50,104 @@ func main() {
|
||||
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()
|
||||
rl.SetExitKey(0)
|
||||
|
||||
// Initialize audio with error handling
|
||||
if !rl.IsAudioDeviceReady() {
|
||||
rl.InitAudioDevice()
|
||||
if !rl.IsAudioDeviceReady() {
|
||||
log.Println("Warning: Failed to initialize audio device, continuing without audio")
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
}
|
||||
|
||||
if loadErr != nil {
|
||||
log.Printf("Failed to load assets after %d attempts. Starting with default assets.", maxAttempts)
|
||||
}
|
||||
|
||||
defer func() {
|
||||
if gameInstance != nil {
|
||||
gameInstance.Cleanup()
|
||||
}
|
||||
rl.CloseWindow()
|
||||
if rl.IsAudioDeviceReady() {
|
||||
rl.CloseAudioDevice()
|
||||
}
|
||||
}()
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
game := game.New()
|
||||
if err := game.LoadAssets(); err != nil {
|
||||
log.Fatalf("Failed to load assets: %v", err)
|
||||
// Play music if available
|
||||
if gameInstance.Music.Stream.Buffer != nil {
|
||||
rl.PlayMusicStream(gameInstance.Music)
|
||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||
}
|
||||
defer game.Cleanup()
|
||||
|
||||
rl.PlayMusicStream(game.Music)
|
||||
rl.SetMusicVolume(game.Music, 0.5)
|
||||
// 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(game.Music)
|
||||
game.Update(deltaTime)
|
||||
game.Render()
|
||||
}
|
||||
|
||||
// Wait for clean shutdown
|
||||
<-game.QuitChan
|
||||
// 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:
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7,6 +7,7 @@ import (
|
||||
"io"
|
||||
"log"
|
||||
"net"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"gitea.boner.be/bdnugget/goonscape/types"
|
||||
@ -17,10 +18,11 @@ import (
|
||||
|
||||
const protoVersion = 1
|
||||
|
||||
var serverAddr = "boner.be:6969"
|
||||
var serverAddr = "boner.be:6969" // Default server address
|
||||
|
||||
func SetServerAddr(addr string) {
|
||||
serverAddr = addr
|
||||
log.Printf("Server address set to: %s", serverAddr)
|
||||
}
|
||||
|
||||
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
|
||||
@ -91,19 +93,32 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
|
||||
|
||||
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{})
|
||||
|
||||
// Create a set of current players to track disconnects
|
||||
currentPlayers := make(map[int32]bool)
|
||||
|
||||
// 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:
|
||||
@ -118,23 +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 {
|
||||
@ -144,93 +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)
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
var serverMessage pb.ServerMessage
|
||||
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
|
||||
log.Printf("Failed to unmarshal server message: %v", err)
|
||||
continue
|
||||
}
|
||||
|
||||
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
|
||||
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
|
||||
}
|
||||
}
|
||||
player.Unlock()
|
||||
messageLength := binary.BigEndian.Uint32(lengthBuf)
|
||||
|
||||
for _, state := range serverMessage.Players {
|
||||
currentPlayers[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),
|
||||
// Sanity check message size to prevent potential memory issues
|
||||
if messageLength > 1024*1024 { // 1MB max message size
|
||||
log.Printf("Message size too large: %d bytes", messageLength)
|
||||
errChan <- fmt.Errorf("message size too large: %d bytes", messageLength)
|
||||
return
|
||||
}
|
||||
|
||||
messageBuf := make([]byte, messageLength)
|
||||
if _, err := io.ReadFull(reader, messageBuf); err != nil {
|
||||
log.Printf("Failed to read message body: %v", err)
|
||||
errChan <- fmt.Errorf("failed to read message body: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
var serverMessage pb.ServerMessage
|
||||
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
|
||||
log.Printf("Failed to unmarshal server message: %v", err)
|
||||
continue // Skip this message but don't quit
|
||||
}
|
||||
|
||||
player.Lock()
|
||||
player.CurrentTick = serverMessage.CurrentTick
|
||||
|
||||
tickDiff := serverMessage.CurrentTick - player.CurrentTick
|
||||
if tickDiff > types.MaxTickDesync {
|
||||
for _, state := range serverMessage.Players {
|
||||
if state.PlayerId == playerID {
|
||||
player.ForceResync(state)
|
||||
break
|
||||
}
|
||||
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
|
||||
}
|
||||
player.Unlock()
|
||||
continue
|
||||
}
|
||||
player.Unlock()
|
||||
|
||||
// Process player states
|
||||
validPlayerIds := make(map[int32]bool)
|
||||
for _, state := range serverMessage.Players {
|
||||
validPlayerIds[state.PlayerId] = true
|
||||
|
||||
if state.PlayerId == playerID {
|
||||
player.Lock()
|
||||
// Update initial position if not set
|
||||
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
|
||||
player.PosActual = rl.Vector3{
|
||||
X: float32(state.X * types.TileSize),
|
||||
Y: 0,
|
||||
Z: float32(state.Y * types.TileSize),
|
||||
}
|
||||
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
|
||||
}
|
||||
player.Unlock()
|
||||
continue
|
||||
}
|
||||
|
||||
// Update or create other players
|
||||
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
||||
} else {
|
||||
log.Printf("Creating new player with ID: %d", state.PlayerId)
|
||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove players that are no longer in the server state
|
||||
for id := range otherPlayers {
|
||||
if !currentPlayers[id] {
|
||||
delete(otherPlayers, id)
|
||||
// Handle chat messages
|
||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
||||
log.Printf("Received %d chat messages from server", len(serverMessage.ChatMessages))
|
||||
handler.HandleServerMessages(serverMessage.ChatMessages)
|
||||
}
|
||||
}
|
||||
|
||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@ -252,3 +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
|
||||
}
|
||||
|
@ -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,
|
||||
@ -30,7 +51,7 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
|
||||
oldFrame := p.AnimationFrame
|
||||
p.AnimationFrame += int32(deltaTime * 60)
|
||||
rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)",
|
||||
rl.TraceLog(rl.LogDebug, "Walk frame update: %d -> %d (delta: %f)",
|
||||
oldFrame, p.AnimationFrame, deltaTime)
|
||||
} else {
|
||||
wasMoving := p.IsMoving
|
||||
@ -42,7 +63,7 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
|
||||
oldFrame := p.AnimationFrame
|
||||
p.AnimationFrame += int32(deltaTime * 60)
|
||||
rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)",
|
||||
rl.TraceLog(rl.LogDebug, "Idle frame update: %d -> %d (delta: %f)",
|
||||
oldFrame, p.AnimationFrame, deltaTime)
|
||||
}
|
||||
|
||||
@ -68,12 +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,
|
||||
IsMoving: false,
|
||||
AnimationFrame: 0,
|
||||
LastAnimUpdate: time.Now(),
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
@ -91,6 +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()
|
||||
|
||||
|
@ -1,7 +1,6 @@
|
||||
package types
|
||||
|
||||
import (
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||
@ -14,27 +13,6 @@ 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
|
||||
LastAnimUpdate time.Time
|
||||
InterpolationProgress float32
|
||||
UserData interface{}
|
||||
FloatingMessage *FloatingMessage
|
||||
QuitDone chan struct{}
|
||||
AnimationFrame int32
|
||||
IsMoving bool
|
||||
}
|
||||
|
||||
type AnimationSet struct {
|
||||
Idle []rl.ModelAnimation
|
||||
Walk []rl.ModelAnimation
|
||||
@ -44,12 +22,13 @@ type AnimationSet struct {
|
||||
}
|
||||
|
||||
type ModelAsset struct {
|
||||
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)
|
||||
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 {
|
||||
|
Reference in New Issue
Block a user