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8 Commits

Author SHA1 Message Date
53cc9bca6b Broken bullshit 2025-02-14 13:35:09 +01:00
a1aeb71512 asdfghjk 2025-01-25 22:34:15 +01:00
ef3732c53c Update README.md
Added animation Blender fix reminder
2025-01-25 21:32:29 +00:00
7be859d58f add mouse wheel camera rotation 2025-01-23 09:44:40 +01:00
fde07e3e48 Revert "add a bunch of mutexes and shit but still have racist conditions and panics LOL"
This reverts commit 220a45147551126767edd556a56cdb182872ad48.
2025-01-23 09:42:42 +01:00
f966d538d3 Revert "add mouse wheel camera rotation"
This reverts commit 417bf4ea63ec4e979dba4f583b10a379df531a62.
2025-01-23 09:40:20 +01:00
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
31 changed files with 651 additions and 1140 deletions

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

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

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@ -1,10 +1,25 @@
package assets package assets
import ( import (
"fmt"
"sync"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
var (
assetMutex sync.RWMutex
loadedModels map[string]types.ModelAsset
audioMutex sync.Mutex
audioInitialized bool
)
func init() {
loadedModels = make(map[string]types.ModelAsset)
}
// Helper function to load animations for a model // Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) { func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet var animSet types.AnimationSet
@ -33,9 +48,28 @@ func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error
} }
func LoadModels() ([]types.ModelAsset, error) { func LoadModels() ([]types.ModelAsset, error) {
logging.Info.Println("Loading models")
assetMutex.Lock()
defer assetMutex.Unlock()
if len(loadedModels) > 0 {
logging.Info.Println("Returning cached models")
models := make([]types.ModelAsset, 0, len(loadedModels))
for _, model := range loadedModels {
models = append(models, model)
}
return models, nil
}
// Goonion model and animations // Goonion model and animations
goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb") goonerModel := rl.LoadModel("resources/models/gooner/walk_no_y_transform.glb")
goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/gooner/idle_no_y_transform.glb", "walk": "resources/models/gooner/walk_no_y_transform.glb"}) goonerAnims, err := loadModelAnimations(map[string]string{
"idle": "resources/models/gooner/idle_no_y_transform.glb",
"walk": "resources/models/gooner/walk_no_y_transform.glb",
})
if err != nil {
return nil, err
}
// Apply transformations // Apply transformations
transform := rl.MatrixIdentity() transform := rl.MatrixIdentity()
@ -46,25 +80,30 @@ func LoadModels() ([]types.ModelAsset, error) {
// Coomer model (ready for animations) // Coomer model (ready for animations)
coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb") coomerModel := rl.LoadModel("resources/models/coomer/idle_notransy.glb")
// coomerTexture := rl.LoadTexture("resources/models/coomer.png") coomerAnims, err := loadModelAnimations(map[string]string{
// rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture) "idle": "resources/models/coomer/idle_notransy.glb",
// When you have animations, add them like: "walk": "resources/models/coomer/unsteadywalk_notransy.glb",
coomerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/coomer/idle_notransy.glb", "walk": "resources/models/coomer/unsteadywalk_notransy.glb"}) })
if err != nil {
return nil, err
}
coomerModel.Transform = transform coomerModel.Transform = transform
// Shreke model (ready for animations) // Shreke model (ready for animations)
shrekeModel := rl.LoadModel("resources/models/shreke.obj") shrekeModel := rl.LoadModel("resources/models/shreke/Animation_Slow_Orc_Walk_withSkin.glb")
shrekeTexture := rl.LoadTexture("resources/models/shreke.png") shrekeAnims, err := loadModelAnimations(map[string]string{
rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture) "idle": "resources/models/shreke/Animation_Slow_Orc_Walk_withSkin.glb",
// When you have animations, add them like: "walk": "resources/models/shreke/Animation_Excited_Walk_M_withSkin.glb",
// shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb", })
// map[string]string{ if err != nil {
// "idle": "resources/models/shreke_idle.glb", return nil, err
// "walk": "resources/models/shreke_walk.glb", }
// }) shrekeModel.Transform = transform
return []types.ModelAsset{ // Store loaded models
models := []types.ModelAsset{
{ {
Name: "gooner",
Model: goonerModel, Model: goonerModel,
Animation: append(goonerAnims.Idle, goonerAnims.Walk...), Animation: append(goonerAnims.Idle, goonerAnims.Walk...),
AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)), AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)),
@ -78,15 +117,47 @@ func LoadModels() ([]types.ModelAsset, error) {
Animations: coomerAnims, Animations: coomerAnims,
YOffset: -4.0, YOffset: -4.0,
}, },
{Model: shrekeModel, Texture: shrekeTexture}, {
}, nil Model: shrekeModel,
Animation: append(shrekeAnims.Idle, shrekeAnims.Walk...),
AnimFrames: int32(len(shrekeAnims.Idle) + len(shrekeAnims.Walk)),
Animations: shrekeAnims,
YOffset: 0.0,
},
}
for _, model := range models {
loadedModels[model.Name] = model
}
return models, nil
} }
func LoadMusic(filename string) (rl.Music, error) { func LoadMusic(filename string) (rl.Music, error) {
return rl.LoadMusicStream(filename), nil logging.Info.Printf("Loading music from %s", filename)
audioMutex.Lock()
defer audioMutex.Unlock()
if !rl.IsAudioDeviceReady() {
err := fmt.Errorf("audio device not initialized")
logging.Error.Println(err)
return rl.Music{}, err
}
music := rl.LoadMusicStream(filename)
if music.CtxType == 0 {
err := fmt.Errorf("failed to load music stream")
logging.Error.Println(err)
return rl.Music{}, err
}
logging.Info.Println("Music loaded successfully")
return music, nil
} }
func UnloadModels(models []types.ModelAsset) { func UnloadModels(models []types.ModelAsset) {
assetMutex.Lock()
defer assetMutex.Unlock()
for _, model := range models { for _, model := range models {
if model.Animation != nil { if model.Animation != nil {
for i := int32(0); i < model.AnimFrames; i++ { for i := int32(0); i < model.AnimFrames; i++ {
@ -95,6 +166,7 @@ func UnloadModels(models []types.ModelAsset) {
} }
rl.UnloadModel(model.Model) rl.UnloadModel(model.Model)
rl.UnloadTexture(model.Texture) rl.UnloadTexture(model.Texture)
delete(loadedModels, model.Name)
} }
} }

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

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@ -10,6 +10,7 @@ var (
cameraDistance = float32(20.0) cameraDistance = float32(20.0)
cameraYaw = float32(145.0) cameraYaw = float32(145.0)
cameraPitch = float32(45.0) cameraPitch = float32(45.0)
lastMousePos rl.Vector2 // Add this to track mouse movement
) )
func UpdateCamera(camera *rl.Camera3D, player rl.Vector3, deltaTime float32) { 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) { if rl.IsKeyDown(rl.KeyRight) {
cameraYaw += 100 * deltaTime cameraYaw += 100 * deltaTime
} }

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@ -2,6 +2,7 @@ package game
import ( import (
"fmt" "fmt"
"sync"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
@ -19,20 +20,19 @@ const (
) )
type Chat struct { type Chat struct {
sync.RWMutex
messages []types.ChatMessage messages []types.ChatMessage
inputBuffer []rune inputBuffer []rune
isTyping bool isTyping bool
cursorPos int cursorPos int
scrollOffset int scrollOffset int
userData interface{} userData interface{}
input InputHandler
} }
func NewChat() *Chat { func NewChat() *Chat {
return &Chat{ return &Chat{
messages: make([]types.ChatMessage, 0, maxMessages), messages: make([]types.ChatMessage, 0, maxMessages),
inputBuffer: make([]rune, 0, runeLimit), inputBuffer: make([]rune, 0, runeLimit),
input: &RaylibInput{},
} }
} }
@ -51,6 +51,8 @@ func (c *Chat) AddMessage(playerID int32, content string) {
} }
func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) { func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
c.Lock()
defer c.Unlock()
// Convert protobuf messages to our local type // Convert protobuf messages to our local type
for _, msg := range messages { for _, msg := range messages {
localMsg := types.ChatMessage{ localMsg := types.ChatMessage{
@ -82,13 +84,14 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
ExpireTime: time.Now().Add(6 * time.Second), ExpireTime: time.Now().Add(6 * time.Second),
} }
game.Player.Unlock() game.Player.Unlock()
} else if otherPlayer, exists := game.OtherPlayers[msg.PlayerId]; exists { } else if otherPlayer, exists := game.OtherPlayers.Load(msg.PlayerId); exists {
otherPlayer.Lock() other := otherPlayer.(*types.Player)
otherPlayer.FloatingMessage = &types.FloatingMessage{ other.Lock()
other.FloatingMessage = &types.FloatingMessage{
Content: msg.Content, Content: msg.Content,
ExpireTime: time.Now().Add(6 * time.Second), ExpireTime: time.Now().Add(6 * time.Second),
} }
otherPlayer.Unlock() other.Unlock()
} }
} }
} }
@ -96,6 +99,8 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
} }
func (c *Chat) Draw(screenWidth, screenHeight int32) { func (c *Chat) Draw(screenWidth, screenHeight int32) {
c.RLock()
defer c.RUnlock()
// Calculate chat window width based on screen width // Calculate chat window width based on screen width
chatWindowWidth := screenWidth - (chatMargin * 2) chatWindowWidth := screenWidth - (chatMargin * 2)
@ -155,23 +160,23 @@ func (c *Chat) Update() (string, bool) {
c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll) c.scrollOffset = clamp(c.scrollOffset-int(wheelMove), 0, maxScroll)
} }
if c.input.IsKeyPressed(rl.KeyT) { if rl.IsKeyPressed(rl.KeyT) {
c.isTyping = true c.isTyping = true
return "", false return "", false
} }
return "", false return "", false
} }
key := c.input.GetCharPressed() key := rl.GetCharPressed()
for key > 0 { for key > 0 {
if len(c.inputBuffer) < runeLimit { if len(c.inputBuffer) < runeLimit {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos], append([]rune{key}, c.inputBuffer[c.cursorPos:]...)...) c.inputBuffer = append(c.inputBuffer[:c.cursorPos], append([]rune{key}, c.inputBuffer[c.cursorPos:]...)...)
c.cursorPos++ c.cursorPos++
} }
key = c.input.GetCharPressed() key = rl.GetCharPressed()
} }
if c.input.IsKeyPressed(rl.KeyEnter) || c.input.IsKeyPressed(rl.KeyKpEnter) { if rl.IsKeyPressed(rl.KeyEnter) || rl.IsKeyPressed(rl.KeyKpEnter) {
if len(c.inputBuffer) > 0 { if len(c.inputBuffer) > 0 {
message := string(c.inputBuffer) message := string(c.inputBuffer)
c.inputBuffer = c.inputBuffer[:0] c.inputBuffer = c.inputBuffer[:0]
@ -182,21 +187,21 @@ func (c *Chat) Update() (string, bool) {
c.isTyping = false c.isTyping = false
} }
if c.input.IsKeyPressed(rl.KeyEscape) && c.isTyping { if rl.IsKeyPressed(rl.KeyEscape) && c.isTyping {
c.inputBuffer = c.inputBuffer[:0] c.inputBuffer = c.inputBuffer[:0]
c.cursorPos = 0 c.cursorPos = 0
c.isTyping = false c.isTyping = false
} }
if c.input.IsKeyPressed(rl.KeyBackspace) && c.cursorPos > 0 { if rl.IsKeyPressed(rl.KeyBackspace) && c.cursorPos > 0 {
c.inputBuffer = append(c.inputBuffer[:c.cursorPos-1], c.inputBuffer[c.cursorPos:]...) c.inputBuffer = append(c.inputBuffer[:c.cursorPos-1], c.inputBuffer[c.cursorPos:]...)
c.cursorPos-- c.cursorPos--
} }
if c.input.IsKeyPressed(rl.KeyLeft) && c.cursorPos > 0 { if rl.IsKeyPressed(rl.KeyLeft) && c.cursorPos > 0 {
c.cursorPos-- c.cursorPos--
} }
if c.input.IsKeyPressed(rl.KeyRight) && c.cursorPos < len(c.inputBuffer) { if rl.IsKeyPressed(rl.KeyRight) && c.cursorPos < len(c.inputBuffer) {
c.cursorPos++ c.cursorPos++
} }

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@ -1,106 +0,0 @@
package game
import (
"testing"
"time"
"gitea.boner.be/bdnugget/goonscape/game/testutils"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"github.com/stretchr/testify/assert"
)
func TestChat_AddMessage(t *testing.T) {
chat := NewChat()
// Test adding single message
chat.AddMessage(1, "Hello")
assert.Equal(t, 1, len(chat.messages))
assert.Equal(t, int32(1), chat.messages[0].PlayerID)
assert.Equal(t, "Hello", chat.messages[0].Content)
// Test message limit
for i := 0; i < maxMessages+10; i++ {
chat.AddMessage(1, "spam")
}
assert.Equal(t, maxMessages, len(chat.messages))
assert.Equal(t, "spam", chat.messages[len(chat.messages)-1].Content)
}
func TestChat_HandleServerMessages(t *testing.T) {
chat := NewChat()
mockGame := &Game{
Player: &types.Player{ID: 1},
OtherPlayers: map[int32]*types.Player{
2: {ID: 2},
},
}
chat.userData = mockGame
messages := []*pb.ChatMessage{
{
PlayerId: 1,
Username: "player1",
Content: "test1",
Timestamp: time.Now().UnixNano(),
},
{
PlayerId: 2,
Username: "player2",
Content: "test2",
Timestamp: time.Now().UnixNano(),
},
}
chat.HandleServerMessages(messages)
assert.Equal(t, 2, len(chat.messages))
assert.Equal(t, "test1", chat.messages[0].Content)
assert.Equal(t, "test2", chat.messages[1].Content)
// Test duplicate message prevention
chat.HandleServerMessages(messages)
assert.Equal(t, 2, len(chat.messages))
}
func TestChat_Update(t *testing.T) {
t.Parallel()
done := make(chan bool)
go func() {
game, cleanup := setupTestEnvironment(t)
defer cleanup()
chat := game.Chat
// Test starting chat
testutils.SimulateKeyPress(rl.KeyT)
msg, sent := chat.Update()
assert.True(t, chat.isTyping)
assert.False(t, sent)
assert.Empty(t, msg)
// Test typing message
testutils.SimulateCharInput('h')
msg, sent = chat.Update()
testutils.SimulateCharInput('i')
msg, sent = chat.Update()
assert.Equal(t, 2, len(chat.inputBuffer))
assert.False(t, sent)
assert.Empty(t, msg)
// Test sending message
testutils.SimulateKeyPress(rl.KeyEnter)
msg, sent = chat.Update()
assert.True(t, sent)
assert.Equal(t, "hi", msg)
assert.False(t, chat.isTyping)
done <- true
}()
select {
case <-done:
// Test completed successfully
case <-time.After(5 * time.Second):
t.Fatal("Test timed out")
}
}

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

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@ -1,34 +1,44 @@
package game package game
import ( import (
"fmt"
"os" "os"
"sync"
"time" "time"
"sync/atomic"
"gitea.boner.be/bdnugget/goonscape/assets" "gitea.boner.be/bdnugget/goonscape/assets"
"gitea.boner.be/bdnugget/goonscape/config"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/network" "gitea.boner.be/bdnugget/goonscape/network"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
var audioMutex sync.Mutex
var audioInitOnce sync.Once
type Game struct { type Game struct {
ctx *GameContext
Player *types.Player Player *types.Player
OtherPlayers map[int32]*types.Player OtherPlayers sync.Map // Using sync.Map for concurrent access
Camera rl.Camera3D Camera rl.Camera3D
Models []types.ModelAsset Models []types.ModelAsset
Music rl.Music Music rl.Music
Chat *Chat Chat *Chat
MenuOpen bool MenuOpen atomic.Bool
QuitChan chan struct{} // Channel to signal shutdown QuitChan chan struct{} // Channel to signal shutdown
loginScreen *LoginScreen loginScreen *LoginScreen
isLoggedIn bool isLoggedIn atomic.Bool
input InputHandler
} }
func New() *Game { func New() *Game {
InitWorld() InitWorld()
game := &Game{ game := &Game{
OtherPlayers: make(map[int32]*types.Player), ctx: NewGameContext(),
OtherPlayers: sync.Map{},
Camera: rl.Camera3D{ Camera: rl.Camera3D{
Position: rl.NewVector3(0, 10, 10), Position: rl.NewVector3(0, 10, 10),
Target: rl.NewVector3(0, 0, 0), Target: rl.NewVector3(0, 0, 0),
@ -39,29 +49,44 @@ func New() *Game {
Chat: NewChat(), Chat: NewChat(),
QuitChan: make(chan struct{}), QuitChan: make(chan struct{}),
loginScreen: NewLoginScreen(), loginScreen: NewLoginScreen(),
input: &RaylibInput{},
} }
game.Chat.userData = game game.Chat.userData = game
return game return game
} }
func (g *Game) LoadAssets() error { func (g *Game) LoadAssets() error {
audioMutex.Lock()
defer audioMutex.Unlock()
logging.Info.Println("Loading game assets")
var err error var err error
// Load models first
g.Models, err = assets.LoadModels() g.Models, err = assets.LoadModels()
if err != nil { if err != nil {
logging.Error.Printf("Failed to load models: %v", err)
return err return err
} }
g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3") // Load music only if enabled
if err != nil { if config.Current.PlayMusic {
return err logging.Info.Println("Loading music stream")
g.Music = rl.LoadMusicStream("resources/audio/GoonScape2.mp3")
if g.Music.CtxType == 0 {
logging.Error.Println("Failed to load music stream")
return fmt.Errorf("failed to load music stream")
}
logging.Info.Println("Music stream loaded successfully")
} else {
logging.Info.Println("Music disabled by config")
} }
logging.Info.Println("Assets loaded successfully")
return nil return nil
} }
func (g *Game) Update(deltaTime float32) { func (g *Game) Update(deltaTime float32) {
if !g.isLoggedIn { if !g.isLoggedIn.Load() {
username, password, isRegistering, submitted := g.loginScreen.Update() username, password, isRegistering, submitted := g.loginScreen.Update()
if submitted { if submitted {
conn, playerID, err := network.ConnectToServer(username, password, isRegistering) conn, playerID, err := network.ConnectToServer(username, password, isRegistering)
@ -79,8 +104,8 @@ func (g *Game) Update(deltaTime float32) {
} }
g.AssignModelToPlayer(g.Player) g.AssignModelToPlayer(g.Player)
go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan) go network.HandleServerCommunication(conn, playerID, g.Player, &g.OtherPlayers, g.QuitChan)
g.isLoggedIn = true g.isLoggedIn.Store(true)
return return
} }
g.loginScreen.Draw() g.loginScreen.Draw()
@ -88,13 +113,13 @@ func (g *Game) Update(deltaTime float32) {
} }
// Handle ESC for menu // Handle ESC for menu
if g.input.IsKeyPressed(rl.KeyEscape) { if rl.IsKeyPressed(rl.KeyEscape) {
g.MenuOpen = !g.MenuOpen g.MenuOpen.Store(!g.MenuOpen.Load())
return return
} }
// Don't process other inputs if menu is open // Don't process other inputs if menu is open
if g.MenuOpen { if g.MenuOpen.Load() {
return return
} }
@ -111,14 +136,20 @@ func (g *Game) Update(deltaTime float32) {
g.HandleInput() g.HandleInput()
if len(g.Player.TargetPath) > 0 { if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid()) g.Player.Lock()
if len(g.Player.TargetPath) > 0 {
g.Player.MoveTowards(g.Player.TargetPath[0], deltaTime, GetMapGrid())
}
g.Player.Unlock()
} }
for _, other := range g.OtherPlayers { g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
if len(other.TargetPath) > 0 { if len(other.TargetPath) > 0 {
other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid()) other.MoveTowards(other.TargetPath[0], deltaTime, GetMapGrid())
} }
} return true
})
UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime) UpdateCamera(&g.Camera, g.Player.PosActual, deltaTime)
} }
@ -151,10 +182,15 @@ func (g *Game) DrawMap() {
} }
} }
func (g *Game) DrawPlayer(player *types.Player, model rl.Model) { func (g *Game) DrawPlayer(player *types.Player) {
player.Lock() player.Lock()
defer player.Unlock() defer player.Unlock()
if player.Model.Meshes == nil {
logging.Error.Println("Player model not initialized")
return
}
grid := GetMapGrid() grid := GetMapGrid()
modelIndex := int(player.ID) % len(g.Models) modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex] modelAsset := g.Models[modelIndex]
@ -171,15 +207,15 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
if player.IsMoving && len(modelAsset.Animations.Walk) > 0 { if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
anim := modelAsset.Animations.Walk[0] // Use first walk animation anim := modelAsset.Animations.Walk[0] // Use first walk animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame) rl.UpdateModelAnimation(player.Model, anim, player.AnimationFrame)
} else if len(modelAsset.Animations.Idle) > 0 { } else if len(modelAsset.Animations.Idle) > 0 {
anim := modelAsset.Animations.Idle[0] // Use first idle animation anim := modelAsset.Animations.Idle[0] // Use first idle animation
player.AnimationFrame = player.AnimationFrame % anim.FrameCount player.AnimationFrame = player.AnimationFrame % anim.FrameCount
rl.UpdateModelAnimation(model, anim, player.AnimationFrame) rl.UpdateModelAnimation(player.Model, anim, player.AnimationFrame)
} }
} }
rl.DrawModel(model, playerPos, 16, rl.White) rl.DrawModel(player.Model, playerPos, 16, rl.White)
// Draw floating messages and path indicators // Draw floating messages and path indicators
if player.FloatingMessage != nil { if player.FloatingMessage != nil {
@ -212,24 +248,36 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
} }
func (g *Game) Render() { func (g *Game) Render() {
rl.BeginDrawing() if !rl.IsWindowReady() {
rl.ClearBackground(rl.RayWhite) logging.Error.Println("Window not ready for rendering")
return
}
if !g.isLoggedIn { rl.BeginDrawing()
defer func() {
if rl.IsWindowReady() {
rl.EndDrawing()
}
}()
if !g.isLoggedIn.Load() {
g.loginScreen.Draw() g.loginScreen.Draw()
rl.EndDrawing()
return return
} }
rl.BeginMode3D(g.Camera) rl.BeginMode3D(g.Camera)
g.DrawMap() g.DrawMap()
g.DrawPlayer(g.Player, g.Player.Model) g.DrawPlayer(g.Player)
for _, other := range g.OtherPlayers {
g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
if other.Model.Meshes == nil { if other.Model.Meshes == nil {
g.AssignModelToPlayer(other) g.AssignModelToPlayer(other)
} }
g.DrawPlayer(other, other.Model) g.DrawPlayer(other)
} return true
})
rl.EndMode3D() rl.EndMode3D()
// Draw floating messages // Draw floating messages
@ -257,27 +305,41 @@ func (g *Game) Render() {
drawFloatingMessage(g.Player.FloatingMessage) drawFloatingMessage(g.Player.FloatingMessage)
} }
for _, other := range g.OtherPlayers { g.OtherPlayers.Range(func(key, value any) bool {
other := value.(*types.Player)
drawFloatingMessage(other.FloatingMessage) drawFloatingMessage(other.FloatingMessage)
} return true
})
// Draw menu if open // Draw menu if open
if g.MenuOpen { if g.MenuOpen.Load() {
g.DrawMenu() g.DrawMenu()
} }
// Only draw chat if menu is not open // Only draw chat if menu is not open
if !g.MenuOpen { if !g.MenuOpen.Load() {
g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight())) g.Chat.Draw(int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()))
} }
rl.DrawFPS(10, 10) rl.DrawFPS(10, 10)
rl.EndDrawing()
} }
func (g *Game) Cleanup() { func (g *Game) Cleanup() {
assets.UnloadModels(g.Models) // Unload models
assets.UnloadMusic(g.Music) if g.Models != nil {
assets.UnloadModels(g.Models)
}
// Stop and unload music if enabled
if config.Current.PlayMusic && g.Music.CtxType != 0 {
rl.StopMusicStream(g.Music)
rl.UnloadMusicStream(g.Music)
}
// Close audio device if it's ready
if rl.IsAudioDeviceReady() {
rl.CloseAudioDevice()
}
} }
func (g *Game) HandleInput() { func (g *Game) HandleInput() {
@ -327,16 +389,16 @@ func (g *Game) DrawMenu() {
} }
// Check mouse hover // Check mouse hover
mousePoint := g.input.GetMousePosition() mousePoint := rl.GetMousePosition()
mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect) mouseHover := rl.CheckCollisionPointRec(mousePoint, buttonRect)
// Draw button // Draw button
if mouseHover { if mouseHover {
rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3)) rl.DrawRectangleRec(buttonRect, rl.ColorAlpha(rl.White, 0.3))
if g.input.IsMouseButtonPressed(toInt32(rl.MouseLeftButton)) { if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
switch item { switch item {
case "Resume": case "Resume":
g.MenuOpen = false g.MenuOpen.Store(false)
case "Settings": case "Settings":
// TODO: Implement settings // TODO: Implement settings
case "Exit Game": case "Exit Game":
@ -371,7 +433,37 @@ func (g *Game) AssignModelToPlayer(player *types.Player) {
modelIndex := int(player.ID) % len(g.Models) modelIndex := int(player.ID) % len(g.Models)
modelAsset := g.Models[modelIndex] modelAsset := g.Models[modelIndex]
// Just use the original model - don't try to copy it
player.Model = modelAsset.Model player.Model = modelAsset.Model
player.Texture = modelAsset.Texture player.Texture = modelAsset.Texture
player.AnimationFrame = 0
}
func (g *Game) Run() {
if config.Current.PlayMusic {
audioInitOnce.Do(func() {
logging.Info.Println("Initializing audio device")
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
logging.Error.Println("Failed to initialize audio device")
}
})
defer func() {
logging.Info.Println("Closing audio device")
rl.CloseAudioDevice()
}()
}
logging.Info.Println("Starting game loop")
for !rl.WindowShouldClose() {
deltaTime := rl.GetFrameTime()
if config.Current.PlayMusic {
rl.UpdateMusicStream(g.Music)
}
g.Update(deltaTime)
g.Render()
}
logging.Info.Println("Game loop ended")
logging.Info.Println("Closing quit channel")
close(g.QuitChan)
} }

View File

@ -1,106 +0,0 @@
package game
import (
"testing"
"gitea.boner.be/bdnugget/goonscape/game/testutils"
"gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"github.com/stretchr/testify/assert"
)
func TestGame_HandleInput(t *testing.T) {
game := New()
game.Player = &types.Player{
ID: 1,
Speed: 50.0,
}
// Test valid click
simulateMouseRay(rl.Ray{
Position: rl.Vector3{X: 0, Y: 10, Z: 0},
Direction: rl.Vector3{X: 0, Y: -1, Z: 0},
})
simulateMouseButton(toInt32(rl.MouseLeftButton), true)
game.HandleInput()
assert.NotEmpty(t, game.Player.TargetPath)
// Test invalid click (outside map)
simulateMouseRay(rl.Ray{
Position: rl.Vector3{X: 1000, Y: 10, Z: 1000},
Direction: rl.Vector3{X: 0, Y: -1, Z: 0},
})
simulateMouseButton(toInt32(rl.MouseLeftButton), true)
game.HandleInput()
assert.Empty(t, game.Player.TargetPath)
}
func TestGame_UpdateCamera(t *testing.T) {
game := New()
// Test zoom limits
testutils.SimulateMouseWheel(1.0) // Zoom in
testutils.SimulateMouseWheel(1.0)
assert.GreaterOrEqual(t, cameraDistance, float32(10.0))
testutils.SimulateMouseWheel(-1.0) // Zoom out
testutils.SimulateMouseWheel(-1.0)
assert.LessOrEqual(t, cameraDistance, float32(250.0))
// Test camera rotation
originalYaw := cameraYaw
testutils.SimulateKeyDown(rl.KeyRight, true)
game.Update(0.1)
assert.Greater(t, cameraYaw, originalYaw)
// Test pitch limits
simulateKeyDown(rl.KeyUp, true)
for i := 0; i < 100; i++ {
game.Update(0.1)
}
assert.GreaterOrEqual(t, cameraPitch, float32(20.0))
assert.LessOrEqual(t, cameraPitch, float32(85.0))
}
func TestGame_ChatIntegration(t *testing.T) {
game := New()
game.Player = &types.Player{ID: 1}
// Test chat message to action queue
testutils.SimulateKeyPress(rl.KeyT)
game.Update(0.1)
assert.True(t, game.Chat.isTyping)
testutils.SimulateCharInput('h')
testutils.SimulateCharInput('i')
testutils.SimulateKeyPress(rl.KeyEnter)
game.Update(0.1)
assert.Equal(t, 1, len(game.Player.ActionQueue))
assert.Equal(t, pb.Action_CHAT, game.Player.ActionQueue[0].Type)
assert.Equal(t, "hi", game.Player.ActionQueue[0].ChatMessage)
}
func TestGame_MenuHandling(t *testing.T) {
game := New()
// Test menu toggle
assert.False(t, game.MenuOpen)
testutils.SimulateKeyPress(rl.KeyEscape)
game.Update(0.1)
assert.True(t, game.MenuOpen)
// Test input blocking when menu is open
game.Player = &types.Player{ID: 1}
testutils.SimulateMouseButton(testutils.ToInt32(rl.MouseLeftButton), true)
game.Update(0.1)
assert.Empty(t, game.Player.TargetPath)
// Test menu close
testutils.SimulateKeyPress(rl.KeyEscape)
game.Update(0.1)
assert.False(t, game.MenuOpen)
}
// Add more test helpers as needed...

View File

@ -3,95 +3,16 @@ package game
import ( import (
"fmt" "fmt"
"gitea.boner.be/bdnugget/goonscape/game/mock"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
// InputHandler abstracts raylib input functions for testing
type InputHandler interface {
IsKeyPressed(key int32) bool
IsKeyDown(key int32) bool
IsMouseButtonPressed(button int32) bool
GetMousePosition() rl.Vector2
GetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray
GetMouseWheelMove() float32
GetCharPressed() rune
}
// RaylibInput implements InputHandler using actual raylib functions
type RaylibInput struct{}
func (r *RaylibInput) IsKeyPressed(key int32) bool { return rl.IsKeyPressed(key) }
func (r *RaylibInput) IsKeyDown(key int32) bool { return rl.IsKeyDown(key) }
func (r *RaylibInput) IsMouseButtonPressed(button int32) bool {
return rl.IsMouseButtonPressed(rl.MouseButton(button))
}
func (r *RaylibInput) GetMousePosition() rl.Vector2 { return rl.GetMousePosition() }
func (r *RaylibInput) GetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray {
return rl.GetMouseRay(mousePos, camera)
}
func (r *RaylibInput) GetMouseWheelMove() float32 { return rl.GetMouseWheelMove() }
func (r *RaylibInput) GetCharPressed() rune { return rl.GetCharPressed() }
// MockInput implements InputHandler using our mock functions
type MockInput struct{}
func (m *MockInput) IsKeyPressed(key int32) bool {
if mock.IsKeyPressed == nil {
return false
}
return mock.IsKeyPressed(key)
}
func (m *MockInput) IsKeyDown(key int32) bool {
if mock.IsKeyDown == nil {
return false
}
return mock.IsKeyDown(key)
}
func (m *MockInput) IsMouseButtonPressed(button int32) bool {
if mock.IsMouseButtonPressed == nil {
return false
}
return mock.IsMouseButtonPressed(button)
}
func (m *MockInput) GetMousePosition() rl.Vector2 {
if mock.GetMousePosition == nil {
return rl.Vector2{}
}
return mock.GetMousePosition()
}
func (m *MockInput) GetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray {
if mock.GetMouseRay == nil {
return rl.Ray{}
}
return mock.GetMouseRay(mousePos, camera)
}
func (m *MockInput) GetMouseWheelMove() float32 {
if mock.GetMouseWheelMove == nil {
return 0
}
return mock.GetMouseWheelMove()
}
func (m *MockInput) GetCharPressed() rune {
if mock.GetCharPressed == nil {
return 0
}
return mock.GetCharPressed()
}
func (g *Game) GetTileAtMouse() (types.Tile, bool) { func (g *Game) GetTileAtMouse() (types.Tile, bool) {
if !g.input.IsMouseButtonPressed(toInt32(rl.MouseLeftButton)) { if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
return types.Tile{}, false return types.Tile{}, false
} }
mouse := g.input.GetMousePosition() mouse := rl.GetMousePosition()
ray := g.input.GetMouseRay(mouse, g.Camera) ray := rl.GetMouseRay(mouse, g.Camera)
for x := 0; x < types.MapWidth; x++ { for x := 0; x < types.MapWidth; x++ {
for y := 0; y < types.MapHeight; y++ { for y := 0; y < types.MapHeight; y++ {

View File

@ -1,187 +0,0 @@
package game
import (
"testing"
"gitea.boner.be/bdnugget/goonscape/game/testutils"
"gitea.boner.be/bdnugget/goonscape/types"
rl "github.com/gen2brain/raylib-go/raylib"
"github.com/stretchr/testify/assert"
)
func TestMouseInput_EdgeCases(t *testing.T) {
game, cleanup := setupTestEnvironment(t)
defer cleanup()
game.Player = &types.Player{ID: 1}
tests := []struct {
name string
ray rl.Ray
expected bool
}{
{
name: "Click outside map bounds",
ray: rl.Ray{
Position: rl.Vector3{X: 1000, Y: 10, Z: 1000},
Direction: rl.Vector3{X: 0, Y: -1, Z: 0},
},
expected: false,
},
{
name: "Click at map edge",
ray: rl.Ray{
Position: rl.Vector3{X: float32(types.MapWidth * types.TileSize), Y: 10, Z: 0},
Direction: rl.Vector3{X: 0, Y: -1, Z: 0},
},
expected: false,
},
{
name: "Click on valid tile",
ray: rl.Ray{
Position: rl.Vector3{X: 32, Y: 10, Z: 32},
Direction: rl.Vector3{X: 0, Y: -1, Z: 0},
},
expected: true,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
testutils.ResetMockInput()
testutils.SimulateMouseRay(tt.ray)
testutils.SimulateMouseButton(testutils.ToInt32(rl.MouseLeftButton), true)
tile, clicked := game.GetTileAtMouse()
assert.Equal(t, tt.expected, clicked)
if tt.expected {
assert.NotEmpty(t, tile)
}
})
}
}
func TestChat_InputValidation(t *testing.T) {
game, cleanup := setupTestEnvironment(t)
defer cleanup()
game.Player = &types.Player{ID: 1}
tests := []struct {
name string
input []rune
expected string
}{
{
name: "Empty message",
input: []rune{},
expected: "",
},
{
name: "Message with only spaces",
input: []rune(" "),
expected: "",
},
{
name: "Very long message",
input: []rune(string(make([]rune, runeLimit))),
expected: string(make([]rune, runeLimit)),
},
{
name: "Unicode characters",
input: []rune("Hello 世界"),
expected: "Hello 世界",
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
testutils.ResetMockInput()
testutils.SimulateKeyPress(rl.KeyT)
game.Update(0.1)
for _, r := range tt.input {
testutils.SimulateCharInput(r)
game.Update(0.1)
}
testutils.SimulateKeyPress(rl.KeyEnter)
game.Update(0.1)
if tt.expected != "" {
assert.Equal(t, 1, len(game.Player.ActionQueue))
assert.Equal(t, tt.expected, game.Player.ActionQueue[0].ChatMessage)
} else {
assert.Empty(t, game.Player.ActionQueue)
}
})
}
}
func TestLogin_InputValidation(t *testing.T) {
_, cleanup := setupTestEnvironment(t)
defer cleanup()
tests := []struct {
name string
username string
password string
expectSuccess bool
}{
{
name: "Valid credentials",
username: "validuser",
password: "validpass",
expectSuccess: true,
},
{
name: "Empty username",
username: "",
password: "password",
expectSuccess: false,
},
{
name: "Empty password",
username: "username",
password: "",
expectSuccess: false,
},
{
name: "Username too long",
username: "verylongusername123",
password: "password",
expectSuccess: false,
},
{
name: "Special characters in username",
username: "user@name",
password: "password",
expectSuccess: false,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
login := NewLoginScreen()
testutils.ResetMockInput()
// Simulate typing username
login.focusedField = 0
for _, r := range tt.username {
testutils.SimulateCharInput(r)
login.Update()
}
// Simulate typing password
login.focusedField = 1
for _, r := range tt.password {
testutils.SimulateCharInput(r)
login.Update()
}
// Simulate clicking login button
testutils.SimulateMouseClick(400, 365)
_, _, _, submitted := login.Update()
assert.Equal(t, tt.expectSuccess, submitted)
})
}
}

View File

@ -1,80 +0,0 @@
package game
import (
"testing"
"gitea.boner.be/bdnugget/goonscape/game/testutils"
rl "github.com/gen2brain/raylib-go/raylib"
"github.com/stretchr/testify/assert"
)
func TestLoginScreen_Update(t *testing.T) {
login := NewLoginScreen()
// Test field focus switching
simulateMouseClick(400, 215) // Click username field
assert.Equal(t, 0, login.focusedField)
simulateMouseClick(400, 265) // Click password field
assert.Equal(t, 1, login.focusedField)
// Test input length limits
login.focusedField = 0
for i := 0; i < 20; i++ {
simulateCharInput('x')
}
assert.LessOrEqual(t, len(login.username), 12)
login.focusedField = 1
for i := 0; i < 30; i++ {
simulateCharInput('x')
}
assert.LessOrEqual(t, len(login.password), 20)
// Test mode switching
simulateMouseClick(600, 365) // Click switch mode button
assert.True(t, login.isRegistering)
simulateMouseClick(600, 365) // Click again
assert.False(t, login.isRegistering)
// Test submission
login.username = "test"
login.password = "password"
testutils.SimulateMousePosition(400, 365)
testutils.SimulateMouseButton(testutils.ToInt32(rl.MouseLeftButton), true)
username, password, isRegistering, submitted := login.Update()
assert.True(t, submitted)
assert.Equal(t, "test", username)
assert.Equal(t, "password", password)
assert.False(t, isRegistering)
}
func TestLoginScreen_ErrorHandling(t *testing.T) {
login := NewLoginScreen()
// Test empty fields
login.username = ""
login.password = "test"
testutils.SimulateMousePosition(400, 365)
testutils.SimulateMouseButton(testutils.ToInt32(rl.MouseLeftButton), true)
_, _, _, submitted := login.Update()
assert.False(t, submitted)
assert.Contains(t, login.errorMessage, "username")
// Test special characters
login.username = "test!@#"
login.password = "password"
testutils.SimulateMousePosition(400, 365)
testutils.SimulateMouseButton(testutils.ToInt32(rl.MouseLeftButton), true)
_, _, _, submitted = login.Update()
assert.False(t, submitted)
assert.Contains(t, login.errorMessage, "invalid characters")
// Test error message display
login.SetError("Test error")
assert.Equal(t, "Test error", login.errorMessage)
}
func simulateMouseClick(x, y float32) {
// Implementation would depend on how raylib is mocked
}

View File

@ -1,15 +0,0 @@
package mock
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
IsKeyPressed func(key int32) bool
IsKeyDown func(key int32) bool
IsMouseButtonPressed func(button int32) bool
GetMousePosition func() rl.Vector2
GetMouseRay func(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray
GetMouseWheelMove func() float32
GetCharPressed func() rune
)

View File

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

View File

@ -1,141 +0,0 @@
package game
import (
"sync"
"gitea.boner.be/bdnugget/goonscape/game/mock"
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
mockInput struct {
sync.Mutex
keyPressed map[int32]bool
keyDown map[int32]bool
mousePressed map[int32]bool
mousePosition rl.Vector2
mouseRay rl.Ray
mouseWheel float32
charPressed rune
}
)
func init() {
resetMockInput()
setupMockFunctions()
}
func setupMockFunctions() {
mock.IsKeyPressed = mockIsKeyPressed
mock.IsKeyDown = mockIsKeyDown
mock.IsMouseButtonPressed = mockIsMouseButtonPressed
mock.GetMousePosition = mockGetMousePosition
mock.GetMouseRay = mockGetMouseRay
mock.GetMouseWheelMove = mockGetMouseWheelMove
mock.GetCharPressed = mockGetCharPressed
}
func resetMockInput() {
mockInput.Lock()
defer mockInput.Unlock()
mockInput.keyPressed = make(map[int32]bool)
mockInput.keyDown = make(map[int32]bool)
mockInput.mousePressed = make(map[int32]bool)
mockInput.mousePosition = rl.Vector2{}
mockInput.mouseRay = rl.Ray{}
mockInput.mouseWheel = 0
mockInput.charPressed = 0
}
// Mock input simulation functions
func simulateKeyPress(key int32) {
mockInput.Lock()
mockInput.keyPressed[key] = true
mockInput.Unlock()
}
func simulateKeyDown(key int32, isDown bool) {
mockInput.Lock()
mockInput.keyDown[key] = isDown
mockInput.Unlock()
}
func simulateMouseButton(button int32, isPressed bool) {
mockInput.Lock()
mockInput.mousePressed[button] = isPressed
mockInput.Unlock()
}
func simulateMousePosition(x, y float32) {
mockInput.Lock()
mockInput.mousePosition = rl.Vector2{X: x, Y: y}
mockInput.Unlock()
}
func simulateMouseRay(ray rl.Ray) {
mockInput.Lock()
mockInput.mouseRay = ray
mockInput.Unlock()
}
func simulateMouseWheel(move float32) {
mockInput.Lock()
mockInput.mouseWheel = move
mockInput.Unlock()
}
func simulateCharInput(char rune) {
mockInput.Lock()
mockInput.charPressed = char
mockInput.Unlock()
}
// Mock raylib functions
func mockIsKeyPressed(key int32) bool {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.keyPressed[key]
}
func mockIsKeyDown(key int32) bool {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.keyDown[key]
}
func mockIsMouseButtonPressed(button int32) bool {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mousePressed[button]
}
func mockGetMousePosition() rl.Vector2 {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mousePosition
}
func mockGetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mouseRay
}
func mockGetMouseWheelMove() float32 {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mouseWheel
}
func mockGetCharPressed() rune {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.charPressed
}
// Add more mock implementations...
// Add this helper function
func toInt32(button rl.MouseButton) int32 {
return int32(button)
}

View File

@ -1,26 +0,0 @@
package game
import (
"testing"
"gitea.boner.be/bdnugget/goonscape/game/mock"
"gitea.boner.be/bdnugget/goonscape/game/testutils"
)
func setupTestEnvironment(t *testing.T) (*Game, func()) {
testutils.ResetMockInput()
testutils.SetupMockFunctions()
game := New()
game.input = &MockInput{}
game.Chat.input = &MockInput{} // Also inject mock input into chat
// Verify mock setup
if mock.IsKeyPressed == nil || mock.GetCharPressed == nil {
t.Fatal("Mock functions not properly initialized")
}
return game, func() {
testutils.ResetMockInput()
}
}

View File

@ -1,153 +0,0 @@
package testutils
import (
"sync"
"gitea.boner.be/bdnugget/goonscape/game/mock"
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
mockInput struct {
sync.Mutex
keyPressed map[int32]bool
keyDown map[int32]bool
mousePressed map[int32]bool
mousePosition rl.Vector2
mouseRay rl.Ray
mouseWheel float32
charPressed rune
}
)
func init() {
ResetMockInput()
SetupMockFunctions()
}
// SetupMockFunctions initializes mock functions
func SetupMockFunctions() {
mock.IsKeyPressed = MockIsKeyPressed
mock.IsKeyDown = MockIsKeyDown
mock.IsMouseButtonPressed = MockIsMouseButtonPressed
mock.GetMousePosition = MockGetMousePosition
mock.GetMouseRay = MockGetMouseRay
mock.GetMouseWheelMove = MockGetMouseWheelMove
mock.GetCharPressed = MockGetCharPressed
}
// ResetMockInput resets all mock input states
func ResetMockInput() {
mockInput.Lock()
defer mockInput.Unlock()
mockInput.keyPressed = make(map[int32]bool)
mockInput.keyDown = make(map[int32]bool)
mockInput.mousePressed = make(map[int32]bool)
mockInput.mousePosition = rl.Vector2{}
mockInput.mouseRay = rl.Ray{}
mockInput.mouseWheel = 0
mockInput.charPressed = 0
}
// SimulateKeyPress simulates a key press
func SimulateKeyPress(key int32) {
mockInput.Lock()
mockInput.keyPressed[key] = true
mockInput.Unlock()
}
// SimulateKeyDown simulates holding a key down
func SimulateKeyDown(key int32, isDown bool) {
mockInput.Lock()
mockInput.keyDown[key] = isDown
mockInput.Unlock()
}
// SimulateMouseButton simulates a mouse button press
func SimulateMouseButton(button int32, isPressed bool) {
mockInput.Lock()
mockInput.mousePressed[button] = isPressed
mockInput.Unlock()
}
// SimulateMousePosition simulates mouse movement
func SimulateMousePosition(x, y float32) {
mockInput.Lock()
mockInput.mousePosition = rl.Vector2{X: x, Y: y}
mockInput.Unlock()
}
// SimulateMouseClick simulates a mouse click at the given position
func SimulateMouseClick(x, y float32) {
SimulateMousePosition(x, y)
SimulateMouseButton(ToInt32(rl.MouseLeftButton), true)
}
// SimulateMouseRay simulates a mouse ray
func SimulateMouseRay(ray rl.Ray) {
mockInput.Lock()
mockInput.mouseRay = ray
mockInput.Unlock()
}
// SimulateMouseWheel simulates mouse wheel movement
func SimulateMouseWheel(move float32) {
mockInput.Lock()
mockInput.mouseWheel = move
mockInput.Unlock()
}
// SimulateCharInput simulates character input
func SimulateCharInput(char rune) {
mockInput.Lock()
mockInput.charPressed = char
mockInput.Unlock()
}
// Mock raylib functions
func MockIsKeyPressed(key int32) bool {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.keyPressed[key]
}
func MockIsKeyDown(key int32) bool {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.keyDown[key]
}
func MockIsMouseButtonPressed(button int32) bool {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mousePressed[button]
}
func MockGetMousePosition() rl.Vector2 {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mousePosition
}
func MockGetMouseRay(mousePos rl.Vector2, camera rl.Camera3D) rl.Ray {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mouseRay
}
func MockGetMouseWheelMove() float32 {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.mouseWheel
}
func MockGetCharPressed() rune {
mockInput.Lock()
defer mockInput.Unlock()
return mockInput.charPressed
}
// ToInt32 converts MouseButton to int32
func ToInt32(button rl.MouseButton) int32 {
return int32(button)
}

11
go.mod
View File

@ -8,17 +8,10 @@ require (
google.golang.org/protobuf v1.36.3 google.golang.org/protobuf v1.36.3
) )
require (
github.com/davecgh/go-spew v1.1.1 // indirect
github.com/pmezard/go-difflib v1.0.0 // indirect
gopkg.in/yaml.v3 v3.0.1 // indirect
)
require ( require (
github.com/ebitengine/purego v0.8.2 // indirect github.com/ebitengine/purego v0.8.2 // indirect
github.com/stretchr/testify v1.10.0 golang.org/x/exp v0.0.0-20250207012021-f9890c6ad9f3 // indirect
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 // indirect golang.org/x/sys v0.30.0 // indirect
golang.org/x/sys v0.29.0 // indirect
) )
replace gitea.boner.be/bdnugget/goonserver => ./goonserver replace gitea.boner.be/bdnugget/goonserver => ./goonserver

13
go.sum
View File

@ -1,21 +1,16 @@
github.com/davecgh/go-spew v1.1.1 h1:vj9j/u1bqnvCEfJOwUhtlOARqs3+rkHYY13jYWTU97c=
github.com/davecgh/go-spew v1.1.1/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/ebitengine/purego v0.8.2 h1:jPPGWs2sZ1UgOSgD2bClL0MJIqu58nOmIcBuXr62z1I= github.com/ebitengine/purego v0.8.2 h1:jPPGWs2sZ1UgOSgD2bClL0MJIqu58nOmIcBuXr62z1I=
github.com/ebitengine/purego v0.8.2/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ= github.com/ebitengine/purego v0.8.2/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ=
github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b h1:JJfspevP3YOXcSKVABizYOv++yMpTJIdPUtoDzF/RWw= github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b h1:JJfspevP3YOXcSKVABizYOv++yMpTJIdPUtoDzF/RWw=
github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q= github.com/gen2brain/raylib-go/raylib v0.0.0-20250109172833-6dbba4f81a9b/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI= github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY= github.com/google/go-cmp v0.6.0/go.mod h1:17dUlkBOakJ0+DkrSSNjCkIjxS6bF9zb3elmeNGIjoY=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/testify v1.10.0 h1:Xv5erBjTwe/5IxqUQTdXv5kgmIvbHo3QQyRwhJsOfJA=
github.com/stretchr/testify v1.10.0/go.mod h1:r2ic/lqez/lEtzL7wO/rwa5dbSLXVDPFyf8C91i36aY=
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 h1:yqrTHse8TCMW1M1ZCP+VAR/l0kKxwaAIqN/il7x4voA= golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8 h1:yqrTHse8TCMW1M1ZCP+VAR/l0kKxwaAIqN/il7x4voA=
golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU= golang.org/x/exp v0.0.0-20250106191152-7588d65b2ba8/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU=
golang.org/x/exp v0.0.0-20250207012021-f9890c6ad9f3 h1:qNgPs5exUA+G0C96DrPwNrvLSj7GT/9D+3WMWUcUg34=
golang.org/x/exp v0.0.0-20250207012021-f9890c6ad9f3/go.mod h1:tujkw807nyEEAamNbDrEGzRav+ilXA7PCRAd6xsmwiU=
golang.org/x/sys v0.29.0 h1:TPYlXGxvx1MGTn2GiZDhnjPA9wZzZeGKHHmKhHYvgaU= golang.org/x/sys v0.29.0 h1:TPYlXGxvx1MGTn2GiZDhnjPA9wZzZeGKHHmKhHYvgaU=
golang.org/x/sys v0.29.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA= golang.org/x/sys v0.29.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/sys v0.30.0 h1:QjkSwP/36a20jFYWkSue1YwXzLmsV5Gfq7Eiy72C1uc=
golang.org/x/sys v0.30.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU= google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE= google.golang.org/protobuf v1.36.3/go.mod h1:9fA7Ob0pmnwhb644+1+CVWFRbNajQ6iRojtC/QF5bRE=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
gopkg.in/yaml.v3 v3.0.1 h1:fxVm/GzAzEWqLHuvctI91KS9hhNmmWOoWu0XTYJS7CA=
gopkg.in/yaml.v3 v3.0.1/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=

16
logging/logging.go Normal file
View File

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

51
main.go
View File

@ -5,17 +5,27 @@ import (
"log" "log"
"strings" "strings"
"gitea.boner.be/bdnugget/goonscape/config"
"gitea.boner.be/bdnugget/goonscape/game" "gitea.boner.be/bdnugget/goonscape/game"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/network" "gitea.boner.be/bdnugget/goonscape/network"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
func main() { func main() {
logging.Info.Println("Starting GoonScape client")
// Raylib log level warn
rl.SetTraceLogLevel(rl.LogWarning)
// Parse command line flags // Parse command line flags
local := flag.Bool("local", false, "Connect to local server") local := flag.Bool("local", false, "Connect to local server")
addr := flag.String("addr", "", "Server address (host or host:port)") addr := flag.String("addr", "", "Server address (host or host:port)")
noMusic := flag.Bool("no-music", false, "Disable music playback")
flag.Parse() flag.Parse()
// Set config before any game initialization
config.Current.PlayMusic = !*noMusic
// Set server address based on flags // Set server address based on flags
if *local { if *local {
if *addr != "" { if *addr != "" {
@ -30,31 +40,40 @@ func main() {
network.SetServerAddr(*addr) network.SetServerAddr(*addr)
} }
logging.Info.Println("Initializing window")
rl.InitWindow(1024, 768, "GoonScape") rl.InitWindow(1024, 768, "GoonScape")
rl.SetExitKey(0) defer func() {
defer rl.CloseWindow() logging.Info.Println("Closing window")
rl.CloseWindow()
}()
rl.InitAudioDevice() // Initialize audio device first
if !rl.IsAudioDeviceReady() {
rl.InitAudioDevice()
if !rl.IsAudioDeviceReady() {
log.Fatal("Failed to initialize audio device")
}
}
defer rl.CloseAudioDevice() defer rl.CloseAudioDevice()
rl.SetTargetFPS(60)
game := game.New() game := game.New()
logging.Info.Println("Loading game assets")
if err := game.LoadAssets(); err != nil { if err := game.LoadAssets(); err != nil {
log.Fatalf("Failed to load assets: %v", err) log.Fatalf("Failed to load assets: %v", err)
} }
defer game.Cleanup() defer func() {
logging.Info.Println("Cleaning up game resources")
game.Cleanup()
}()
rl.PlayMusicStream(game.Music) if config.Current.PlayMusic {
rl.SetMusicVolume(game.Music, 0.5) logging.Info.Println("Starting music playback")
rl.PlayMusicStream(game.Music)
for !rl.WindowShouldClose() { rl.SetMusicVolume(game.Music, 0.5)
deltaTime := rl.GetFrameTime()
rl.UpdateMusicStream(game.Music)
game.Update(deltaTime)
game.Render()
} }
// Wait for clean shutdown rl.SetTargetFPS(60)
<-game.QuitChan logging.Info.Println("Starting game loop")
game.Run()
logging.Info.Println("Game exited cleanly")
} }

View File

@ -2,16 +2,18 @@ package network
import ( import (
"bufio" "bufio"
"context"
"encoding/binary" "encoding/binary"
"fmt" "fmt"
"io" "io"
"log" "log"
"net" "net"
"sync"
"time" "time"
"gitea.boner.be/bdnugget/goonscape/logging"
"gitea.boner.be/bdnugget/goonscape/types" "gitea.boner.be/bdnugget/goonscape/types"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib"
"google.golang.org/protobuf/proto" "google.golang.org/protobuf/proto"
) )
@ -19,18 +21,84 @@ const protoVersion = 1
var serverAddr = "boner.be:6969" var serverAddr = "boner.be:6969"
type NetworkManager struct {
ctx context.Context
conn net.Conn
reader *bufio.Reader
writer *bufio.Writer
mu sync.Mutex
}
func NewNetworkManager(ctx context.Context) *NetworkManager {
return &NetworkManager{
ctx: ctx,
}
}
func SetServerAddr(addr string) { func SetServerAddr(addr string) {
serverAddr = addr serverAddr = addr
} }
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) { func (nm *NetworkManager) Connect(addr string) error {
conn, err := net.Dial("tcp", serverAddr) nm.mu.Lock()
defer nm.mu.Unlock()
var err error
nm.conn, err = net.Dial("tcp", addr)
if err != nil { if err != nil {
log.Printf("Failed to dial server: %v", err) return err
return nil, 0, err
} }
log.Println("Connected to server. Authenticating...") nm.reader = bufio.NewReader(nm.conn)
nm.writer = bufio.NewWriter(nm.conn)
go nm.readLoop()
return nil
}
func (nm *NetworkManager) readLoop() {
for {
select {
case <-nm.ctx.Done():
return
default:
// Read and process messages
}
}
}
func (nm *NetworkManager) Send(message proto.Message) error {
nm.mu.Lock()
defer nm.mu.Unlock()
data, err := proto.Marshal(message)
if err != nil {
return err
}
// Write length prefix
lengthBuf := make([]byte, 4)
binary.BigEndian.PutUint32(lengthBuf, uint32(len(data)))
if _, err := nm.writer.Write(lengthBuf); err != nil {
return err
}
// Write message body
if _, err := nm.writer.Write(data); err != nil {
return err
}
return nm.writer.Flush()
}
func ConnectToServer(username, password string, isRegistering bool) (net.Conn, int32, error) {
logging.Info.Println("Attempting to connect to server at", serverAddr)
conn, err := net.Dial("tcp", serverAddr)
if err != nil {
logging.Error.Printf("Failed to dial server: %v", err)
return nil, 0, err
}
logging.Info.Println("Connected to server. Authenticating...")
// Send auth message // Send auth message
authAction := &pb.Action{ authAction := &pb.Action{
@ -81,7 +149,7 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
if !response.AuthSuccess { if !response.AuthSuccess {
conn.Close() conn.Close()
return nil, 0, fmt.Errorf(response.ErrorMessage) return nil, 0, fmt.Errorf("authentication failed: %s", response.ErrorMessage)
} }
playerID := response.GetPlayerId() playerID := response.GetPlayerId()
@ -89,145 +157,63 @@ func ConnectToServer(username, password string, isRegistering bool) (net.Conn, i
return conn, playerID, nil return conn, playerID, nil
} }
func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers map[int32]*types.Player, quitChan <-chan struct{}) { func HandleServerCommunication(conn net.Conn, playerID int32, player *types.Player, otherPlayers *sync.Map, quitChan <-chan struct{}) {
reader := bufio.NewReader(conn) defer func() {
logging.Info.Println("Closing connection and cleaning up for player", playerID)
actionTicker := time.NewTicker(types.ClientTickRate) conn.Close()
defer actionTicker.Stop() close(player.QuitDone)
defer conn.Close()
defer close(player.QuitDone)
// Create a channel to signal when goroutines are done
done := make(chan struct{})
// Create a set of current players to track disconnects
currentPlayers := make(map[int32]bool)
go func() {
for {
select {
case <-quitChan:
// Send disconnect message to server
disconnectMsg := &pb.ActionBatch{
PlayerId: playerID,
Actions: []*pb.Action{{
Type: pb.Action_DISCONNECT,
PlayerId: playerID,
}},
}
writeMessage(conn, disconnectMsg)
done <- struct{}{}
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)
return
}
} else {
player.Unlock()
}
}
}
}() }()
reader := bufio.NewReader(conn)
ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
for { for {
select { select {
case <-quitChan: case <-quitChan:
done := make(chan struct{})
go func() {
<-done
close(player.QuitDone)
}()
select {
case <-done:
time.Sleep(100 * time.Millisecond)
case <-time.After(1 * time.Second):
log.Println("Shutdown timed out")
}
return return
default: case <-ticker.C:
// Read message length (4 bytes) // Read message length
lengthBuf := make([]byte, 4) lengthBuf := make([]byte, 4)
if _, err := io.ReadFull(reader, lengthBuf); err != nil { if _, err := io.ReadFull(reader, lengthBuf); err != nil {
log.Printf("Failed to read message length: %v", err) log.Printf("Failed to read message length: %v", err)
return continue
} }
messageLength := binary.BigEndian.Uint32(lengthBuf) messageLength := binary.BigEndian.Uint32(lengthBuf)
// Read the full message // Read message body
messageBuf := make([]byte, messageLength) messageBuf := make([]byte, messageLength)
if _, err := io.ReadFull(reader, messageBuf); err != nil { if _, err := io.ReadFull(reader, messageBuf); err != nil {
log.Printf("Failed to read message body: %v", err) log.Printf("Failed to read message body: %v", err)
return continue
} }
// Process server message
var serverMessage pb.ServerMessage var serverMessage pb.ServerMessage
if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil { if err := proto.Unmarshal(messageBuf, &serverMessage); err != nil {
log.Printf("Failed to unmarshal server message: %v", err) log.Printf("Failed to unmarshal server message: %v", err)
continue continue
} }
player.Lock() // Update player states
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()
for _, state := range serverMessage.Players { for _, state := range serverMessage.Players {
currentPlayers[state.PlayerId] = true if state == nil {
if state.PlayerId == playerID { logging.Error.Println("Received nil player state")
player.Lock()
// Update initial position if not set
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
player.PosActual = rl.Vector3{
X: float32(state.X * types.TileSize),
Y: 0,
Z: float32(state.Y * types.TileSize),
}
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
}
player.Unlock()
continue continue
} }
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists { if state.PlayerId == playerID {
otherPlayer.UpdatePosition(state, types.ServerTickRate) player.UpdatePosition(state, types.ServerTickRate)
} else if existing, ok := otherPlayers.Load(state.PlayerId); ok {
existing.(*types.Player).UpdatePosition(state, types.ServerTickRate)
} else { } else {
otherPlayers[state.PlayerId] = types.NewPlayer(state) newPlayer := types.NewPlayer(state)
otherPlayers.Store(state.PlayerId, newPlayer)
} }
} }
// Remove players that are no longer in the server state // Handle chat messages
for id := range otherPlayers { if handler, ok := player.UserData.(types.ChatMessageHandler); ok {
if !currentPlayers[id] {
delete(otherPlayers, id)
}
}
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
handler.HandleServerMessages(serverMessage.ChatMessages) handler.HandleServerMessages(serverMessage.ChatMessages)
} }
} }

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126
segfault.txt Normal file
View File

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

View File

@ -1,12 +1,34 @@
package types package types
import ( import (
"sync"
"time" "time"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
type Player struct {
sync.RWMutex
PosActual rl.Vector3
PosTile Tile
TargetPath []Tile
ActionQueue []*pb.Action
Speed float32
ID int32
IsMoving bool
AnimationFrame int32
LastAnimUpdate time.Time
LastUpdateTime time.Time
InterpolationProgress float32
FloatingMessage *FloatingMessage
QuitDone chan struct{}
UserData interface{}
Model rl.Model
Texture rl.Texture2D
Username string
}
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) { func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
p.Lock() p.Lock()
defer p.Unlock() defer p.Unlock()

View File

@ -1,7 +1,6 @@
package types package types
import ( import (
"sync"
"time" "time"
pb "gitea.boner.be/bdnugget/goonserver/actions" pb "gitea.boner.be/bdnugget/goonserver/actions"
@ -14,27 +13,6 @@ type Tile struct {
Walkable bool 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 { type AnimationSet struct {
Idle []rl.ModelAnimation Idle []rl.ModelAnimation
Walk []rl.ModelAnimation Walk []rl.ModelAnimation
@ -50,6 +28,7 @@ type ModelAsset struct {
AnimFrames int32 // Keep this for compatibility AnimFrames int32 // Keep this for compatibility
Animations AnimationSet // New field for organized animations Animations AnimationSet // New field for organized animations
YOffset float32 // Additional height offset (added to default 8.0) YOffset float32 // Additional height offset (added to default 8.0)
Name string
} }
type ChatMessage struct { type ChatMessage struct {
@ -69,6 +48,13 @@ type ChatMessageHandler interface {
HandleServerMessages([]*pb.ChatMessage) HandleServerMessages([]*pb.ChatMessage)
} }
type PlayerState struct {
PlayerId int32
X int32
Y int32
Username string
}
const ( const (
MapWidth = 50 MapWidth = 50
MapHeight = 50 MapHeight = 50