Compare commits
6 Commits
v1.1.1
...
220a451475
Author | SHA1 | Date | |
---|---|---|---|
220a451475 | |||
417bf4ea63 | |||
84d63ba4c1 | |||
49b84c8540 | |||
0e509ad752 | |||
bcd63efd7b |
4
.gitignore
vendored
4
.gitignore
vendored
@ -10,4 +10,6 @@ goonscape.exe
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# OS files
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.DS_Store
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Thumbs.db
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Thumbs.db
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resources/models/old_and_test/
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@ -5,22 +5,79 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// Helper function to load animations for a model
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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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// 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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if len(idleAnims) > 0 {
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animSet.Idle = idleAnims
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rl.TraceLog(rl.LogInfo, "Loaded idle animation: %s (%d frames, %f seconds)",
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idlePath, idleAnims[0].FrameCount, float32(idleAnims[0].FrameCount)/60.0)
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}
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}
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// Load walk animations if specified
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if walkPath, ok := animPaths["walk"]; ok {
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walkAnims := rl.LoadModelAnimations(walkPath)
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if len(walkAnims) > 0 {
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animSet.Walk = walkAnims
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rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)",
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walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0)
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}
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}
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return animSet, nil
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}
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func LoadModels() ([]types.ModelAsset, error) {
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goonerModel := rl.LoadModel("resources/models/goonion.obj")
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goonerTexture := rl.LoadTexture("resources/models/goonion.png")
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rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture)
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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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coomerModel := rl.LoadModel("resources/models/coomer.obj")
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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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// 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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// 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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// 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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return []types.ModelAsset{
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{Model: goonerModel, Texture: goonerTexture},
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{Model: coomerModel, Texture: coomerTexture},
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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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}
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@ -28,14 +85,3 @@ func LoadModels() ([]types.ModelAsset, error) {
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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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rl.UnloadModel(model.Model)
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rl.UnloadTexture(model.Texture)
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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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}
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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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@ -2,6 +2,7 @@ package game
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import (
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"fmt"
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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 +26,7 @@ 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 +51,9 @@ 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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// 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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@ -94,6 +99,9 @@ func (c *Chat) HandleServerMessages(messages []*pb.ChatMessage) {
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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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// Calculate chat window width based on screen width
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chatWindowWidth := screenWidth - (chatMargin * 2)
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109
game/game.go
109
game/game.go
@ -1,7 +1,8 @@
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package game
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import (
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"os"
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"fmt"
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"sync"
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"time"
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"gitea.boner.be/bdnugget/goonscape/assets"
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@ -19,9 +20,10 @@ type Game struct {
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Music rl.Music
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Chat *Chat
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MenuOpen bool
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QuitChan chan struct{} // Channel to signal shutdown
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quitChan chan struct{}
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loginScreen *LoginScreen
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isLoggedIn bool
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cleanupOnce sync.Once
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}
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func New() *Game {
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@ -36,7 +38,7 @@ func New() *Game {
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Projection: rl.CameraPerspective,
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},
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Chat: NewChat(),
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QuitChan: make(chan struct{}),
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quitChan: make(chan struct{}),
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loginScreen: NewLoginScreen(),
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}
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game.Chat.userData = game
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@ -44,15 +46,32 @@ func New() *Game {
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}
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func (g *Game) LoadAssets() error {
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var err error
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g.Models, err = assets.LoadModels()
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if err != nil {
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return err
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var loadErr error
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defer func() {
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if r := recover(); r != nil {
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loadErr = fmt.Errorf("panic during asset loading: %v", r)
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// Cleanup any partially loaded assets
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g.Cleanup()
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}
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}()
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// Load models with better error handling
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g.Models, loadErr = assets.LoadModels()
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if loadErr != nil {
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return fmt.Errorf("failed to load models: %v", loadErr)
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}
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g.Music, err = assets.LoadMusic("resources/audio/GoonScape2.mp3")
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if err != nil {
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return err
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// Verify model loading
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for i, model := range g.Models {
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if model.Model.Meshes == nil {
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return fmt.Errorf("model %d failed to load properly", i)
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}
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}
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// Load music with better error handling
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g.Music, loadErr = assets.LoadMusic("resources/audio/GoonScape2.mp3")
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if loadErr != nil {
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return fmt.Errorf("failed to load music: %v", loadErr)
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}
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return nil
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@ -68,23 +87,18 @@ func (g *Game) Update(deltaTime float32) {
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return
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}
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// Assign model based on player ID
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modelIndex := int(playerID) % len(g.Models)
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g.Player = &types.Player{
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Speed: 50.0,
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TargetPath: []types.Tile{},
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UserData: g,
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QuitDone: make(chan struct{}),
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ID: playerID,
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Model: g.Models[modelIndex].Model,
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Texture: g.Models[modelIndex].Texture,
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}
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g.AssignModelToPlayer(g.Player)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan)
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go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.quitChan)
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g.isLoggedIn = true
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return
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}
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g.loginScreen.Draw()
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return
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}
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@ -157,14 +171,32 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) {
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defer player.Unlock()
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grid := GetMapGrid()
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modelIndex := int(player.ID) % len(g.Models)
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modelAsset := g.Models[modelIndex]
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const defaultHeight = 8.0 // Default height above tile, fine tune per model in types.ModelAsset
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playerPos := rl.Vector3{
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X: player.PosActual.X,
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Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + 16.0,
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Y: grid[player.PosTile.X][player.PosTile.Y].Height*types.TileHeight + defaultHeight + modelAsset.YOffset,
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Z: player.PosActual.Z,
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}
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// Check if model has animations
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if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil {
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if player.IsMoving && len(modelAsset.Animations.Walk) > 0 {
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anim := modelAsset.Animations.Walk[0] // Use first walk animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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} else if len(modelAsset.Animations.Idle) > 0 {
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anim := modelAsset.Animations.Idle[0] // Use first idle animation
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player.AnimationFrame = player.AnimationFrame % anim.FrameCount
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rl.UpdateModelAnimation(model, anim, player.AnimationFrame)
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}
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}
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rl.DrawModel(model, playerPos, 16, rl.White)
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// Draw floating messages and path indicators
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if player.FloatingMessage != nil {
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screenPos := rl.GetWorldToScreen(rl.Vector3{
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X: playerPos.X,
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@ -207,12 +239,9 @@ func (g *Game) Render() {
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rl.BeginMode3D(g.Camera)
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g.DrawMap()
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g.DrawPlayer(g.Player, g.Player.Model)
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for id, other := range g.OtherPlayers {
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for _, other := range g.OtherPlayers {
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if other.Model.Meshes == nil {
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// Assign model based on player ID for consistency
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modelIndex := int(id) % len(g.Models)
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other.Model = g.Models[modelIndex].Model
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other.Texture = g.Models[modelIndex].Texture
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g.AssignModelToPlayer(other)
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}
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g.DrawPlayer(other, other.Model)
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}
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@ -262,8 +291,20 @@ func (g *Game) Render() {
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}
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func (g *Game) Cleanup() {
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assets.UnloadModels(g.Models)
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assets.UnloadMusic(g.Music)
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g.cleanupOnce.Do(func() {
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// Stop music first
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if g.Music.Stream.Buffer != nil {
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rl.StopMusicStream(g.Music)
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rl.UnloadMusicStream(g.Music)
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}
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// Unload textures
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for _, model := range g.Models {
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if model.Texture.ID > 0 {
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rl.UnloadTexture(model.Texture)
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}
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}
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})
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}
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func (g *Game) HandleInput() {
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@ -343,12 +384,22 @@ func (g *Game) DrawMenu() {
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}
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|
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func (g *Game) Shutdown() {
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close(g.QuitChan)
|
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<-g.Player.QuitDone
|
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rl.CloseWindow()
|
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os.Exit(0)
|
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close(g.quitChan)
|
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}
|
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func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) {
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g.Chat.HandleServerMessages(messages)
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}
|
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func (g *Game) AssignModelToPlayer(player *types.Player) {
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modelIndex := int(player.ID) % len(g.Models)
|
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modelAsset := g.Models[modelIndex]
|
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|
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// Just use the original model - don't try to copy it
|
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player.Model = modelAsset.Model
|
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player.Texture = modelAsset.Texture
|
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}
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|
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func (g *Game) QuitChan() <-chan struct{} {
|
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return g.quitChan
|
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}
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|
82
main.go
82
main.go
@ -3,7 +3,10 @@ package main
|
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import (
|
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"flag"
|
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"log"
|
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"os"
|
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"os/signal"
|
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"strings"
|
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"syscall"
|
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|
||||
"gitea.boner.be/bdnugget/goonscape/game"
|
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"gitea.boner.be/bdnugget/goonscape/network"
|
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@ -11,11 +14,24 @@ import (
|
||||
)
|
||||
|
||||
func main() {
|
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defer func() {
|
||||
if r := recover(); r != nil {
|
||||
log.Printf("Recovered from panic in main: %v", r)
|
||||
}
|
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}()
|
||||
|
||||
// Parse command line flags
|
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verbose := flag.Bool("v", false, "Also show info logs (spammy)")
|
||||
local := flag.Bool("local", false, "Connect to local server")
|
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addr := flag.String("addr", "", "Server address (host or host:port)")
|
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flag.Parse()
|
||||
|
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if *verbose {
|
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rl.SetTraceLogLevel(rl.LogTrace)
|
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} else {
|
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rl.SetTraceLogLevel(rl.LogWarning)
|
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}
|
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|
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// Set server address based on flags
|
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if *local {
|
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if *addr != "" {
|
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@ -32,29 +48,63 @@ func main() {
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rl.InitWindow(1024, 768, "GoonScape")
|
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rl.SetExitKey(0)
|
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defer rl.CloseWindow()
|
||||
|
||||
rl.InitAudioDevice()
|
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defer rl.CloseAudioDevice()
|
||||
|
||||
gameInstance := game.New()
|
||||
if err := gameInstance.LoadAssets(); err != nil {
|
||||
log.Printf("Failed to load assets: %v", err)
|
||||
return
|
||||
}
|
||||
|
||||
defer func() {
|
||||
gameInstance.Cleanup()
|
||||
rl.CloseWindow()
|
||||
rl.CloseAudioDevice()
|
||||
}()
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
game := game.New()
|
||||
if err := game.LoadAssets(); err != nil {
|
||||
log.Fatalf("Failed to load assets: %v", err)
|
||||
}
|
||||
defer game.Cleanup()
|
||||
rl.PlayMusicStream(gameInstance.Music)
|
||||
rl.SetMusicVolume(gameInstance.Music, 0.5)
|
||||
|
||||
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()
|
||||
}
|
||||
rl.UpdateMusicStream(gameInstance.Music)
|
||||
|
||||
// Wait for clean shutdown
|
||||
<-game.QuitChan
|
||||
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"
|
||||
@ -91,19 +92,32 @@ 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 +132,23 @@ 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 +158,106 @@ 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 {
|
||||
errChan <- fmt.Errorf("failed to read message length: %v", err)
|
||||
}
|
||||
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),
|
||||
}
|
||||
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
|
||||
}
|
||||
player.Unlock()
|
||||
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
|
||||
}
|
||||
|
||||
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
||||
} else {
|
||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
||||
}
|
||||
}
|
||||
player.Lock()
|
||||
player.CurrentTick = serverMessage.CurrentTick
|
||||
|
||||
// Remove players that are no longer in the server state
|
||||
for id := range otherPlayers {
|
||||
if !currentPlayers[id] {
|
||||
delete(otherPlayers, id)
|
||||
tickDiff := serverMessage.CurrentTick - player.CurrentTick
|
||||
if tickDiff > types.MaxTickDesync {
|
||||
for _, state := range serverMessage.Players {
|
||||
if state.PlayerId == playerID {
|
||||
player.ForceResync(state)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
player.Unlock()
|
||||
|
||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
||||
handler.HandleServerMessages(serverMessage.ChatMessages)
|
||||
for _, state := range serverMessage.Players {
|
||||
if state.PlayerId == playerID {
|
||||
player.Lock()
|
||||
// Update initial position if not set
|
||||
if player.PosActual.X == 0 && player.PosActual.Z == 0 {
|
||||
player.PosActual = rl.Vector3{
|
||||
X: float32(state.X * types.TileSize),
|
||||
Y: 0,
|
||||
Z: float32(state.Y * types.TileSize),
|
||||
}
|
||||
player.PosTile = types.Tile{X: int(state.X), Y: int(state.Y)}
|
||||
}
|
||||
player.Unlock()
|
||||
continue
|
||||
}
|
||||
|
||||
if otherPlayer, exists := otherPlayers[state.PlayerId]; exists {
|
||||
otherPlayer.UpdatePosition(state, types.ServerTickRate)
|
||||
} else {
|
||||
otherPlayers[state.PlayerId] = types.NewPlayer(state)
|
||||
}
|
||||
}
|
||||
|
||||
// Remove players that are no longer in the server state
|
||||
for id := range otherPlayers {
|
||||
if id != playerID {
|
||||
delete(otherPlayers, id)
|
||||
}
|
||||
}
|
||||
|
||||
if handler, ok := player.UserData.(types.ChatMessageHandler); ok && len(serverMessage.ChatMessages) > 0 {
|
||||
handler.HandleServerMessages(serverMessage.ChatMessages)
|
||||
}
|
||||
}
|
||||
}
|
||||
}()
|
||||
|
||||
// Wait for error or quit signal
|
||||
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 +279,50 @@ 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
|
||||
}
|
||||
|
BIN
resources/models/coomer/Animation_Confused_Scratch_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Confused_Scratch_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Idle_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Idle_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Running_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Running_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Unsteady_Walk_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Unsteady_Walk_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/Animation_Walking_withSkin.glb
Normal file
BIN
resources/models/coomer/Animation_Walking_withSkin.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/idle_notransy.glb
Normal file
BIN
resources/models/coomer/idle_notransy.glb
Normal file
Binary file not shown.
BIN
resources/models/coomer/unsteadywalk_notransy.glb
Normal file
BIN
resources/models/coomer/unsteadywalk_notransy.glb
Normal file
Binary file not shown.
BIN
resources/models/coomerAnim.zip
Normal file
BIN
resources/models/coomerAnim.zip
Normal file
Binary file not shown.
BIN
resources/models/gooner/idle_no_y_transform.glb
Normal file
BIN
resources/models/gooner/idle_no_y_transform.glb
Normal file
Binary file not shown.
BIN
resources/models/gooner/walk_no_y_transform.glb
Normal file
BIN
resources/models/gooner/walk_no_y_transform.glb
Normal file
Binary file not shown.
@ -1,12 +1,34 @@
|
||||
package types
|
||||
|
||||
import (
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
type Player struct {
|
||||
sync.RWMutex
|
||||
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
|
||||
}
|
||||
|
||||
func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
p.Lock()
|
||||
defer p.Unlock()
|
||||
@ -19,6 +41,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) {
|
||||
|
||||
direction := rl.Vector3Subtract(targetPos, p.PosActual)
|
||||
distance := rl.Vector3Length(direction)
|
||||
|
||||
if distance > 1.0 {
|
||||
wasMoving := p.IsMoving
|
||||
p.IsMoving = true
|
||||
|
||||
if !wasMoving {
|
||||
p.AnimationFrame = 0
|
||||
}
|
||||
|
||||
oldFrame := p.AnimationFrame
|
||||
p.AnimationFrame += int32(deltaTime * 60)
|
||||
rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)",
|
||||
oldFrame, p.AnimationFrame, deltaTime)
|
||||
} else {
|
||||
wasMoving := p.IsMoving
|
||||
p.IsMoving = false
|
||||
|
||||
if wasMoving {
|
||||
p.AnimationFrame = 0
|
||||
}
|
||||
|
||||
oldFrame := p.AnimationFrame
|
||||
p.AnimationFrame += int32(deltaTime * 60)
|
||||
rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)",
|
||||
oldFrame, p.AnimationFrame, deltaTime)
|
||||
}
|
||||
|
||||
if distance > 0 {
|
||||
direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance)
|
||||
}
|
||||
@ -41,9 +90,14 @@ func NewPlayer(state *pb.PlayerState) *Player {
|
||||
Y: float32(state.Y * TileHeight),
|
||||
Z: float32(state.Y * TileSize),
|
||||
},
|
||||
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
||||
Speed: 50.0,
|
||||
ID: state.PlayerId,
|
||||
PosTile: Tile{X: int(state.X), Y: int(state.Y)},
|
||||
Speed: 50.0,
|
||||
ID: state.PlayerId,
|
||||
IsMoving: false,
|
||||
AnimationFrame: 0,
|
||||
LastAnimUpdate: time.Now(),
|
||||
LastUpdateTime: time.Now(),
|
||||
InterpolationProgress: 1.0,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,6 @@
|
||||
package types
|
||||
|
||||
import (
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
pb "gitea.boner.be/bdnugget/goonserver/actions"
|
||||
@ -14,27 +13,21 @@ type Tile struct {
|
||||
Walkable bool
|
||||
}
|
||||
|
||||
type Player struct {
|
||||
sync.Mutex
|
||||
PosActual rl.Vector3
|
||||
PosTile Tile
|
||||
TargetPath []Tile
|
||||
ActionQueue []*pb.Action
|
||||
Speed float32
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
ID int32
|
||||
CurrentTick int64
|
||||
LastUpdateTime time.Time
|
||||
InterpolationProgress float32
|
||||
UserData interface{}
|
||||
FloatingMessage *FloatingMessage
|
||||
QuitDone chan struct{}
|
||||
type AnimationSet struct {
|
||||
Idle []rl.ModelAnimation
|
||||
Walk []rl.ModelAnimation
|
||||
// Can add more animation types later like:
|
||||
// Attack []ModelAnimation
|
||||
// Jump []ModelAnimation
|
||||
}
|
||||
|
||||
type ModelAsset struct {
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
Model rl.Model
|
||||
Texture rl.Texture2D
|
||||
Animation []rl.ModelAnimation // Keep this for compatibility
|
||||
AnimFrames int32 // Keep this for compatibility
|
||||
Animations AnimationSet // New field for organized animations
|
||||
YOffset float32 // Additional height offset (added to default 8.0)
|
||||
}
|
||||
|
||||
type ChatMessage struct {
|
||||
|
Reference in New Issue
Block a user